eldorim Posted April 20, 2017 Share Posted April 20, 2017 (edited) Hey, this is a really cool mod! But I can't figure out, why my space station and mun base aren't recognized as science stations - they are only recognized as space station / base. They have antennae (ModuleDataTransmitter), stock solar panels, stock batteries, stock docking ports, and stock science labs, though they both have parts that are not stock. Version 0.6.8.1 is currently installed. Could it happened, because I installed it into an existing game? Screenshot of my Mun base: https://ibb.co/gw0Sak Screenshot of StateFunding Base Overview: https://ibb.co/gBf4MQ Screenshot of StateFunding Science Station Overview: https://ibb.co/bSi285 Edited April 20, 2017 by eldorim Quote Link to comment Share on other sites More sharing options...
stickman939 Posted April 21, 2017 Share Posted April 21, 2017 4 hours ago, eldorim said: Hey, this is a really cool mod! But I can't figure out, why my space station and mun base aren't recognized as science stations - they are only recognized as space station / base. They have antennae (ModuleDataTransmitter), stock solar panels, stock batteries, stock docking ports, and stock science labs, though they both have parts that are not stock. Version 0.6.8.1 is currently installed. Could it happened, because I installed it into an existing game? Screenshot of my Mun base: https://ibb.co/gw0Sak Screenshot of StateFunding Base Overview: https://ibb.co/gBf4MQ Screenshot of StateFunding Science Station Overview: https://ibb.co/bSi285 You should also provide a full modslist and a link to the craft(s). Kerbalx is a good place to upload. Quote Link to comment Share on other sites More sharing options...
eldorim Posted April 21, 2017 Share Posted April 21, 2017 (edited) Ok, I made a pared-down version of the moonbase in the editor. https://kerbalx.com/eldorim/Base-Science-Modell I believe, both suffer from the same reason. My modlist: Spoiler AllYAll AmpYearPowerManager Astrogator AT-Utils B9 B9-props B9-PWings-Fork B9AerospaceHX B9AerospaceLegacy B9AnimationModules B9PartSwitch BetterBurnTime BonVoyage CactEyeCommunity CameraFocusChanger Chatterer CoherentContracts CommNetConstellation CommunityCategoryKit CommunityResourcePack CommunityTechTree ConfigurableContainers-Core ConnectedLivingSpace ContractConfigurator ContractConfigurator-CleverSats ContractConfigurator-KerbinSpaceStation ContractConfigurator-Tourism ContractConfigurator-UnmannedContracts DistantObject DistantObject-default DockingPortAlignmentIndicator EasyVesselSwitch EdenSunflare EnvironmentalVisualEnhancements EVAEnhancementsContinued EvaFuelCont EVAParachutes EVATransfer FilterExtensions FirespitterCore GroundConstruction-Core HangarExtender HangarGrid HideEmptyTechNodes InterstellarFuelSwitch InterstellarFuelSwitch-Core JanitorsClosetKAS KerbalCitiesPack KerbalEngineerRedux KerbalFoundriesContinued KerbalInventorySystemNoFun KerbalJointReinforcement KerbalKonstructsKIS Konstruction KSP-AVC KSPInterstellarExtended KSPWheel KWRocketryRedux KWRocketryRedux-GraduatedPwr LandingHeight LargeBoatPartsPack LargeBoatPartsPack-Modern LargeBoatPartsPack-WW2 ModuleManager NearFutureProps PersistentRotation PlanetShine PlanetShine-Config-Default PreciseManeuver RasterPropMonitor RasterPropMonitor-Core REPOSoftTech-Agencies Scatterer Service-Compartments-6S SETI-Contracts SixCrewScienceLab SmokeScreen SoundingRockets SpacetuxSA StateFundingContinued StationPartsExpansion StationScienceContinued SVE-HighResolution SVE-Scatterer-Config TextureReplacer Toolbar Trajectories TweakScale UKS UniversalStorageUSI-ARTUSI-CoreUSI-EXPUSI-FTTUSI-LS USITools WarpEverywhere WasdEditorCameraContinued WaypointManager Edited April 21, 2017 by eldorim Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 21, 2017 Author Share Posted April 21, 2017 1 hour ago, eldorim said: Ok, I made a pared-down version of the moonbase in the editor. https://kerbalx.com/eldorim/Base-Science-Modell I believe, both suffer from the same reason. My modlist: Reveal hidden contents AllYAll AmpYearPowerManager Astrogator AT-Utils B9 B9-props B9-PWings-Fork B9AerospaceHX B9AerospaceLegacy B9AnimationModules B9PartSwitch BetterBurnTime BonVoyage CactEyeCommunity CameraFocusChanger Chatterer CoherentContracts CommNetConstellation CommunityCategoryKit CommunityResourcePack CommunityTechTree ConfigurableContainers-Core ConnectedLivingSpace ContractConfigurator ContractConfigurator-CleverSats ContractConfigurator-KerbinSpaceStation ContractConfigurator-Tourism ContractConfigurator-UnmannedContracts DistantObject DistantObject-default DockingPortAlignmentIndicator EasyVesselSwitch EdenSunflare EnvironmentalVisualEnhancements EVAEnhancementsContinued EvaFuelCont EVAParachutes EVATransfer FilterExtensions FirespitterCore GroundConstruction-Core HangarExtender HangarGrid HideEmptyTechNodes InterstellarFuelSwitch InterstellarFuelSwitch-Core JanitorsClosetKAS KerbalCitiesPack KerbalEngineerRedux KerbalFoundriesContinued KerbalInventorySystemNoFun KerbalJointReinforcement KerbalKonstructsKIS Konstruction KSP-AVC KSPInterstellarExtended KSPWheel KWRocketryRedux KWRocketryRedux-GraduatedPwr LandingHeight LargeBoatPartsPack LargeBoatPartsPack-Modern LargeBoatPartsPack-WW2 ModuleManager NearFutureProps PersistentRotation PlanetShine PlanetShine-Config-Default PreciseManeuver RasterPropMonitor RasterPropMonitor-Core REPOSoftTech-Agencies Scatterer Service-Compartments-6S SETI-Contracts SixCrewScienceLab SmokeScreen SoundingRockets SpacetuxSA StateFundingContinued StationPartsExpansion StationScienceContinued SVE-HighResolution SVE-Scatterer-Config TextureReplacer Toolbar Trajectories TweakScale UKS UniversalStorageUSI-ARTUSI-CoreUSI-EXPUSI-FTTUSI-LS USITools WarpEverywhere WasdEditorCameraContinued WaypointManager I won't have time to look at this until tomorrow evening, maybe someone else can see what's going on Quote Link to comment Share on other sites More sharing options...
PhilM Posted April 21, 2017 Share Posted April 21, 2017 (edited) The naming for bases and stations vs science stations is a little confusing. Basically, if your vessel is set to the type Base or Station, you're immediately excluded from being a science station. I think the category is geared more towards roving science ships or ground science stations that aren't actually marked as bases/stations. In addition to the vessel type, the only significant difference between requirements for the base vs the landed science station is that the science station is actually harder to accomplish as it has to have a crewed science lab. The good news is that you get significant credit for your science lab in your base scoring. Score for science lab on a base or station = 10 * State Confidence Modifier + 10 * Public Opinion Modifier Score for an orbital science vessel = 2 * State Confidence Modifier Score for a landed science vessel = 5 * State Confidence Modifier So while a bit odd, it's actually better for your overall score to be counted as a base/station with a science lab vs an actual science station. And if you're playing with a government that's heavy on public opinion instead of state confidence, roving science vessels are even less valuable. Maybe a better name would help differentiate the category or perhaps a blurb in the description that specifies the difference? Edit: Also, I wanted to point out that the 10xSC+10xPO only counts once per base/station. You can't spam science labs for points. If you want to build with score in mind, you can add more crew/capacity or docking ports/docked vessels. Or if you're with a government focused on state confidence, then storing ore and fuel are decent options because you get points per 200 resources (only ore and liquid fuel count currently). Edited April 21, 2017 by PhilM Info on Scoring Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 21, 2017 Author Share Posted April 21, 2017 45 minutes ago, PhilM said: The naming for bases and stations vs science stations is a little confusing. Basically, if your vessel is set to the type Base or Station, you're immediately excluded from being a science station. I think the category is geared more towards roving science ships or ground science stations that aren't actually marked as bases/stations. In addition to the vessel type, the only significant difference between requirements for the base vs the landed science station is that the science station is actually harder to accomplish as it has to have a crewed science lab. The good news is that you get significant credit for your science lab in your base scoring. Score for science lab on a base or station = 10 * State Confidence Modifier + 10 * Public Opinion Modifier Score for an orbital science vessel = 2 * State Confidence Modifier Score for a landed science vessel = 5 * State Confidence Modifier So while a bit odd, it's actually better for your overall score to be counted as a base/station with a science lab vs an actual science station. And if you're playing with a government that's heavy on public opinion instead of state confidence, roving science vessels are even less valuable. Maybe a better name would help differentiate the category or perhaps a blurb in the description that specifies the difference? Edit: Also, I wanted to point out that the 10xSC+10xPO only counts once per base/station. You can't spam science labs for points. If you want to build with score in mind, you can add more crew/capacity or docking ports/docked vessels. Or if you're with a government focused on state confidence, then storing ore and fuel are decent options because you get points per 200 resources (only ore and liquid fuel count currently). Just to let you know, I've added your explanation to the OP (with credit) Quote Link to comment Share on other sites More sharing options...
eldorim Posted April 22, 2017 Share Posted April 22, 2017 Thank you, for your great explanation! I just tried it, and changed the craft type of the station into another and it was listed as a science station then. Quote Link to comment Share on other sites More sharing options...
Loren Pechtel Posted May 25, 2017 Share Posted May 25, 2017 One thought here: It appears that this will cause Kerbal-stranded penalty on a legitimate situation. I'm thinking of a solar-powered rover out gathering science. Consider what happens at night: It's solar-powered, it has no fuel. The sun doesn't shine at night, the battery has run down if there's anything on board that draws power. No lab or drill. Looks like a stranded Kerbal but in reality they're fine and the journey will continue in the morning. A check for power should include checking for the ability to make it. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 26, 2017 Author Share Posted May 26, 2017 (edited) 20 hours ago, Loren Pechtel said: One thought here: It appears that this will cause Kerbal-stranded penalty on a legitimate situation. I'm thinking of a solar-powered rover out gathering science. Consider what happens at night: It's solar-powered, it has no fuel. The sun doesn't shine at night, the battery has run down if there's anything on board that draws power. No lab or drill. Looks like a stranded Kerbal but in reality they're fine and the journey will continue in the morning. A check for power should include checking for the ability to make it. Is this something you encountered, or just a what-if? Because I just looked at the code, a kerbal on a rover should not be listed as stranded. Edited May 26, 2017 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Loren Pechtel Posted May 26, 2017 Share Posted May 26, 2017 7 minutes ago, linuxgurugamer said: Is this something you encountered, or just a what-if? Because I just looked at the code, a kerbal on a rover should not be listed as stranded. Just a what-if based on the description. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 26, 2017 Author Share Posted May 26, 2017 Just now, Loren Pechtel said: Just a what-if based on the description. Next time, please try it before posting a what-if Quote Link to comment Share on other sites More sharing options...
Loren Pechtel Posted May 26, 2017 Share Posted May 26, 2017 20 hours ago, linuxgurugamer said: Next time, please try it before posting a what-if If the code actually works then the description of the conditions is wrong. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 26, 2017 Author Share Posted May 26, 2017 27 minutes ago, Loren Pechtel said: If the code actually works then the description of the conditions is wrong. No, you are just reading more into the description than is there. But for you, I will update the description to be more explicit. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 28, 2017 Author Share Posted May 28, 2017 New release, 0.6.9: Updated for 1.3 Quote Link to comment Share on other sites More sharing options...
Snillum101 Posted May 31, 2017 Share Posted May 31, 2017 Question. Is this designed to be a complete replacement for the contracts system, or just used along side it? Just wondering if it would be completely unbalanced if I used this with the Mission Controller mod. Thanks for the great mod regardless! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 1, 2017 Author Share Posted June 1, 2017 12 hours ago, Snillum101 said: Question. Is this designed to be a complete replacement for the contracts system, or just used along side it? Just wondering if it would be completely unbalanced if I used this with the Mission Controller mod. Thanks for the great mod regardless! You can use it as a supplement to the contracts Quote Link to comment Share on other sites More sharing options...
Snillum101 Posted June 2, 2017 Share Posted June 2, 2017 On 01/06/2017 at 0:19 PM, linuxgurugamer said: You can use it as a supplement to the contracts Awesome, thanks! Quote Link to comment Share on other sites More sharing options...
Schetefan Posted June 4, 2017 Share Posted June 4, 2017 Thanks for continuing this nice mod. What exactly are the requirements for a satellite to be logged in Coverage? I'm using RSS and have several satellites in Earth orbit to setup a ComRelay, but none of them are counted as a satellite in Coverage. They all have stock solar panels and stock antennae, but use a non stock probe core. The part config of the used probe core to help determine if the problem is related to it: Spoiler PART { name = mk1DroneCore module = Part author = blackheart612 MODEL { model = AirplanePlus/Parts/Command/mk1drone/model } rescaleFactor = 1 node_stack_top = 0.0, 0.125, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -0.125, 0.0, 0.0, -1.0, 0.0 TechRequired = automation entryCost = 22000 cost = 1250 category = Pods subcategory = 0 title = MK1 Drone Core manufacturer = Kerbal Standard description = Fully Autonomous. Doesn't need kerbals to run. attachRules = 1,0,1,1,0 mass = 0.10 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 20 breakingForce = 200 breakingTorque = 200 maxTemp = 2500 // = 3400 vesselType = Probe bulkheadProfiles = mk1 tags = aero aircraft cmg command control fly gyro kerbnet moment plane probe react sas satellite space stab steer torque MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.05 } hasHibernation = True hibernationMultiplier = 0.2 } RESOURCE { name = ElectricCharge amount = 20 maxAmount = 20 } MODULE { name = ModuleReactionWheel PitchTorque = 10 YawTorque = 3 RollTorque = 3 RESOURCE { name = ElectricCharge rate = 0.4 } } MODULE { name = ModuleSAS SASServiceLevel = 3 } MODULE { name = ModuleKerbNetAccess EnhancedSituationMask = 24 EnhancedMinimumFoV = 45 EnhancedMaximumFoV = 135 MinimumFoV = 10 MaximumFoV = 20 AnomalyDetection = 0.48 DISPLAY_MODES { Mode = Biome Mode = Terrain } } MODULE { name = ModuleDataTransmitter antennaType = INTERNAL packetInterval = 1.0 packetSize = 2 packetResourceCost = 12.0 requiredResource = ElectricCharge antennaPower = 5000 optimumRange = 2500 packetFloor = .1 packetCeiling = 5 } } Quote Link to comment Share on other sites More sharing options...
Errol Posted June 5, 2017 Share Posted June 5, 2017 Is it possible to change government types once you have started playing, or is it locked in at the beginning of your career? Quote Link to comment Share on other sites More sharing options...
Ciro1983811 Posted June 10, 2017 Share Posted June 10, 2017 Hi! Just to let you know that with Kopernicus patch for solarpanels, all the solar panel modules are patched to KopernicusSolarPanels (that fixes issues with multi stars in systems), you need to add this alias for the energy generation: Item { name = KopernicusSolarPanel } Bye! Quote Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted June 10, 2017 Share Posted June 10, 2017 (edited) 9 hours ago, Ciro1983811 said: Hi! Just to let you know that with Kopernicus patch for solarpanels, all the solar panel modules are patched to KopernicusSolarPanels (that fixes issues with multi stars in systems), you need to add this alias for the energy generation: Item { name = KopernicusSolarPanel } Bye! @linuxgurugamer the suggestion in the quoted post has been PR'ed (https://github.com/linuxgurugamer/StateFundingContinued/pull/10) Edited June 10, 2017 by TheRagingIrishman Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 10, 2017 Author Share Posted June 10, 2017 New release, 0.6.9.1: Added KopernicusSolarPanel alias Quote Link to comment Share on other sites More sharing options...
Mark Kerbin Posted June 21, 2017 Share Posted June 21, 2017 (edited) I Love this mod but i am experiencing a few issues, the main one being Gov Thing Says I Don't Have A Station https://gyazo.com/089a8def78805608ec90e5fcbc4d3d8c Station In Orbit Of Kerbin https://gyazo.com/01b1cdf68352a3472b11ecd10b8380fb Station Has: Solar Panels, 1 Science Lab, 2 Kerbals, and Several Antennas https://gyazo.com/55a7c58c2bdf3ad903cb49fee629c4e7 I Have All Required Modules, So ...... ? Also The Station Was Noticed By A MKS Or USI Contract Not Sure Which Edited June 21, 2017 by Mark Kerbin Quote Link to comment Share on other sites More sharing options...
CSE Posted June 22, 2017 Share Posted June 22, 2017 I found recognizing government types from their initials straight forward and intuitive when it was just USK and USSK. As the number of government types grows, it gets increasing hard to know what government to expect from each button. Perhaps a descriptive name, rather than a "K"-ized reference to an Earth entity, would be clearer? (I don't think the longer text description would need to change.) Descriptive Short Names "Popular" = USK "Bureaucratic" = USSK "Balanced" = UKSA "Authoritarian" = KRK "Visionary" = SpaceK "Crowdfunded" = KSKFP "Pragmatic" = KLA Helpful, or not? What do people think? Quote Link to comment Share on other sites More sharing options...
Melfice Posted July 19, 2017 Share Posted July 19, 2017 For the satellite requirement, are relay dishes not counted as antennae? I have four satellites in orbit of Kerbin, each equipped with a HG-5 antenna. Yet, the government tracker says I have 0/10 progress for Kerbin. (I do apologise if this has been asked/answered before. I searched for "antenna" in the thread but couldn't find my question) Quote Link to comment Share on other sites More sharing options...
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