spoonyboobah
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UPDATE! Heya all.... just wanted to post what I have been up to so far, nearly completed the first couple if NEW experiments.... As planned I have seperated the experiments into the following catagories :- Biology, Physiology and Physics. (maybe more to come later...). I have also organised all the experiments and will make changes so that they are tiered... Here is a table on all the stuff I have sorted so far... Biology Physiology Physics Tier 1 Seed Growth Zoology Observations Prograde Kuarqs Tier 2 Nutritional Value Creature Comforts Retrograde Kuarqs Tier 3 **COMING SOON** Kuarq Bio-activity Eccentric Kuarqs ...??? The one's in bold are the default one's included originally in the Station Science mod... the one's in italics are ones I am working on right now...and if they are underlined then I have completed and will be sent to @linuxgurugamersoon. Each tier adds a layer of complexity to the exeriments requirements, e.g. Tier 1 only require 1 station module (Seed Growth requires just the TH-NKR Research Lab but Nutritional Value requires the TH-NKR Research Lab and the F-RRY Zoology Bay, the Tier 3's require 3 modules etc...) Also the Biology and Physiology Tier 3 experiments are now considered "hybrid" experiments such as Kuarq Bio-activity is a Tier 3 Physiology / Physics Hybrid Experiment where the point is to see how the kuarqs interact with the creatures in the F-RRY Zoology Bay and vice-versa... However this only applies to experiments that involve a subject (Biology = Plants and Physiology = Creatures) to be exposed to a "stuff" (Physics = Kuarqs particles and.... ). And there is also much more to come! Hope you all like these changes. I have many more changes to come and hopefully with expansions to the mod as well
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Thanks for the merge @linuxgurugamer!!! Just wanna point out to all that "ALL Science Experiments" means all the 'stock' StationScience experiments, NOT the Arcanum 'Fuel Experiments'. Also with my future experiments, I will be using the original "2.0" assets in the mod for the experiment pods and not using Arcanums, as they fit the "Restock-era" much better until I can figure out how to make my own/find someone willing to help Also... UPDATE! - NEW / RESTORED OLD EXPERIMENT!! Zoology Observations Tier: 1 Type: Physiology / Creatures How are our cute furry creatures affected by being in space, millions of kilometres from Kerbin? This pod contains a variety of observation and surveillance equipment to analyse how the creatures have changed. You will need a F-RRY Zoology Bay to perform this experiment. Note: don't attach directly to your station, unless you intend to return it to the surface. Bioproducts Required: 25 This is a restoration of the original built-in experiment to the F-RRY Zoology Bay that would be similar to a "Crew Report", however at some point it was removed... so this experiment pod will return it. It will also have a full set of science reports, which I have already got done as I didnt realise it had been disabled . So for the Physiology type experiments there will be currently two :- Tier 1: Zoology Observations - Bioproducts: 25 - REQ: F-RRY Zoology Bay Tier 2: Creature Comforts - Eurekas: 30, Bioproducts: 30 - REQ: TH-NKR Research Lab, F-RRY Zoology Bay Tier 3: ?????
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UPDATE! Hey all, just wanted to share some progress I have made :- I have sent the pull request to @linuxgurugamerto merge and so all the experiments will finally have proper "kerbalised" science reports for every planet! I have also started on learning the code in the mod itself hoping to make many improvements in the future, hopefully leading into KSP2... any help would be much apprieciated however, if any coders or modelers have any tips, that would be great!... Also I can reveal the first new experiment I will be adding to Station Science! Nutritional Value Tier: 2 Type: Biology / Plants How does food grown in space compare to home grown snacks? Lets feed it to some creatures in the Zoo Bay and find out! You will need a TH-NKR Research Lab and F-RRY Zoology Bay for this experiment. Note: don't attach directly to your station, unless you intend to return it to the surface. Eurekas Required: 75 Bioproducts Required: 25 This new experiment will also have a full range of science reports, detailing all the weird and wacky ways that the creatures react to "space food" from Duna to Eeloo! Hope you like this! And any feedback would be great!
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@linuxgurugamerheya, sorry for the long delay! life got in the way... but all the science results have been completed and properly activated this time in the .cfg's I have sent ya a pull request on github Also I have a wishlist I would like to do to contribute to this, if I have your permission such as :- Stuff I have already done!: Add a full set of science reports for every experiment in every planet, 1 each for "InSpace" and 1 for "SrfLanded". Seed Growth - DONE! Zoology Bay Observations - DONE! Creature Comforts - DONE! Prograde Kuarqs - DONE! Retrograde Kuarqs - DONE! Eccentric Kuarqs - DONE! Kuarq Bio-activity - DONE! Renamed "Plant Growth" experiment to "Seed Growth", this I did to avoid conflicting with other Plant Growth experiments built into other mods e.g. Station Parts Expansion... and allowed for easier science reports as the experiment has the Kerbal's taking up seeds and growing them in their current biome and see how the develop differently then on Kerbin. - DONE! Renamed "Animals" to "Creatures" - did this to again avoid other mods but was not sure wether to give them a cute name like "Tribbles"... so I thought "Creatures" would suffice. - DONE! Stuff I am sure I can do, right away: Add more experiment pods! Already have concepts ready! Have a tier system of experiments which will cost more it Eurekas, Bioproducts and Kuarqs to complete Base the experiments and future ones on specific types e.g. Biology, Physiology, Physics etc. Stuff I need to figure out that is doable for me possibly: Add the Spectrometron part as a experiment requirement for more complex experiments Add new repeatable contracts that reward very little science points but instead provide large cash bonuses (concept and experiment pods already done, just not sure how to get the contracts made Add power consumption to all experiments! as it seems to not be consuming any EC to perform any experiment... Stuff I have no clue about: Re-doing the labs and pod models and textures to be at ReStock quality... "Maybe" Resize the Zoology Bay to size 3... Make more experiment pod variants in their current design... (e.g. combine pod symbols for more complex experiments) Higher tier experiments have larger pods. Add special docking ports on the lab modules (e.g. like the ISS JAXA Kibo Science Lab and Logistics Cargo Bay) Extend the time to complete experiments into days/weeks of Kerbal Time, to encourage timewarp... Add a toolbar to track and monitor progress of experiments across multiple space stations or bases. Add/Modify to create surface versions of the Research Lab, Zoology Bay and Spectrometron Creating proper IVA's for each part. "Maybe" Add a RNG generator to the experiment, so that the time required is randomised... e.g. Seed Growth in orbit above Kerbin takes 3-4 kerbin weeks, but the same experiment over Minmus takes nearly 6 kerbin weeks. Create add-on expansion modules to the exsisting parts. to extend the abilities and types of research that can be performed... Any info, help or advice would be great, I know @linuxgurugameris just maintaining this to keep it alive... I would love to take it over, but my knowledge of C# and graphic design is rudimentry at best.
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This was very helpful @Brigadierthank you very much for your helpful advice, it was was very useful. I managed to figure out how to do all of the above and I think I have sent @linuxgurugamermy first batch of changes, for the Experiment: Plant Growth. Hopefully @linuxgurugameris happy with the changes and will have them in the mod
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I don't have much experience in modding in KSP, would it be ok if I could contribute to update some of this mods features? Like, maybe starting with updating the science reports and adding some more kerbal like reports to the already existing ones?? Been a fan of this mod for years and thought that Space Stations been left out with their own special science experiments for years and just would like it to be more fleshed out...
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[WIP][1.9.x?–1.12.x] OSE Workshop continuation (name TBD)
spoonyboobah replied to Alphathon's topic in KSP1 Mod Development
Hey @Alphathon, is there any plans for updating the part models with maybe adding more variations... e.g. a 3.5m Workshop etc.?? It's great to see this mod get some proper love, its one of the best and most under-developed mods in KSP Thanks for your work- 82 replies
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[1.12.x] SpaceTux Industries Recycled Parts
spoonyboobah replied to linuxgurugamer's topic in KSP1 Mod Releases
Is the taurusNuclearEngine heat production really accurate, I have to like 3200kW of radiators on my craft and the nuke explodes in like 30 seconds of burn???? -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
spoonyboobah replied to IgorZ's topic in KSP1 Mod Releases
Is there a mod that allows to have portable and temporary tent style habitats that can be stored in KIS that's not Pathfinder... Looking for something more basic and stock-like... -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
spoonyboobah replied to IgorZ's topic in KSP1 Mod Releases
OK, thanks. I have changed the trailer to a Joint Socker and the truck to a Tow Bar. But when I right click on it it still doesn't give me any options??? Just the "Aim Camera"????? -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
spoonyboobah replied to IgorZ's topic in KSP1 Mod Releases
https://i.imgur.com/48TR9xv.jpg Ok, is KAS broken in 1.9.1???? I've looked up everything I can and can't find and explanation???? Or, what have I done wrong link an idiot? Thanks -
[1.12.x] SpaceTux Industries Recycled Parts
spoonyboobah replied to linuxgurugamer's topic in KSP1 Mod Releases
Hey @linuxgurugamer Is the RSCapsuledyne RS "Tiny" Size 3 nuke engine supposed to run so hot? Since using your version, I have been getting constant overheating and explosions using 4x Medium Radiators on my craft. The engine explodes after ~30 secs of burn which seems very overwhelming? Is there a supposed ideal radiator setup?? Any advice would be helpful from anyone Many Thanks! **EDIT** After much testing have found that this engine even after scaling down the heatProduction value manually to 1400 it will always explode even with multiple large thermal control systems (used 4 in my testing) even built on my nuclear engine using modded more powerful radiators from NearFuture and even it still will explode, it just extends how long it takes to explode. -
Thanks for the quick response @sarbian If this is any help for debugging the problem in the AP logic. I have been experimenting with lots of designs, and the most common issue I have found is particularly caused with SABRE engine designs. For example, Raptor9 on KerbalX made two designs of the same plane, one with Whiplash engines the other with SABRE's. Both have the cockpit far forward of the control surfaces similar to the design i posted earlier... https://kerbalx.com/Raptor9/TR-9-Archangel -- Whiplash engines https://kerbalx.com/Raptor9/SR-9-Archangel -- SABRE engines With the 'TR-9' the AP does not go crazy with pitching up and down and throttling 0 to max, yet with the SR-9 it does.
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Hi @sarbian This is just the best mod ever, makes life in KSP so much more enjoyable at times, although have run into a small issue with the aircraft autopilot. Works for most of my spaceplanes, however was trying to perform basic turns with this https://kerbalx.com/Raptor9/SR-21A-Phoenix and the autopilot went mad... It just constant keeps pitching the nose up an down getting progressively worse over time whist the throttle keeps going from 0% to 100% at the same time. Is this a bug with the autopilot? or is it the design of the craft cannot be handled by MechJeb?? Have tried performing the same turns and maneuvers using Smart A.S.S and stock S.A.S and it works perfectly??? Any suggestions or help would be much appreciated Many thanks from a long time fan and user of MechJeb...
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Hey @linuxgurugamer and everyone... Thanks for keeping all these mods alive, particularly @Porkjet's Habitat Pack, i think one of the best inflatable parts mods ever.... and thanks for trying to revive his newer mod. Just wondering as a fan.... I'm guessing there is no way to revive the animations in the original Small Centrifuge from that mod, I have tried to see any mention of it from past posts but did'nt see anything... Thanks again!!!
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
spoonyboobah replied to Nils277's topic in KSP1 Mod Releases
OMG!!!!!!! @Nils277 you are the man!!!! well here goes another 1000+ hours into KSP....thank you so much for your time and dedication, As a convert from MKS you have completely earned all our love for this mod. I cannot wait to establish a fully fledged colony on Laythe and Duna that can launch their own rockets.... Already installed and now loading KSP.... Many Thanks from a devoted fan of this mod -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
spoonyboobah replied to Nils277's topic in KSP1 Mod Releases
Hey @g_BonE, I use the Pathfinder mod, however I strip it of all parts except the "Hacienda" and the Pathfinder's .dll file. The "Hacienda" is an inflatable workshop that has a full IVA with inbuilt ore drill and multiple nodes so you can expand off it. However using it attached to a KPBS base it will slightly hover off the ground. This is a perfect stop gap until @Nils277 completes his KPBS Workshop. If you dont wanna use that, you can use the OSE Workshop bundled with the mod itself connected to a 4-way KPBS hub. Hope this helps