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[WIP] Sunjumper's Science Solutions (Version 0.2!)


SunJumper

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So, I was thinking that there was some science experiments that could be done to enhance the game. At the moment, however, I'm unable to set up a KerbalSpacePort account, so I'm using MediaFire for now.

Adding this mod to your game is now less messy. Just extract to your GameData folder, that is all!

The science that I'm going to be adding will be:

Psychiatric report: Observe how long term zero-gee is affecting your kerbals.

Chemical Analysis: Determine the chemical make-up of the planets.

News: Find out about recent events on Kerbin (worth no science)

Krakenometer: Test locations for Kraken Residue

Ohmmeter: Find out the electrical conductivity of where you are!

Television: Watch TV (worth no science - may include numerous references to youtubers).

Geiger Counter: See how radioactive you are!

In Situ Space Documentary: Show Kerbin your environment!

Dust Meter: How much would the crew be sneezing here?

Magnetometer: How quickly will your compass point north?

Spacetime Ripplemeter: Observe tiny ripples in spacetime!

Photometer: Determine things about the Sun and planetary albedos!

Orbital Observations: Observe the orbital characteristics of the body you are orbiting!

Landing Observations: Determine where you should probably land!

EM Interference Measurement: Determine the extent that your transmitting worsens!

Microatmospheric Analysis: Observe the atmospheres of bodies that do not have non-negligible atmospheres!

Interstellar analysis: Observe events outside your solar system!

Legend:

Italics: Added

Bold: To be added in the next update

Plain: To be added later.

Experiments not in italics are not yet fully complete, and may result in no flavour text or crashing if they are used.

To do list (for 0.3):

Add bold science things

Let me know what other sensor-like devices I can add in.

Edit: Version 0.2 released!

Download!

Version History

0.1: Added the ScienceDefs flavour text, the Geiger counter, Unknown Science Thingy, Chemical Analysis Unit, Krakenometer, and small versions of the goo Experiment and Materials Bay.

0.15: Changed the addon to the normal gamedata file structure, balanced the Krakenometer, changed which pods give which science, etc.

0.2: Added some science definitions, the photometer, and improved the general mood of the crew.

Images

Note: This modification increases the total science available in the game's solar system. I would recommend reducing the BaseValue/ScienceCap values to compensate.

Also, I'll be accepting science definitions (the flavour text) for the science experiments (Just PM them to me). However, to speed things up a bit, I'll need them to be in the following format:

Name of experiment

At least five lines (All must be acceptable, and for the same experiment, and not necessarily in the same planetary order)*

Your name as a comment (ie // Sunjumper)

* This requirement is lifted for wordy things, ie News, TV, and the In Situ Space Doco

This allows me to copy/paste your lines into the sciencedefs, with you referenced, and I can go through the file to put your names into a readme file.

Edited by SunJumper
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I'd like more opportunities for science - some of these sound entertaining. Watching TV or news might not give science points, but what about transmitting TV or news programming? When the Apollo astronauts sent back home movies during their trips to (and landings on) the Moon, it stimulated funding and research. Shuttle astronauts and ISS crew have taught classrooms from orbit.

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I'll see what can be done about that. Presumably it will only be available from space/the surface (not in atmo).

Also note that I can't add new things to do during EVA. I can't find the part file that governs an EVAd kerbal.

Edited by SunJumper
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... A camera that lets you record what it sees, and then that video is saved or turned into science.

There is a mod for that, L-Tech industries or something like that. I want to keep away from the sensors in that mod (except for the geiger counter as it seems to be rather basic and I have already generated that part).

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  • 2 weeks later...
I'll see what can be done about that. Presumably it will only be available from space/the surface (not in atmo).

Also note that I can't add new things to do during EVA. I can't find the part file that governs an EVAd kerbal.

There is no part file; it's part of the scienceDefs.cfg file. All science results for EVA activities are defined there. You would have to either modify it directly (which is very bad, don't do that)

You can also modify the config node via ModuleManager. See the Probe Science link in my signature.

Basically you'd do something like this in config file:


@EXPERIMENT_DEFINITION[*]:HAS[#id[evaReport]]
{
!RESULTS{}
RESULTS
{
// Your results here.
}
}

Note that I deleted the existing RESULTS node, which is probably not the right way to do it. But at the time that I wrote up the probe science files it was the only way to do it. (I deleted then reinserted a copy of the original with my additions)

I think ModuleManager 1.5 might possibly allow access to the RESULTS node now. (the reason I couldn't before was that RESULTS is not a named node...)

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Have the TV report only be transmittable. That'd be neat.

Actually, it would be quite acceptable to have the transmission rate be ~70% and allow surface recovery. Surface recovery just means you recorded directly to DVD/Video/Hard Drive, and the video suffered no quality loss due to interference.

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can you change it so it used module manager for the extra command pod science expiriments like the TV and stuff? also, a special dedicated gamedata folder? and not have it over-right the standard science definitions too. i believe module manager 1.5 should help you.

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can you change it so it used module manager for the extra command pod science expiriments like the TV and stuff? also, a special dedicated gamedata folder? and not have it over-right the standard science definitions too. i believe module manager 1.5 should help you.

Yes, I plan on having my own separate science definitions in a dedicated folder.

Just a little thing - would you kindly make the textures look stockalike? Your really good at modding and i think textures like that would really suit the mod!

I don't have the tools to make or edit models.

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What's with the different experiments in italics, normal and bold?

Oops, I thought I had a legend at some point...

Legend:

Italics: Added

Bold: To be added in the next update

Plain: To be added later.

Also, I'll be accepting science definitions (the flavour text) for the science experiments (Just PM them to me). However, to speed things up a bit, I'll need them to be in the following format:

Name of experiment

At least five lines (All must be acceptable, and for the same experiment, and not necessarily in the same planetary order)*

Your name as a comment (ie // Sunjumper)

* This requirement is lifted for wordy things, ie News, TV, and the In Situ Space Doco

This allows me to copy/paste your lines into the sciencedefs, with you referenced, and I can go through the file to put your names into a readme file.

Edited by SunJumper
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i dont know why but the command pods wont let me use the other science reports like the TV report and such, however in the editor when im setting action groups it shows me the 3 science expiriments with the pods (like watch the news and turn on the TV and such) but i cant use the science commands in flight. i do have KSP interstellar and that adds radiation levels to crew pods and that might overwrite sunjumpers science expiriments but im not sure.

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Are you using the three man pod, the cupola, or the crew cabin? The one/two man pods do not have added science experiments (yet).

Also, the TV and news are just for flavour, they don't give science (And I don't have any TV shows/News Reports written yet either).

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