Kielm Posted October 27, 2016 Share Posted October 27, 2016 (edited) ModuleScienceConverter appears to have a setting that has no effect. The setting @scientistBonus Appears to have zero impact on research rates in crewed labs. Using a five-star kerbal for testing, I would expect altering this value from 0.25 to (for example) 0.4 to show some change. It doesn't. Nor does changing it to 3.0. The other settings in this module are working as I want them to except for this one. It doesn't appear to affect either total science yield or science conversion per day. Tested in Science and Career games. Can anyone help please? MODULE { name = ModuleScienceConverter dataProcessingMultiplier = 0.5 // Multiplier to data processing rate and therefore science rate scientistBonus = 0.4 //Bonus per scientist star - need at least one! So 0.25x - 2.5x researchTime = 6 //Larger = slower. Exponential! scienceMultiplier = 4 //How much science does data turn into? scienceCap = 1000 //How much science can we store before having to transmit? powerRequirement = 10 //EC/Sec to research ConverterName = Research StartActionName = Start Research StopActionName = Stop Research } Edited October 27, 2016 by Kielm Link to comment Share on other sites More sharing options...
Streetwind Posted October 27, 2016 Share Posted October 27, 2016 I'm only speculating here, but this setting may be deprecated in favor of a setting inside traits.cfg, which is (IIRC) new in 1.2. In it, you can define the bonuses each level of a certain class gives. Link to comment Share on other sites More sharing options...
COL.R.Neville Posted October 27, 2016 Share Posted October 27, 2016 (edited) no the two work together. the scientist bonus in the converter im pretty sure its traits.vesselsciencereturn.modifiers * scientistbonus or something like that. heres what i set all mine too Spoiler MODULE { name = ModuleScienceContainer reviewActionName = Review Data storeActionName = Store Experiments collectActionName = Take Data evaOnlyStorage = True storageRange = 2 allowRepeatedSubjects = True } MODULE { name = ModuleScienceLab containerModuleIndex = 0 dataStorage = 75000 crewsRequired = 1 canResetConnectedModules = True canResetNearbyModules = True interactionRange = 5 SurfaceBonus = 2 ContextBonus = 2 homeworldMultiplier = 3.14 RESOURCE_PROCESS { name = ElectricCharge amount = 5 } } MODULE { name = ModuleScienceConverter dataProcessingMultiplier = 5 // Multiplier to data processing rate and therefore science rate scientistBonus = 2 //Bonus per scientist star - need at least one! So 0.25x - 2.5x researchTime = 3 //Larger = slower. Exponential! scienceMultiplier = 5 //How much science does data turn into? scienceCap = 375000 //How much science can we store before having to transmit? powerRequirement = 5 //EC/Sec to research ConverterName = Research StartActionName = Start Research StopActionName = Stop Research } so when you do this you HAVE to paste this in so the ModuleScienceContainer IS THE FIRST module otherwise it wont work because of the containerModuleIndex = 0 that gives the location of the data to be processed. so science multiplier is how much science a unit of data turns into. (my bad this is what i meant hehe) so you see I have 75k for the data and 375k for the sciencecap since 5 x 75K is how much? hehe so container houses the data lab houses the kerbal scientist and the parameters for how far the influence is on other sciencemodule bonuses for where the lab is located etc. converter takes the data and turns it into science and sends it to the antenna to be xmitted back to KSC. im pretty sure thats how it works or close enough anyway. I play Sandbox with contracts (start a career, then hit the facility and technology buttons in the alt F12 menu) so I only need science to use for the training lab to level kerbals up. Edited October 27, 2016 by COL.R.Neville Link to comment Share on other sites More sharing options...
Kielm Posted October 27, 2016 Author Share Posted October 27, 2016 Dataprocessingmultiplier affects the speed of science return, not the total. In your example, does changing the scientist bonus have any impact (in theory it should, but in tests it does not)? That was the original question. I have a working module, but changing this particular setting makes no difference. Other settings work as described, but not this one. If it's deprecated then that's fine, I'll have to write a plugin to work around it. But if it does work and I'm just doing it wrong, I'd like to figure out where. Link to comment Share on other sites More sharing options...
JPLRepo Posted October 27, 2016 Share Posted October 27, 2016 Raised on the bug tracker.http://bugs.kerbalspaceprogram.com/issues/13127 Link to comment Share on other sites More sharing options...
Kielm Posted October 27, 2016 Author Share Posted October 27, 2016 Thanks @JPLRepo. I genuinely wasn't sure if I was just missing a setting or just doing it wrong. Link to comment Share on other sites More sharing options...
JPLRepo Posted October 27, 2016 Share Posted October 27, 2016 Just now, Kielm said: Thanks @JPLRepo. I genuinely wasn't sure if I was just missing a setting or just doing it wrong. The stock code isn't using it. Should be fixed. Link to comment Share on other sites More sharing options...
COL.R.Neville Posted October 27, 2016 Share Posted October 27, 2016 (edited) scienceMultiplier controls how much science data turns into. like you said the dataProcessingMultiplier but also the research time affect how fast it does it. there is also a weird diminishing return thing that happens as well, as the data amount gets lower the longer it takes to process into science. not sure where the skill bonuses come in now they changed a bunch of the trait data. but looks like they arent so that explains that hehe. yeah i realized i put the datamultiplier instead of the sciencemultiplier in there hehe sorry bout that my brain outruns my fingers sometimes. Edited October 27, 2016 by COL.R.Neville Link to comment Share on other sites More sharing options...
Kielm Posted October 27, 2016 Author Share Posted October 27, 2016 @COL.R.Neville The result is the same. DataProcessingMultiplier is an oddity. It appears to govern the overall speed of science generation in a lab, but it's also scaled with total available dataStorage. I noticed this when trying to increase the data storage; the science rate goes up if you increase the data storage. But you can get around this by scaling the data processing multiplier back down. So if the original data storage is say, 1000, and the multiplier is 0.5, the result is 500. If you scale up the data storage to 10,000, you then have to drop the multiplier to 0.05 to retain the value of 500. This is a little frustrating because it means that smaller amounts of data actually produce science much slower in a lab with increased data storage (it's less full). But hopefully, a working scientist bonus will help to alleviate this. Link to comment Share on other sites More sharing options...
COL.R.Neville Posted October 28, 2016 Share Posted October 28, 2016 from what ive seen the research time is the biggest impactor on converting one data to x science. its on some kind log scale so each one is orders of magnitude faster or slower. Link to comment Share on other sites More sharing options...
Kielm Posted October 28, 2016 Author Share Posted October 28, 2016 Yep. The research time has the biggest effect by far. Dataprocessingmultiplier seems to affect how much of the data storage is operated on at a time. So a .5 multiplier means it'll take half of the available data (note: half of total possible data, not half of actual current data) and work it's magic on that half. You can artificially slow it down by turning the multiplier down, so a 0.05 multiplier on a data storage of 10k works the same as a 0.5 multiplier on a data storage of 1k. I have no idea why that scale was chosen for research time, but as far as I know it's an integer too, so the current settings seem to be either 7/very slow or 6/very fast. ¯\_(ツ)_/¯ Link to comment Share on other sites More sharing options...
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