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[1.1.2] Station Science (v2.0: New models by SpeedyB)


ethernet

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Yeah, thanks, I'll be fixing that for the release for 1.0. It'll probably be at least a week. Squad picked just about the worst possible time to release in regards to what else I've got going on.

How inconsiderate of them!

Seriously, though, love this mod, can't wait to try it out again.

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I'm back! Exam week is almost done so I've had some time to work on the new models again!

Got the science cans done, they come in 5 colours (that's all i could fit on one texture) red, green, blue, yellow and purple. They also have convenient spots to put KAS pipe ends to attach them to stations.

http://i.imgur.com/FdRCLex.jpg

Next up I'll do the Cyclotron. It might take a while.

Freaking AWESOME!

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I'm back! Exam week is almost done so I've had some time to work on the new models again!

Got the science cans done, they come in 5 colours (that's all i could fit on one texture) red, green, blue, yellow and purple. They also have convenient spots to put KAS pipe ends to attach them to stations.

http://i.imgur.com/FdRCLex.jpg

Cool! Will the colors be tweakable with one part? And are the experiment badges that were on the side going away? Those were always a useful visual cue.

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Just a quibble....But using the community tech tree the first science experiment is in Tier 5 and the first generator of Eurekas, which you need for that first experiment, is in Tier 7.

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I wrote a MM config to make the parts appear more correctly in the stock techtree.

I balanced it to common sense and my liking it it more geard toward the mid/end of the tree.

Have fun!

This obviously needs modulmanager...

// Fix for station science to run on KSP 1.02

@PART[stnSciAttachOTron]

{

@TechRequired = miniaturization

}

@PART[stnSciCyclo]

{

@TechRequired = largeElectrics

}

@PART[stnSciExperiment1] //Plant Growth

{

@TechRequired = advExploration

}

@PART[stnSciExperiment2] //Prograde Kuarqs

{

@TechRequired = scienceTech

}

@PART[stnSciExperiment3] // Retrograde Kuarqs

{

@TechRequired = advScienceTech

}

@PART[stnSciExperiment4] //Eccentric Kuarqs

{

@TechRequired = advScienceTech

}

@PART[stnSciExperiment5] //Creature Comforts

{

@TechRequired = scienceTech

}

@PART[stnSciExperiment6] //Kuarq bio-activity

{

@TechRequired = experimentalScience

}

@PART[stnSciKib]

{

@TechRequired = advConstruction

}

@PART[stnSciKibJr]

{

@TechRequired = advConstruction

advConstruction

}

@PART[stnSciLab]

{

@TechRequired = advExploration

}

@PART[stnSciSpectro]

{

@TechRequired = experimentalScience

}

@PART[stnSciZoo]

{

@TechRequired = precisionEngineering

}

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Yeah, seems like this one's been a problem for 1.0.x. I got the Science lab attach issues too, I got around it in 1.0 by editing the \GameData\StationScience\Parts\StnSciLab\part.cfg file in a text editor, you'll need to edit the node_stack_top and _bottom and attachRules to match the folowing:

node_stack_top4294829798 = 0,2.745,0,0,1,0,2

node_stack_bottom4294829694 = 0,-2.745,0,0,-1,0,2

...

attachRules = 1,0,1,1,0

That fixed the attach issues with this lab in KSP v1.0, hope this helps! :D

On a related note, is anyone else having issues with the science lab showing as 'locked'?

Also, contract's are broken as of 1.0.x and need re-writing to match the new contract structure.

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i found a workaround for it. first you place the part where you want it in your vessel, at the bottom you can fit a BZ-52 radial attachement point (structural) The tough nut is to get it centered. On that, place a docking port, and have that port connect to another docking port. Make sure all pieces are correctly centered and flipped the correct way. And you should be good to go.

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Since the KSP update 1.0 this mod has some attachment trubbles. It is impossible to attach things to the end of e.g. the science lab. Am I the only one with such problems? Is it possible to fix it?

KSP has become stricter about enforcing the rules of joint connection -- in particular, the node orientation (the fourth to sixth numbers in the node definition) has to face outside. If you look at the lab config, you will see:

node_stack_bottom4294829694 = 0,-2.745,0,0,[COLOR=#ff0000][B]1[/B][/COLOR],0,2

That 1 means that the bottom node's orientation is pointing up, that is, into the lab. That's a problem, so it needs to be changed to -1. A Module Manager patch like this will do the trick without requiring you to manually edit the config itself:


@PART[StnSciLab]
{
@node_stack_bottom4294829694 = 0,-2.745,0,0,[B][COLOR=#0000cd]-1[/COLOR][/B],0,2
}

Similar patches for other parts which have this issue (if there are any) will be required until ethernet comes back to work on this project (or until someone else gets impatient and adopts it for the interim).

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The issue i'm having with the mod is i can not get the modules to research anything. They all say either Operational or "start research" but nothing happens and they're not showing any stats when selected.

MydRAme.jpg

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The issue i'm having with the mod is i can not get the modules to research anything. They all say either Operational or "start research" but nothing happens and they're not showing any stats when selected.

http://i.imgur.com/MydRAme.jpg

This is why it's often a good idea to wait for updated mods when new versions of the game come out. Since a LOT of under-the-hood changes were implemented for 1.0, including resource usage (and eurekas and kibbal and other things used by this mod are treated by the game as resources) I'm not surprised this is happening.

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I love this mod but it needs updating to KSP 1.0.2. Please get on this A.S.A.P. I am a retired/disabled VET. This Game is pretty much my whole life right now. Thank you!:)

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This is why it's often a good idea to wait for updated mods when new versions of the game come out. Since a LOT of under-the-hood changes were implemented for 1.0, including resource usage (and eurekas and kibbal and other things used by this mod are treated by the game as resources) I'm not surprised this is happening.

Indeed. This is also why it's taking a little while to get this updated. Lots of things to fix, and I didn't have much time until recently. Should be out by the end of the weekend.

BTW, I'm currently dropping the Zoology Bay's passive Science generation (would just generate Bioproducts) since it seems redundant with the current Processing Lab, and fixing it would take a lot of work. Anyone particularly object to this?

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BTW, I'm currently dropping the Zoology Bay's passive Science generation (would just generate Bioproducts) since it seems redundant with the current Processing Lab, and fixing it would take a lot of work. Anyone particularly object to this?

Not at all if it means I can start using this fantastic mod sooner! :D

Been missing this one - but you take your time and do it at your own pace. Everybody should realise you do this in your free time.

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Thx for your fast answers! The space station building part of KSP isn`t the same without the science modules. It can be really boring just building a fuel station. I use the orbital and the fuel science mods, too, which are based on this mod. Will they be changed by you too, or not? Because there`s th same bug.

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I'm actually using the 0.90 version of Station Science in a kinda semi-cheaty way. I know from past experience, it takes the Zoology lab and Station Lab 30 hours to make Bioproducts and Eurekas. Therefore, I "start" the experiment and set KAC for 30 hours. At the end of that period, I consider the experiment completed (if the mod were working). I then return and recover at Kerbin. Upon recovering, I use ALT-F12 to complete the contract.

For experiments that require Kibbal, I bring a couple loads of Kibbal to the Zoology lab as i normally would.

Only downside, is that I do not get the Science that the experiment itself provides. I do get the Science that the contract pays.

I previously modded the Zoology and Lab attachment nodes for KSP 1.0

Edited by Apollo13
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