Jump to content

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


ethernet

Recommended Posts

20 minutes ago, NemesisBosseret said:

just curious if anyone knows what happened to the guy who made the station science expanded mod?  he added a bunch more moduels and then disappeared back when ksp was in 1.0.2... any ideas?

i believe your on about this mod

Link to comment
Share on other sites

1 hour ago, Jansn67 said:

Or he means this one:

yeah i had thought of that one too but fuel science hasnt been updated since 23.5

 

10 hours ago, NemesisBosseret said:

disappeared back when ksp was in 1.0.2

thought the most likely 1 would be the one i posted but whatever nothing wrong with more options:P

Link to comment
Share on other sites

So I'm getting ready to gear up in my game and start my space station, and this mod looks really cool. Thing is I also use USI, and there is this Academy piece that is not only a science lab but lets you teach other kerbals. Would it be hard to replace the normal science lab module with your science module using an MM config? 

Thanks

Link to comment
Share on other sites

Version 2.0 is now available,

lP5JjI3.png

This version integrates SpeedyB's new models (which include some texture work by Nertia). Much thanks to both of them!

This version might cause some backwards compatibility issues, as the dimensions of the new models differ slightly from some of the old ones, but this should be primarily a visual issue, not functionality.

Edited by ethernet
Link to comment
Share on other sites

1 hour ago, ethernet said:

Version 2.0 is now available,

This version integrate's SpeedyB's new models (which include some texture work by Nertia). Much thanks to both of them!

This version might cause some backwards compatibility issues, as the dimensions of the new models differ slightly from some of the old ones, but this should be primarily a visual issue, not functionality.

That looks amazing! Well done; I like the unified color scheme better.

Link to comment
Share on other sites

4 hours ago, ethernet said:

Version 2.0 is now available,

lP5JjI3.png

This version integrate's SpeedyB's new models (which include some texture work by Nertia). Much thanks to both of them!

This version might cause some backwards compatibility issues, as the dimensions of the new models differ slightly from some of the old ones, but this should be primarily a visual issue, not functionality.

Does anybody already have some experience with the backward compatibility?

It took me a lot of time (and fuel) to put my station around Minmus and I don't won't to lose it.

Edited by Toomuch77
Link to comment
Share on other sites

I think I have just found a tiny bug in 1.6. My quark bioactivity experiment should be finished, I click the finalize button, then keep result in the science dialog. However it then resets to start experiment instead of allowing me to review data or throw away result. Looking in my persistence file I can see

{
  name = Bioproducts
  amount = 29.9999999999884
  maxAmount = 30
  flowState = True
  isTweakable = False
  hideFlow = False
  isVisible = True
  flowMode = Both
}

If I edit that to read amount = 30, load and try again the experiment behaves as expected allowing me to finalize results and then review data.

Are you doing a check that allows for some rounding errors when checking the finalize results button but then doing an exact >= somewhere later on?

Link to comment
Share on other sites

3 hours ago, Toomuch77 said:

Does anybody already have some experience with the backward compatibility?

It took me a lot of time (and fuel) to put my station around Minmus and I don't won't to lose it.

The lab parts are VERY slightly narrower to fit in spaceplane cargo bays.  It should have no effect on your station.  If you have any parts surface attached to your labs than there might be a small gap between them and the surface they are attached to.  Also if you have any parts attached to the cyclotron or the Pectromatron they might not look like they are placed properly due to the changed collision meshes.

Like Ethernet said, it should only be a minor visual problem.

Link to comment
Share on other sites

@ethernet
So I'm trying to figure out how to add your science lab functionality to the usi academy. 
Is this the code I would need to apply to the part for it to be able to act as your science lab?
 

Spoiler
MODULE
  {
  name = StationScienceModule
  moduleName = Station Science Facility
  requiredTrait = Scientist
  ConverterName = Research Lab
  StartActionName = Start Research
  StopActionName = Stop Research
  AutoShutdown = false
  GeneratesHeat = false
  UseSpecialistBonus = false
   
  INPUT_RESOURCE
  {
  ResourceName = ElectricCharge
  Ratio = 0.00138888888
  }
   
  OUTPUT_RESOURCE
  {
  ResourceName = Eurekas
  Ratio = 0.00027777777
  }
  }

And would you know if this is all the code for the stock science lab? As in if i remove this code there is no way I could accidently use the standard super easy science lab?
 

Spoiler

MODULE
    {
        name = ModuleScienceLab
        containerModuleIndex = 0
        dataStorage = 1500
        crewsRequired = 2
        canResetConnectedModules = True
        canResetNearbyModules = True
        interactionRange = 5
        SurfaceBonus = 0.1
        ContextBonus = 0.25
        homeworldMultiplier = 0.1
        RESOURCE_PROCESS
        {
            name = ElectricCharge
            amount = 10
        }
    }

    MODULE
    {
        name = ModuleScienceConverter
        scientistBonus = 0.25    //Bonus per scientist star - need at least one! So 0.25x - 2.5x 
        researchTime = 7        //Larger = slower.  Exponential!
        scienceMultiplier = 5    //How much science does data turn into?
        scienceCap = 1500        //How much science can we store before having to transmit?        
        powerRequirement = 5    //EC/Sec to research
        ConverterName = Research
        StartActionName = Start Research
        StopActionName = Stop Research
    }    

Also does the number of scientist in the lab effect the amount of Eurekas produced? I'd like to try and balance the weight since the academy can hold 12 crew but only weighs 6.5, though it costs a lot more and I believe it requires a higher tech in CTT but 6.5 is way too low. Any help would be appreciated. This mod looks like it will really seal the deal with cool functional stations. And thanks for your work on this, I know I haven't actually used it yet, but this feels like what they should have done when they reworked the stock science lab. 

Link to comment
Share on other sites

6 hours ago, tomf said:

Are you doing a check that allows for some rounding errors when checking the finalize results button but then doing an exact >= somewhere later on?

I don't think so, but I'll look into it.

1 hour ago, PortableGoogle said:

@ethernet
So I'm trying to figure out how to add your science lab functionality to the usi academy. 
Is this the code I would need to apply to the part for it to be able to act as your science lab?
 

  Hide contents
MODULE
  {
  name = StationScienceModule
  moduleName = Station Science Facility
  requiredTrait = Scientist
  ConverterName = Research Lab
  StartActionName = Start Research
  StopActionName = Stop Research
  AutoShutdown = false
  GeneratesHeat = false
  UseSpecialistBonus = false
   
  INPUT_RESOURCE
  {
  ResourceName = ElectricCharge
  Ratio = 0.00138888888
  }
   
  OUTPUT_RESOURCE
  {
  ResourceName = Eurekas
  Ratio = 0.00027777777
  }
  }

And would you know if this is all the code for the stock science lab? As in if i remove this code there is no way I could accidently use the standard super easy science lab?
 

  Reveal hidden contents

MODULE
    {
        name = ModuleScienceLab
        containerModuleIndex = 0
        dataStorage = 1500
        crewsRequired = 2
        canResetConnectedModules = True
        canResetNearbyModules = True
        interactionRange = 5
        SurfaceBonus = 0.1
        ContextBonus = 0.25
        homeworldMultiplier = 0.1
        RESOURCE_PROCESS
        {
            name = ElectricCharge
            amount = 10
        }
    }

    MODULE
    {
        name = ModuleScienceConverter
        scientistBonus = 0.25    //Bonus per scientist star - need at least one! So 0.25x - 2.5x 
        researchTime = 7        //Larger = slower.  Exponential!
        scienceMultiplier = 5    //How much science does data turn into?
        scienceCap = 1500        //How much science can we store before having to transmit?        
        powerRequirement = 5    //EC/Sec to research
        ConverterName = Research
        StartActionName = Start Research
        StopActionName = Stop Research
    }    

Also does the number of scientist in the lab effect the amount of Eurekas produced? I'd like to try and balance the weight since the academy can hold 12 crew but only weighs 6.5, though it costs a lot more and I believe it requires a higher tech in CTT but 6.5 is way too low. Any help would be appreciated. This mod looks like it will really seal the deal with cool functional stations. And thanks for your work on this, I know I haven't actually used it yet, but this feels like what they should have done when they reworked the stock science lab. 

Both look right to me.

Number of Scientists in the lab doesn't affect Eureka production. It's based on the stock resource converter (not the stock Science modules), and when I tried to enable that feature, it didn't seem to do anything. My guess is it only works with Engineers, since that's the only role that affects resource production in the stock game, but I didn't investigate further.

Yeah, 6.5t seems way too low to me. Maybe 15t would be fair?

Link to comment
Share on other sites

4 minutes ago, ethernet said:

I don't think so, but I'll look into it.

Both look right to me.

Number of Scientists in the lab doesn't affect Eureka production. It's based on the stock resource converter (not the stock Science modules), and when I tried to enable that feature, it didn't seem to do anything. My guess is it only works with Engineers, since that's the only role that affects resource production in the stock game, but I didn't investigate further.

Yeah, 6.5t seems way too low to me. Maybe 15t would be fair?

Yeah I was thinking around there, but I might play with increasing the rate it produces and the weight some as it seems like it would be a more advanced science lab that should be able to produce more than a single standard one. And sorry about the first code section, it didn't look at crazy like that before i submitted lol.

Would I just increase the ec and eureka ratio in order to increase to production speed of eurekas? Like could I just multiply those ratios by the amounts of science labs I wanted it to be equal to, like 1.5 for ... 1.5 labs lol.  Thanks
Now to learn how to make the MM config rather than just editing the parts lol.

Link to comment
Share on other sites

1 hour ago, PortableGoogle said:

Would I just increase the ec and eureka ratio in order to increase to production speed of eurekas? Like could I just multiply those ratios by the amounts of science labs I wanted it to be equal to, like 1.5 for ... 1.5 labs lol.  Thanks

Yeah, just multiply the ratio values. It's just an amount per some unit time.

Link to comment
Share on other sites

On 18/5/2016 at 8:26 AM, ethernet said:

Version 2.0 is now available,

lP5JjI3.png

This version integrates SpeedyB's new models (which include some texture work by Nertia). Much thanks to both of them!

This version might cause some backwards compatibility issues, as the dimensions of the new models differ slightly from some of the old ones, but this should be primarily a visual issue, not functionality.

Awesome models! thanks for your work and the modellers work too !!

Link to comment
Share on other sites

On 5/18/2016 at 3:44 PM, ethernet said:

Yeah, just multiply the ratio values. It's just an amount per some unit time.

Since you said it was based on the resource converter module I looked into those. Not sure if this is what you tried, and not sure the best way for me to test if it actually works but I THINK this could work for adding a scientist bonus.
 

Spoiler

  MODULE    //adds the station science lab module
  {
    name = StationScienceModule
    moduleName = Station Science Facility
    requiredTrait = Scientist
    scientistBonus = 0.25
    ConverterName = Research Lab
    StartActionName = Start Research
    StopActionName = Stop Research
    AutoShutdown = false
    GeneratesHeat = false
    UseSpecialistBonus = true //(you have this set to false)
    SpecialistEfficiencyFactor = 0.2 //(copied these next 4 lines from ISRU/drills)
    SpecialistBonusBase = 0.05
    Specialty = Scientist   //changed this to scientist from engineer
    EfficiencyBonus = 1

    
    INPUT_RESOURCE
    {
      ResourceName = ElectricCharge
      Ratio = 0.00138888888
    }
    OUTPUT_RESOURCE
    {
      ResourceName = Eurekas
      Ratio = 0.00027777777
    }
  }

Though from looking at how the drill works the wiki says you only get bonus from 1, so it might not scale with more. Though the wiki doesn't exactly seem to be updated entirely. Not sure if it is true but the wiki says the ISRU does not actually receive the bonus but it has the exact same code as the drill that I have bolded above. 

Edited by PortableGoogle
Link to comment
Share on other sites

On 5/14/2016 at 11:02 PM, BrutalRIP said:

i believe your on about this mod

Shame this is dead in the water, having a dedicated base model was something I've always wanted for station science.

 

I've  been using this mod since it was a WIP, thanks for keeping it current @ethernet !

Link to comment
Share on other sites

The "Micro-Gravity"-Experiment from "Science Revisited Revisited" have strange behavior within the "Spectrometron" of "Station Science 2.0", which wasnt present in Station Science 1.6.

Once the Hitch is manned with an Scientist and Micro-Gravity is done once, it begins to doubles/duplicate/spam the analyzable Results in the Spectrometron after analyzed first time. It keeps happen when i move the Scientist back to another Module.

Also i am confused what happen with the analyzed results. In the past i could move Science Results to other Modules (MPL!) over the Contect Menues (or with Ship Manifest f.e.). Now the disappear to somewhere... !?!? (Also without creating Data for the MPL.)

I used that to recover Results that give no more points when transmitted.

(Think involved Mods are Station Science, Science Rev Rev, Automated Science Sampler (= off). First quick LOG-investigations dont bring up any.. "Science Results".. cant find any errors..)

Edit: also with "Retrograde Kuarqs" (AutomatedScienceSmaple deinstalled, configs and persistent cleaned)

Edited by Jansn67
Link to comment
Share on other sites

Still experiment/investigate that prop: I am afraid that the Spetrometron dont clear down its list.

I processed all data (in MPL), sent down to Kerbin. Check with Ship Manisfest = no Science anymore on the Station/Vessel.

But Spectrometron still have the (mun) results in list. I can process, but get no more points out of it.

All science mods where deinstalled (savegame was cleared and proper), all actions on flight where made manually.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...