Stone Blue Posted January 19, 2021 Share Posted January 19, 2021 2 hours ago, MacLuky said: Hi, I noticed there is no RO patch for StationScience. Before I give it a go: did anyone make a good one? (before I make a lousy attempt for nothing ;-) Not sure if this is *exactly* for Station Science, or relevent:https://github.com/KSP-RO/RP-0/blob/master/GameData/RP-0/Science/Experiments/StationScienceEarly.cfg Have you gone thru any of the RO forks on github (I know, there are TONS of them ) , to see if you can find anything specific to Station Science? vOv Quote Link to comment Share on other sites More sharing options...
MacLuky Posted January 19, 2021 Share Posted January 19, 2021 No, this is what I did. It seems to scale okay and weight is in line with the normal science labs: @PART[StnSciKib|StnSciKibJr|StnSciCyclo|StnSciExperiment1|StnSciExperiment2|StnSciExperiment3|StnSciExperiment4|StnSciExperiment5|StnSciExperiment6]:FOR[RealismOverhaul]:NEEDS[StationScience] { %RSSROConfig = True %rescaleFactor = 1.6 %scale = 1.0 @mass *= 2 !MODULE[TweakScale] { } } @PART[StnSciZoo|StnSciSpectro|StnSciLab]:FOR[RealismOverhaul]:NEEDS[StationScience] { %RSSROConfig = True %rescaleFactor = 1.6 %scale = 1.0 @description ^= :$: Contains O2 supply for it's scientists, however there is no food or water allowed in the science facility. Ships with 1 day supply, able to store 30 days.: # @mass = 12.5 MODULE { name = ModuleFuelTanks volume = 750 basemass = -1 type = ServiceModule TANK { name = ElectricCharge amount = 43200 maxAmount = 43200 } TANK { name = Oxygen amount = 2520 maxAmount = 75600 } TANK { name = CarbonDioxide amount = 0 maxAmount = 1200 } TANK { name = LithiumHydroxide amount = 3 maxAmount = 90 } } MODULE:NEEDS[TacLifeSupport] { name = TacGenericConverter converterName = CO2 Scrubber StartActionName = Start CO2 Scrubber StopActionName = Stop CO2 Scrubber tag = Life Support GeneratesHeat = False UseSpecialistBonus = True SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 ExperienceEffect = ConverterSkill EfficiencyBonus = 1 conversionRate = 4.0 // # of people - Figures based on per/person INPUT_RESOURCE { ResourceName = CarbonDioxide Ratio = 0.00589121 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.01 } INPUT_RESOURCE { ResourceName = LithiumHydroxide Ratio = 0.0000085683 } OUTPUT_RESOURCE { ResourceName = WasteWater Ratio = 0.0000046828 DumpExcess = True } OUTPUT_RESOURCE { ResourceName = Waste Ratio = 0.0000257297 DumpExcess = False } } MODULE { name = ModuleGenerator isAlwaysActive = true OUTPUT_RESOURCE { name = ElectricCharge rate = -0.2 //200W for life support base } } } Quote Link to comment Share on other sites More sharing options...
-MadMan- Posted February 2, 2021 Share Posted February 2, 2021 On 11/26/2020 at 2:58 AM, linuxgurugamer said: Just an update: I will most likely be getting out a beta in the next few days. this beta will include the current mod with (hopefully) @firda's fix along with the following addition: The old addon FuelScience which will include the following new/old parts: Experiment: Prograde Kuarqs Experiment: Plant Growth Experiment: Plant Growth Experiment: Advanced Fuels Experiment: Rocket Fuels Experiment: Kuarq bio-activity Experiment: Creature Comforts Experiment: Eccentric Kuarqs Experiment: Retrograde Kuarqs I haven't yet merged these, so there may already be a few duplicates. All of these, however, will be using the ModuleCostlyExperiment, which comes from another old mod Costly Science Any news? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 2, 2021 Share Posted February 2, 2021 8 hours ago, -MadMan- said: Any news? Soon (TM) I'm busy with 1.11.1 updates now, will try to get a beta for this out soon Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 3, 2021 Share Posted February 3, 2021 (edited) I've adopted this mod, new thread (and beta release) here: Edited February 3, 2021 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Sheachen Posted August 22, 2021 Share Posted August 22, 2021 This is a nice MOD.I have created a Chinese Localization file myself.Would you mind adding it to the mod file? I can upload it to github if you want Quote Link to comment Share on other sites More sharing options...
tomf Posted August 22, 2021 Author Share Posted August 22, 2021 22 minutes ago, Sheachen said: This is a nice MOD.I have created a Chinese Localization file myself.Would you mind adding it to the mod file? I can upload it to github if you want This mod was taken over by linuxgurugamer a while ago. He created a new thread for it and you should post this there Quote Link to comment Share on other sites More sharing options...
Sheachen Posted August 22, 2021 Share Posted August 22, 2021 1 hour ago, tomf said: 这个 mod 不久前被 linuxgurugamer 接管了。他为它创建了一个新线程,你应该在那里发布这个 tks,I got it Quote Link to comment Share on other sites More sharing options...
Carsaxy Posted December 7, 2021 Share Posted December 7, 2021 Hi all, apparently my Station-Science-ralated contracts won't trigger upon completion. I had two contracts for compelting as many experiments in orbit around Mun and return them to Kerbin. I completed them as required and they were flagged correctly, but when I returned them to Kerbin with the result inside the contract was not recognised as completed. Any idea for the reason? May it be that on the station I already had the experiment-parts (to be used and restored multiple times)? Thanks! Quote Link to comment Share on other sites More sharing options...
kcs123 Posted December 7, 2021 Share Posted December 7, 2021 (edited) On 12/7/2021 at 8:50 PM, Carsaxy said: Any idea for the reason? May it be that on the station I already had the experiment-parts (to be used and restored multiple times)? Some contracts have requirement to launch new craft, others require to have on craft specific parts, or craft must be exact one of type: probe, maned craft, station, rover, etc. Often when docking/undocking crafts, ship type changes from maned craft to probe and station and back. After undocking from station your craft may change type than it was on launch. You should double check exact requirement for your contract, it is not alwayas obvious that you have missed something. It is always possible that some contacts are buged for one reason or another, but that is hard to claim without more data about it. Edited February 25, 2022 by kcs123 Typo Quote Link to comment Share on other sites More sharing options...
baldamundo Posted January 2, 2022 Share Posted January 2, 2022 On 11/1/2018 at 5:12 AM, Gordon Dry said: Can this be made compatible to Kerbalism? This are the segments of the Kerbalism config which have to be taken into account: GameData\Kerbalism\System\Science.cfg // ============================================================================ // Add hard-drive to command pods // ============================================================================ @PART[*]:HAS[@MODULE[ModuleCommand]]:NEEDS[FeatureScience]:FOR[Kerbalism] { MODULE { name = HardDrive } } ..... // ============================================================================ // Replace stock lab with our own // ============================================================================ @PART[*]:HAS[@MODULE[ModuleScienceLab]]:NEEDS[FeatureScience]:FOR[zzzKerbalism] { !MODULE[ModuleScienceLab] {} !MODULE[ModuleScienceConverter] {} MODULE { name = Laboratory researcher = Scientist analysis_rate = 0.005 // 5 kbps ec_rate = 1.0 } MODULE { name = HardDrive } } // ============================================================================ // Remove stock science data containers // ============================================================================ @PART[*]:HAS[@MODULE[ModuleScienceContainer]]:NEEDS[FeatureScience]:FOR[zzzKerbalism] { !MODULE[ModuleScienceContainer] {} } ..... // ============================================================================ // Lab module satisfy stock contracts // ============================================================================ @Contracts:NEEDS[FeatureScience]:FOR[Kerbalism] { @Base { @PART_REQUEST:HAS[#Module[ModuleScienceLab]] { @Module = Laboratory } } @Station { @PART_REQUEST:HAS[#Module[ModuleScienceLab]] { @Module = Laboratory } } } Was there ever any update on kerbalism compatibility? Quote Link to comment Share on other sites More sharing options...
AlonzoTG Posted September 7, 2022 Share Posted September 7, 2022 Hey, I've liked this mod for a long time. Unfortunately it now seems to interfere with and break a number of other mods these days including the WildBlue collection and even the stock ground deployable experiments. =\ Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 19, 2022 Share Posted September 19, 2022 On 1/2/2022 at 2:30 PM, baldamundo said: Was there ever any update on kerbalism compatibility? Nope, and not going to be any by me. Contact the Kerbalism people for info . If someone was to provide patches, I'd add them. On 9/7/2022 at 10:25 AM, AlonzoTG said: Hey, I've liked this mod for a long time. Unfortunately it now seems to interfere with and break a number of other mods these days including the WildBlue collection and even the stock ground deployable experiments. =\ In what way? Log file might be useful Quote Link to comment Share on other sites More sharing options...
PHLEXR Posted December 28, 2024 Share Posted December 28, 2024 (edited) The modification is still not working correctly. The experiment that needs to be returned to kerbin is reset and cannot be counted. Example: I conducted an experiment with plants in the minmus orbit, they told me that I had completed part of the contract, all that remained was to return the data to kerbin. I landed on kerbin and 1 part of the contract was still completed, but 2 was not. No matter what I try to do next, it results in resetting 1 part of the contract and not counting 2. Does anyone know how to solve this problem? *Google translate Edited December 28, 2024 by PHLEXR Quote Link to comment Share on other sites More sharing options...
StarDagger Posted December 29, 2024 Share Posted December 29, 2024 18 hours ago, PHLEXR said: The modification is still not working correctly. The experiment that needs to be returned to kerbin is reset and cannot be counted. Example: I conducted an experiment with plants in the minmus orbit, they told me that I had completed part of the contract, all that remained was to return the data to kerbin. I landed on kerbin and 1 part of the contract was still completed, but 2 was not. No matter what I try to do next, it results in resetting 1 part of the contract and not counting 2. Does anyone know how to solve this problem? *Google translate There's a newer version, taken care of by LinuxGuruGamer. Do a search on his glorious name in CKAN Quote Link to comment Share on other sites More sharing options...
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