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The Kerbal KAL Logic & Computing Laboratory KerbalX hangar is here, git repo is here IMPORTANT NOTE: It is normal this project is going slowly. We're still working on it, but not very fast. +-----+ | LOG | +-----+ [ 230302.1751 ] Created thread. [ 230303.1542 ] Experiment 1: analog addition attempt (see log 23.1 and analysis 23.2) [ 230304.0937 ] Working bus (see log 23.3) [ 230305.1452 ] Working adder (see log 23.4) [ 230308.1649 ] Working instruction KALs (see log 23.5) [ 230319.1713 ] Thread got accidentally moved (see incident 23.6) [ 230330.1446 ] Experiment 2: KAL curves outside time range [0,1] attempt (see log 23.7) [ 230422.1602 ] Experiment 3: "Tape" memory idea + .craft file AG modification attempt (see log 23.8) [ 230506.1621 ] CFG File Parser (CFP) finished. [ 230714.1055 ] Bus with MOV instruction experiment (see log 23.9) [ 240118.1815 ] CFP 0.3 finished: now usable and finally good. (see log 24.1) [ 240121.1126 ] 256 register bank wiring finished, now all that's left is to implement the MOV instruction. (see log 24.2) +----------------+ | HARDWARE PACKS | +----------------+ Usable (and generaly more user-friendly) sets of hardware, packed together in a single contraption, like computers [ 256 Analog Early Computer Prototype ] An adder + registers pack, which also has instruction KALs you can run (TAB, ADD, etc.). Still not a computer. [I may redo this description] [] +-------------------------+ | BINARY HARDWARE LIBRARY | +-------------------------+ Hardware that operates on a single bit per KAL [ 1-bit AND Gate ] 1-bit AND Gate. [ 1-bit AND Gate Simplified ] Simplified version of the above 1-bit AND gate. [ 6-bit Adder ] A simple binary adder that adds two 6-bit numbers. Why 6-bit? Because there was only room for 6 KALs. [] +-----------------------------+ | I/O BINARY HARDWARE LIBRARY | +-----------------------------+ Hardware that handle I/O (Input/Output) with one bit per KAL [ 8-bit Triple 7-Segment Display ] Displays an 8-bit number. [] +-------------------------+ | ANALOG HARDWARE LIBRARY | +-------------------------+ Hardware that operate on KAL play positions, to represents larger numbers in a single KAL [ 256 Bus with 3 Registers ] 256 analog bus prototype, with 3 analog registers. [ 256 Analog Adder ] Adds two 256 analog numbers. It has a carry in and a carry out, allowing it to be stacked. [ Analog Subtraction ] Note: may require some investigations (to determine range etc.) [ 256 Analog Bus (3 Registers) + Adder ] 256 analog bus prototype, with 3 analog registers. It has an adder that can add two 256 analog numbers (A+B → A). [ MOV-256 Bus ] 256 analog bus prototype, featuring a MOV instruction. It can therefore have up to 256 registers. [ MOV-BUS-256 Register Pack ] A pack of 256 registers, with a working bus and MOV instruction. +-----------------------------+ | I/O ANALOG HARDWARE LIBRARY | +-----------------------------+ Hardware that handle analog I/O (Input/Output) with KAL play positions [ 256 Triple 7-Segment Display ] Displays a 256 analog number. [ Smoothed State Follower ] Note: may require some investigations (to determine range etc.) [] +------------------------+ | OTHER HARDWARE LIBRARY | +------------------------+ Hardware that convert between binary and analog, etc. [ 8-bit 256 Binary to Analog Converter ] Converts an 8-bit binary number into a 256 analog number. [ 256 8-bit Analog to Binary Converter ] (Not made yet, but that's a logical thing to do) [] +------------------+ | PYTHON UTILITIES | +------------------+ Python scripts that help using KALs, such as track generators, etc. [ CFP ] A craft file editor, which supports scripts. Comes with KAL-Utils script suite. [ Old CFG File Parser (CFP) ] A graphical program that uses Tk, to view and edit .craft files (and KSP cfgs in general). [ QnD Generate KAL Curve ] A quick-and-dirty python script that takes a list of values, and makes them a KAL curve. Can be used with CFP. [] For those who want to study KALs without having access to KSP, here's an extract of a .craft file, showing a KAL:
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Hi. Have just released on Spacedock an upgraded version of @StinkyAce's Gerry Anderson's UFO. For nostalgia lovers and those who would like a full mobile laboratory for research. https://spacedock.info/mod/2806/Gerry Anderson's UFO Upgraded?ga=<Game+3102+'Kerbal+Space+Program'>
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this mod solves problem of cheat-unlimited science from lab(s) (each stock lab(accompanied with 2 scientist and rover with instruments) gives you 3000 science from minmus each 3 years, which in turn makes even Duna visit meaningless) this goal is accomplished by 1. removing data concept from lab. 2. all bonus science from lab goes to corresponding research, so many labs can't give unlimited science on same subject (science bonus currently 100% of original science and limited by lab location and scientists levels and stupidity, 110% for kspie, needs testing) Features: 1. lab can send science(both collected, and bonus) without losses, but only if scientific subject already studied at lab at least up to 5% (bonus) by scientist on same celestial body, where it was obtained(last part required only if you want send research bonus itself). You can resend it as many times as you want (using button "Fair Transmit Science"), in case link was lost, or send updates if you collected(combined)/researched more. 2. lab bonus science can be viewed inside science archives ("from Lab" entries), after it was transmitted from lab. 3. lab can combine several experiments made by same equipment type in same conditions into one experiment, similar way of how its done in ksp, to use that feature you need to dock science lab and experiments with scientific data (at least two made in same location, and same type, but launched in different launches), and press button "FairCollectScience", it will copy data from experiments inside lab and combine them (if possible), you can do docking in sequence(same time not needed), and you could use instruments in same vessel as lab(as one source, you still need other(s)), but if you move data from experiment equipment, you would lose ability to combine it later(you still could study it inside lab but without ability to combine later with other experiment). this complex way is necessary to prevent cheating (multiple data scan by same equipment), and also because ksp don't mark scientific data with launch id, when created, so it can only identified from equipment it was created (while data still there). Science bonus depends both on current lab position (you would get 50% of max bonus if you within soi of celestial body, where scientific data is acquired, and up to 100% if situation and biome also matched) and (mutliplied by) cumulative level and smartness (1-stupidity) of scientists (formula is pow(level13*(1-stupidity1)+level23*(1-stupidity2),1/3) )/5 ), i.e. one level five scientist with stupidity 0, could give 100% science bonus, science processing speed also depends on lab location, and scientists levels. binary https://drive.google.com/open?id=0B0rgcOJPK_8XZ1JJMldFXzhXd0E 1.2.2 https://drive.google.com/file/d/0B0rgcOJPK_8XUVFIem1jMjgybkk 1.3.0 (just extract inside ksp data folder, and resolve conflict ModuleManager if exist (leave only latest ) ) source https://drive.google.com/open?id=0B0rgcOJPK_8XZHJTT2ljNF9qUWM on screenshot in processed queue first percentage is how much science did you collected (combined) on subject, second percentage is how much researched, second maximum (bonus) depends on first one, as soon as it reaches 5% you could send both to ksc. Fair toggle prepare(send) only allows study only up to 5.1% just to be able to send original experiment data to ksc without losses (using Fair Transmit Science). updated, initial compatibility with ksp interstellar extended added. in archives FairLab science can be seen such way (for example) P.S. i hope SQUAD would include that mod inside ksp. normal gui planned... don't forget lab in offline state while you leaving your vessel (i.e. you would think lab is working, but it is not) lab do auto shutdowns on resources absent, usually if you have a lot of research you could leave lab without supervision even longer than original one (as there is no data limit), but you should consider to move it from one biome to another, just to get maximum bonus. debug logging (enable) option is not saved, so each time you switch to vessel if you expect to see some bug you should enable it (and send logs (after bug occurs) here) science container functionality inside lab is fully enabled, but it is not linked to Fair lab code, so it will NOT allow combine scientific data, use FairCollectScience for that.
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I have my station ( Babylon K ) in orbit around Mun and I have a few questions about labs. 1) I left my Lab running over night but the game was at the space centre and my station produced no science despite a predicted 4 science per day. Does the game have to be focused on the lab to produce science or is there away to leave it unattended while I work on another project? 2) I gather that only Scientists in the lab itself contribute to the conversion rate ( I forgot to add a scientist to the lab and now it's producing 9.8 sci/day ), Is it worth having a second lab on the station and two more Kerbals? Will they work on the same data or will the second lab fill with data once the first is full or will the second lab simply not function?
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