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[WIP][TechTree @ 0.23.5] - [MS19e] - Realistic Progression LITE


MedievalNerd

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*tweaks*

I adjusted the values as you mentioned, it did not fix the 500 science in the WAC probe, but it did fix the FlyingHigh/LowInSpace issue.

Another bug - not sure if that only happens when you do the changes above, but if you resume a flight (only did sub-orbital for now) with the Vanguard, the model reverts back to the - 0.625m model Stayputnik.

This is replicable in my install by reverting to launch pad, this resets it to the .625m model and disappears my comm that sits atop. It's fixed by reverting to VAB.

odd issues with atmo test reporting 10 point value @ 100%

I can confirm the Vanguard low-space radiation test also only gave me 10 points instead of the 100 laid out in RPL_ScienceDefs.cfg (did not try repeating to get to 100 as you have to load up 750 data each time):

    id = Vanguard1
title = Vanguard Low Space Radiation Readings
baseValue = 100
scienceCap = 100
dataScale = 1

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anyone else getting the bumper atmo experiment transmitting/recovering at 10pts but reporting 100%? this should be 35.71428 pts according to cfgs

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Another bug - not sure if that only happens when you do the changes above, but if you resume a flight (only did sub-orbital for now) with the Vanguard, the model reverts back to the - 0.625m model Stayputnik.

Thanks for those, I changed them straight after installation. There were quite a few experiments with a sitmask > 8 (meaning in space) and requireAtmosphere = True so I set all of them to False.

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anyone else getting the bumper atmo experiment transmitting/recovering at 10pts but reporting 100%? this should be 35.71428 pts according to cfgs

You are forgetting the Kerbin multiplier which is also in the science config - 0.4.

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You are forgetting the Kerbin multiplier which is also in the science config - 0.4.

then why if completed multiple times will it give 35.71428 pts in total, isnt that the "grinding" method we are trying to avoid? it should either give 10 pts and never be able to produce more, or give all 35.71428 pts in one shot. should it not? look at my pic a few posts back, you will the progress bar far from "full" but reporting 100%, this experiment should fill bar for a full 35.71428 pts.

PS: 35.71428 pts x 0.4 would equal 14.285712, not 10 (& that Kerbin is- surface 0.4 - atmo 0.7 - space 1, and this experiment takes place in atmo, so even if it was a multiplier issue, which it is not, it would be 0.7)

BUT if it was a multiplier issue (or even caused by wild flaming monkeys), then why is it able to be repeated to achive more points? thats not in line with the RPL method/mindset

Edited by Guest
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I adjusted the values as you mentioned, it did not fix the 500 science in the WAC probe, but it did fix the FlyingHigh/LowInSpace issue.

No, that only fixes it requiring 750 data when the WAC only had 500 base. I have no idea how to fix the science bits.

anyone else getting the bumper atmo experiment transmitting/recovering at 10pts but reporting 100%? this should be 35.71428 pts according to cfgs

For me it goes: 7, 5, 3.6, 2.6, 1.9, 1.4, 1, 0.7, 0.5 etc. Only the first one at 100%.

It does the same thing for all other experiments as well.

Edited by disembodied
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really? ok something is wrong... its not giving the 100% of point pool in one go (it should as base/cap values are the same). Although the cfg's and tweaks seem to indicate it should give the whole pool in one shot.

When you say "It does the same thing for all other experiments as well." do you mean for example the gravity sensor from launch pad doesnt give 100% of its points pool in 1 go? it should be (atleast mine is) the science tweaks files should be working on all non-custom experiments. but when it comes to custom experiments i am a bit confused

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The model problem may well be in the scaling

scale = 5.8823,5.8823,5.8823

}

scale = 1

rescaleFactor = 0.17

KSP doesn't seem to like that sort of thing. Alter scale to be correct , scale and rescale at 1.

A lot of the experiments have "rerunnable = True", odd when the point of RPL science was supposed to be do the experiment once and move on. I wonder if that's making it split things up

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When you say "It does the same thing for all other experiments as well." do you mean for example the gravity sensor from launch pad doesnt give 100% of its points pool in 1 go? it should be (atleast mine is) the science tweaks files should be working on all non-custom experiments. but when it comes to custom experiments i am a bit confused

No, no. Sorry I misspoke - I meant for the other probe core, the Vanguard one. I hadn't tried the stock experiments before - they seem to transmit at 100% just fine.

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The model problem may well be in the scaling

scale = 5.8823,5.8823,5.8823

}

scale = 1

rescaleFactor = 0.17

KSP doesn't seem to like that sort of thing. Alter scale to be correct , scale and rescale at 1.

A lot of the experiments have "rerunnable = True", odd when the point of RPL science was supposed to be do the experiment once and move on. I wonder if that's making it split things up

the "rerunnable = True" is for the ability to preform experiments in multiple situations (ie: surface, flying low, flying high, near space, high space...ect) without needing multiple sensors, very useful for probes that do passes of multiple bodies... and on custome experiments i believe this is to fix the issue where if you transmit you may have a power/range interuption, stopping full point value, thus allowing you to collect and transmit again to recieve full points

Edited by Guest
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i think we need the power of Medieval Nerd to weigh in on the custom experiment issue, its very odd it wants to give so few points but reports 100% transmission/recovery

This 10 point issue seems to effect multiple custom experiments. anyone found a fix for this on their own yet?

Edited by Guest
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Another weird bug, which is probably RSS related - I unlocked the aircraft parts in order to get some biome science. There's no control surfaces on the first aircraft node(intended?), so I had to improvise.

Lifting off, it says I'm flying above Kerbin's Highlands. It continues to say that until about 590km straight east of there, after which it changes to "Grasslands" (at this point there is ocean all around). At 640km, it changes to Highlands again and continues until at least 850km out, at which point the aircraft landed on water... and proceeded to bounce around? Weird.

VVV

No. I've only installed the mods listed as "essentials" for now (except RT2). I'll use that, thanks.

Edited by disembodied
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Another weird bug, which is probably RSS related - I unlocked the aircraft parts in order to get some biome science. There's no control surfaces on the first aircraft node(intended?), so I had to improvise.

Lifting off, it says I'm flying above Kerbin's Highlands. It continues to say that until about 590km straight east of there, after which it changes to "Grasslands" (at this point there is ocean all around). At 640km, it changes to Highlands again and continues until at least 850km out, at which point the aircraft landed on water... and proceeded to bounce around? Weird.

Edited by Guest
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One thing missing from the first post is Realchutes - that should be an essential IMO. It's miles better than the stock chutes.

I think its listed in the required RO mods list.. the lists in RPL, RO and RSS are all needed i believe to have everything work as intended, they just arnt all listed in the RPL OP.

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I'm still working on this custome experiments rewarding only 10pts issue...sadly with no luck so far. Has anyone else found a solution or work-around?

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Anyone knows what does the "FxModules" line in the probes' config files mean? I couldn't find it anywhere else (stock parts which work perfectly, and also older version of RPL which works fine too)... I have a feeling that it might have been something with this... it's set to 0, i will try to set it to other number, but my KSP is taking forever to load so I just thought I could share this with you

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Removing the following has altered the science gained from the WAC probe from 10 to 20.

In RPL_Tweak_Pack\Tweaks\Remote_Tech_TransmissionCost_Tweaks\RPL_Tweaks_ScienceDefs_All.cfg :

// RPLprobeReport 21

@EXPERIMENT_DEFINITION[*]:HAS[#id[RPLprobeReport]

{

@baseValue = 10

}

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Removing the following has altered the science gained from the WAC probe from 10 to 20.

In RPL_Tweak_Pack\Tweaks\Remote_Tech_TransmissionCost_Tweaks\RPL_Tweaks_ScienceDefs_All.cfg :

// RPLprobeReport 21

@EXPERIMENT_DEFINITION[*]:HAS[#id[RPLprobeReport]

{

@baseValue = 10

}

The most upsetting thing about this fix is... i created the issue by authoring RPL_Tweaks_ScienceDefs_All.cfg myself and submitting it to Medieval Nerd. But blame rests soundly with me...sorry everyone :(

good eye vasari, everyone may now shame me for doing this to us all :(

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What I do not understand, however, is how it's still 20, not 35.71428

Additionally, this should only alter the experiment with RPLprobeReport in it.. which so far is only some NovaPunch thing.

-- edit: and 4 stock non-spherical probes.

Also, do not take my word as fact. I am confused if anything, so double check things.

Edited by Visari
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I forgot about the dependencies of the sub mods. Sorted that and now I have RT2 playing up. KSC seems to be Florida? but the RT2 control station is in the Andes. Am I missing a config file? The OP says to move an RT2 settings file then delete it but that file is not in the rar.

Heh, don't take it too hard Aazard - things happen eh, we're all human.

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What I do not understand, however, is how it's still 20, not 35.71428

Additionally, this should only alter the experiment with RPLprobeReport in it.. which so far is only some NovaPunch thing.

-- edit: and 4 stock non-spherical probes.

Also, do not take my word as fact. I am confused if anything, so double check things.

I found issue, still my fault....i for got to make the last "]" on a few experiments max.... there for causing all experiments to cap out at the lowest value on the list missing the "]" closer value...here is fixed file...

replace this file "RPL_Tweak_Pack\Tweaks\Remote_Tech_TransmissionCost _Tweaks\RPL_Tweaks_ScienceDefs_All.cfg" with the one linked below:

https://www.dropbox.com/s/nso552en9fgadot/RPL_Tweaks_ScienceDefs_All.cfg

Remember to edit the bumper cfg (and other experiments that nood it) for the atmosphere = false and swap required data for experiment to 500 from 750 (which it could never get due to max value of 500)

now everyone i must go shower to wash the filth of my own shame away

Edited by Guest
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What I do not understand, however, is how it's still 20, not 35.71428

Additionally, this should only alter the experiment with RPLprobeReport in it.. which so far is only some NovaPunch thing.

Also, do not take my word as fact. I am confused if anything, so double check things.

Oups,

More broken than I thought. The values are listed as odd numbers because if they are atmospheric experiments their value is multiplied by 0.7. Refer to the science body modifiers table: http://wiki.kerbalspaceprogram.com/wiki/Science , if that's not the problem. I might have to do another experiment sweep this week to see what's wrong. Perhaps the fixes I used from Aazard had some too wide of a MM lines which might have picked up all experiments? I'll check that out.

The resizing issue I have to go over the parts with Nathan, he had helped me fix a few but it seems I messed up some of them. :(

Take note that there should be NO grinding. Each experiment is meant to recuperate 100% of their value, or 0% if it's a 'collect & return' type of experiment. (IE, you cant' transmit the results, have to land back to earth)

Wow, thank you so much everyone for trying it out and your various feedback. Super useful and very much appreciated!

I'll start working on a hotfix!

Cheers,

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it was my bad medieval nerd... see my post above and PM to you i forgot a few "]" to close the comments, so the cap was applying to ALL experiments... i fixed it with linked file above..... you can still get the atmo = true (where it should be false) and the 750 data requirements on probes that cap out at 500 data storage though

I am so sorry to everyone! and very sorry to medieval nerd, i should have found that issue before submitting files!

Edited by Guest
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I think I understand now, you essentially gave every part in the entire game a base science value of 20, am I correct?

You bad, bad man. shame on you.

Anyway, confirmed fixed :D WAC now gives 35.71428 science.

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