ScienceDaemon Posted Wednesday at 01:30 PM Share Posted Wednesday at 01:30 PM (edited) Tired of constantly having to manage data for mobile labs on stations you have flying around? Automatic Lab Housekeeper is for you. Let's set the stage, you have a few space stations in Kerbin's SOI, a ship currently in orbit around Duna, waiting for a transfer window back, and a ship currently on its way to Eeloo. Each of them has a mobile lab on-board, turning data into science. The transfer to Eeloo takes at least another three years and you can't wait to finally go explore it, but hang on. With your labs eventually filling up with science, you gotta stop warping every X amount of days, transmit science home and fill the lab back up with data you have stored. Using more efficient modded labs and well-seasoned scientists, that amount of days can easily go below 10. That does not sound fun, and I don't think I have to tell you that it isn't. When warping (or not), every in-game day, Automatic Lab Housekeeper will check any loaded or unloaded vessels for labs it might have on-board, transmit its science back home, and hopefully in the future fill up its data whenever there's space. As this mod checks for the Science Lab module instead of part names, its functionality shouldn't have an issue with mods that add new science lab parts into the game (like Nertea's Stockalike Station Parts Expansion). In detail, the mod does the following: In Flight Mode: Checks loaded and unloaded vessels every 1 in-game day, regardless of time-warp In Tracking Station & Space Center: Checks unloaded vessels every 1 in-game day, regardless of time-warp Looks for module ModuleScienceLab on-board vessels For loaded vessels: Checks if there is science >= 1 on-board. If there is science, it transfers it (as whole numbers, leaving the rest in the lab) to R&D For unloaded vessels: Using the module ModuleScienceConverter and part cfg data, simulates how much science has been created since the last update, if science has accumulated, transfers it to R&D (the used formula is not 100% accurate to the in-game calculation, the calculated value will be lower than in vanilla KSP) Dependencies Currently this mod does not have any dependencies Considered for future implementation are (in order of priority): Implementation of this mod into CKAN Automatic data re-filling Implementation of Strategia's scientist experience level enhancements Checking if unloaded vessel has an established CommNet connection to home. Checking if unloaded vessel has enough electricity on-board. Adding a tab into game difficulty settings that includes CommNet and electricity settings Download Spacedock Installation Simply merge the downloaded zip with the GameData folder Source GitHub License MIT Known Issues So far I wasn't able to figure out the correct science accumulation rate, so it's currently a little lower than in-game When using Strategia's Scientist Focus, the enhanced Scientist Experience isn't considered in the background simulation of science This is my first mod, so I hope you'll like it. Naturally there might still be some additional issues. Currently, this game is not configured to add any additional modules or inject into existing dll's, so installing and un-installing should pose no issues. HOWEVER, THIS MOD IS VERY MUCH A WORK IN PROGRESS, USE AT OWN RISK Edited Wednesday at 02:02 PM by ScienceDaemon Quote Link to comment Share on other sites More sharing options...
theJesuit Posted 20 hours ago Share Posted 20 hours ago What a great idea! I'm looking forward to seeing how this develops. Peace. Quote Link to comment Share on other sites More sharing options...
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