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[1.0.5] Science Containers v.08.3


SirDargon

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I made a pull request since you might be interested in a new PartModule I created that is meant for Command Pods. The ModuleScienceCollecter can be added to any parts with ModuleCommand & ModuleScienceContainer using Module Manager of course. It does not do any storage on it's own but instead stores everything in the ModuleScienceContainer. Kerbal Space Program is programmed that when a Kerbal on EVA tries to board a vessel it will try and dump any science he happens to be holding into the ModuleScienceContainer of that vessel, however at the moment there is no way to code this at all so you will always need a ModuleScienceContainer to be present or it will break a designed feature of the game. ModuleScienceCollecter however grabs the ModuleScienceContainer of the part it is added to and stores everything in there while double checking it doesn't accidently grab the any science from that storage container. The main reasoning behind this is so that you don't break a feature since by adding a ScienceContainer to the command module will add extra unnecessary buttons.

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Why did you close the pull request? That's something I'm really interested in adding to this mod. I'm just trying to quickly put something together to help DMagic and other science experiment modders better control the lab boost their SceinceData gets. I'm about to test it and see if what I did works like I think it will.

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Why did you close the pull request? That's something I'm really interested in adding to this mod. I'm just trying to quickly put something together to help DMagic and other science experiment modders better control the lab boost their SceinceData gets. I'm about to test it and see if what I did works like I think it will.

Updated it and created a new pull request, should be for the dev branch but you can always change which branch it is for before you accept the request.

https://help.github.com/articles/using-pull-requests#changing-the-branch-range-and-destination-repository

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v.06.3

Fixed the title and description for Auto Collecting Science Containers

Updated it and created a new pull request, should be for the dev branch but you can always change which branch it is for before you accept the request.

https://help.github.com/articles/using-pull-requests#changing-the-branch-range-and-destination-repository

I'll get around to testing it hopefully here soon. Trying to get a working version of my other mod done quickly.

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What mod are you trying to get done now?

I ran into a little problem with working with DMagic's Orbital Science. He wants some of his experiments to have a lab boost based off of the base value of the science, instead of the transmit value but for him to that, he had to hard code the change to the transmit value once it had been processed while still in the experiments. This means, if you take the ScienceData out of the experiment (either by Kerbal or mods like mine or ship manifest) it would revert to the base 50% boost based on the transmit value. I've finished a quick proof of concept in which I extended ScienceData and added fields for a boost amount (if you don't want the default 50%) and whether it's based of the base value or the transmit value. Along with this, I made a module that gets added to any parts that have ModuleScienceLab that and takes care of editing the transmit value before being processed so that it gets the expected boost (currently it doesn't extend ModuleScienceLab, but in the actual release it will and will replace ModuleScienceLab on the parts via a MM file). If you want to look at the current source of the POC here it is:

https://github.com/SirDargon/AdvanceScience

(Warning, it's not very friendly yet. It was more for figuring out how to get it done, so I don't suggest using it in this state.)

Now that I know it works, I'm rewriting it to be friendlier. As it can handle regular ScienceData too, I'll be adding it into my Science Container so that if other modders want to use it, it'll be compatible from the get to.

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Science Containers v.07 has been released.

Changed File Structure

Integrated ConfigureableScienceData

Added actions to turn on, off and toggle auto-collecting

Allowed the manual collecting of nonrerunnable science to auto-collecting containers possible

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I been playing around with the mod, very cool and good work. 2 requests though:

could you make it remote tech compatible? I have remote tech installed and the probes from your mod work regardless of remote connection, useful for testing my science return drones but still once i do a career it would be nice to have that remote connection ;)

could you add in the same functionality on the smaller probe cores (its a small box shaped one and the flat octo, cant remember the name of em) as that would be lighter and more efficient for my return probes using Ion engines :D

Edited by MaLuS
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Ran into a problem. When returning from a mission using a command pod where I've been "collecting science" to that pod. When I recover the vessel I get nothing.

If I EVA a Kerbal before recovering the vessel and have them take the science from it first I get all of it. If I EVA the Kerbal and take the science, then put it back, then I also get it. It appears the game is using 2 different storage areas for the science in the command pods and it's not recognizing the mod container to find science reports. This is using .07.

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I been playing around with the mod, very cool and good work. 2 requests though:

could you make it remote tech compatible? I have remote tech installed and the probes from your mod work regardless of remote connection, useful for testing my science return drones but still once i do a career it would be nice to have that remote connection :wink:

could you add in the same functionality on the smaller probe cores (its a small box shaped one and the flat octo, cant remember the name of em) as that would be lighter and more efficient for my return probes using Ion engines :D

I will definitely look into RT2 compatibility. I used it when I play (not currently in my test version of the game) and didn't know that it is still useable w/o connection. If you want to add ScienceContainer to a specific pod, simply make a cfg file containing:

@PART[PartName]{
MODULE{
name = ScienceContainer
}
}

Where PartName is the name of the part found in the part.cfg for that part. I will be officially adding more pods here soon though.

Ran into a problem. When returning from a mission using a command pod where I've been "collecting science" to that pod. When I recover the vessel I get nothing.

If I EVA a Kerbal before recovering the vessel and have them take the science from it first I get all of it. If I EVA the Kerbal and take the science, then put it back, then I also get it. It appears the game is using 2 different storage areas for the science in the command pods and it's not recognizing the mod container to find science reports. This is using .07.

That's weird, the game should be checking for any IScienceContainer or ModuleScienceContianer on a vessel and unloading all the science from it. I'm guessing that you're using the optional MM cfg file? The next thing I will be official adding to this mod is ScienceContainer to command pods, but will be using a different module to handle it besides the ones currently in the mod. So that should be fixed for my next release.

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  • 1 month later...
does this still work in 0.25?

considering the maintainers last post was the one quoted above, i don't think anyone has tried it, or they have tried and haven't expressed a problem. The mod does contain plug-ins so there is a real possibility that they won't work, or at least will require a recompile for the new references. The source repository hasn't been updated in 2 months, so it probably isn't ready or tested. License is CC, so feel free to try it, and if you can make it work, post your working version with credit.

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considering the maintainers last post was the one quoted above, i don't think anyone has tried it, or they have tried and haven't expressed a problem. The mod does contain plug-ins so there is a real possibility that they won't work, or at least will require a recompile for the new references. The source repository hasn't been updated in 2 months, so it probably isn't ready or tested. License is CC, so feel free to try it, and if you can make it work, post your working version with credit.

I haven't abandoned ya'll! I've just been very busy with college and work. I haven't played in a while either. I didn't know .25 was out. I hadn't had any posts about anything broken so hadn't had the real need to update anything. Tomorrow I'll take a look at updating it for ya'll!

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Hello there,

I've, I think, found a little spelling mistake in the mod manager config file : @PART

[*]:HAS[@MODULE[ModuleCommand],!MODULE[ScienceContianer]]

Maybe it should be ScienceContainer ;)

Kind regards.

P.S. Posted a fork on github.

Edited by FrancoisH
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Have you got some visual concepts of what you want the models to look like if someone made them for you?

In KSP, I really want a way for probe landers to transfer scientific data onto a science container and be able to send the data back home on a return stage. If that's possible with this mod (I only just came across it, I could attempt to model and texture something for you)

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This looks perfect for my remotetech + life support game.

i'm getting a bit mod heavy, but this is a fantastic idea i cant ignore!

@Eudae55 : that looks to be exactly what this mod does, and i'm hoping thats true. science return probe FTW.

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  • 4 weeks later...

I love this mod (just tried it). Just one thing that irks me: I always store the science in the large mobile lab. What file do I have to edit and with what, so that I can "collect data" on the mobile processing lab?

I tried adding @PART[Large.Crewed.Lab]{MODULE{name = ScienceContainer }} to the MM_ScienceContainers.cfg file, but that didn't work.

Would appreciate a few tips.

Thanks, this works well with ScienceAlert !

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  • 2 weeks later...

I'm so sorry I haven't been around to work on this recently. I'm in my last year of college and taking my capstone. I've got very little time to work on anything not pertaining to school or work. My winter break is coming up, so I'm hoping I'll get some time to work on this a little bit more (though I'm pretty sure my job will take up most of my time still). I do thank everyone for sticking with this mod of mine. Do continue to let me know if ya'll find any bugs. I'll for sure keep this up to date as it is, but any more additions will take a while to happen sadly.

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I'm so sorry I haven't been around to work on this recently. I'm in my last year of college and taking my capstone. I've got very little time to work on anything not pertaining to school or work. My winter break is coming up, so I'm hoping I'll get some time to work on this a little bit more (though I'm pretty sure my job will take up most of my time still). I do thank everyone for sticking with this mod of mine. Do continue to let me know if ya'll find any bugs. I'll for sure keep this up to date as it is, but any more additions will take a while to happen sadly.

Something re: the autocollecting science containers - Was driving around KSC, and autocollecting the science from various experiments seemed to generate two reports rather than one (5 experiments - autocollect - 10 available to review when you hit "review stored data")

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