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[1.2] L-Tech Scientific Industries V4.2


ludsoe

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This went fast in four days, I'm already trying it, it seems I'll have to take a look daily to keep up with the updates :)

PD: The orbital science lab should have a check for being in a crewed ship if possible, I was able to get some reports while on my way to dock it, and the text implied a crew that wasn't there yet, nice reports anyways xD

Edited by Demon_82
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As much as I love the new skylab part, it doesn't actually seem to DO anything except suck serious amounts of power...

Weird, when I tested it for one mission it seems to have worked as intended AFAIK, transmission gets me science, /presumably/ recovery would get me science (through with the way antenna gain is set up currently, that would actually get me to lose science for whatever reason), and the science caps are, well, high.

In fact I may end up altering the files to nerf the science gain rate so I don't accidentally end up unlocking the entire KSPI tree I have when I get around to doing Shuttle/SpaceLab missions...

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You added the science station lab thingy for space stations!! :D

Thank you my friend, was hoping you would do that! I am curious though... If I install this now do I have to restart my career game to have the parts?

You will not :)

All you have to do is put the files (Ltech Folder) in the GameData folder.

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yeah, I've tried reinstalling it- I right click the Science Module and get absolutely nothing. Anyone have an idea what I'm doing wrong? Does it need to be in orbit or something?

And why the heck is it drawing power like crazy?

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yeah, I've tried reinstalling it- I right click the Science Module and get absolutely nothing. Anyone have an idea what I'm doing wrong? Does it need to be in orbit or something?

And why the heck is it drawing power like crazy?

The power part is due to it using a generator module, but in a way that it consumes power instead of producing it. (It's -3 per second from what I can tell)

As your other question, yes in fact. The situation mask for the SkyLab science defs is 48, which after I looked up the relevant thread (http://forum.kerbalspaceprogram.com/threads/53025-Science-and-mods!), means the part can only do science when the part is in high orbits and in low orbits.

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Hi!

I helped develop the skylab/science lab part, and just for some quick answers: I know it is very rough right now. While i know some basic c#, there isnt much documentation on building modules for ksp, aside from the essential "silly stuff printed" basics.

The ideal goal, i believe, is to have it detect when manned, then when manned have a gui to begin research that will autobeam science back to kerbin. When not researching, it should have a much lower power usage.

Yes, it is indeed only useable in low and high orbit. Its entire point is to actually encourage building space stations, steady slow reliable space stations which i felt were near entirely useless in stock career mode. I know it is... not ideal at this point, and i'm sure ludsoe is very interested in your ideas on balancing the piece as it is, for now, without creating a new module for it.

Long term, consider it an investment in space stations, and i would REALLY appreciate anyone who has some more in depth tutorials on modules

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yeah, I've tried reinstalling it- I right click the Science Module and get absolutely nothing. Anyone have an idea what I'm doing wrong? Does it need to be in orbit or something?

And why the heck is it drawing power like crazy?

That brings up some balancing ideas then, should it suck power like it currently does? Or should I increase the datascale to extreme amounts so you need a large amount of power to transmit it.

Theres also plans to make the lab require crew/shipped up science module payloads that allow you to do experiments before being spent out, and requiring replacement experiments. These payloads wouldn't work without a fully crewed/stocked science lab.

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I just subscribed to this thread so I'll be keeping a closer eye on it - looks amazing and has a lot of potential to grow into something worth integrating into the main game. It's nice to think that stations can be useful again!

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I'm not going to dowload this now as my game is mod heavy and this is currently a early WIP, but know that I shall return when this is more advanced. I see a beautiful mod in the works.

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Minor Update Beta testing thingy.... I don't know I'm extremely tired right now.

V1.35

**Delete old versions of the mod before installing the new one**

-Removed the BOSS part/plugin.

-Added a experimental feature to the camera part. It can take real photos now. (From the cameras point of view! Yay.)

*Right now taking a real picture doesn't give science, this might change in the future when i figure out how to change the science message during gameplay.

*Theres a bug with the picture system where it doesn't hide the UI during photo capture, if you know how to solve this let me know.

*Currently there's no way to stick your view onto the camera's POV real time, either Ill add that as a feature. Or I'll add support to let another mod handle it.

*When taking a picture your view should switch to the camera's POV for a moment then back out.

Screenshot0_zps2f275cd5.png

Bear in mind that the new camera feature is still heavily WIP and I will be changing it based on initial feedback.

But i do plan to have some sort of setting gui, such as BOSS's where you can pick the resolution of the screenshot.

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I have added some lines for the radio wave experiments for personal use.

JoolInSpace = Received short and powerful bursts, sounds like a flag in the wind.

JoolInSpace = Picked up long bursts, the sound is reminiscent of waves crashing on the seashore near KSC.

Just my two cents, maybe you like it ludsoe.

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The action key configurable "RL Picture" doesn't seem to take a photo with the camera but just reproduces the action of the F1 key. Is there any way to have an action key take a photo with the camera? I'd love to use this on probes without the probe itself in the shot.

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The action key configurable "RL Picture" doesn't seem to take a photo with the camera but just reproduces the action of the F1 key. Is there any way to have an action key take a photo with the camera? I'd love to use this on probes without the probe itself in the shot.

Sounds like a bug, I was really tired when i released the update and I didn't do much testing other then making sure it worked. (Hence the beta update thingy) Ill be releasing a fixed version after I finish testing/stuff.

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