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ImTheMinion

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Posts posted by ImTheMinion

  1. Hmmm...

    I am pretty sure that I am unable to transfer science out of Universal Storage wedge goo container and materials lab by DMagic, while I can transfer it out of the stock goo container. (64 bit version, but that shouldn't matter here, I believe)

    US wedges use DMModuleScienceAnimate, which is both a ModuleScienceExperiment and an IScienceDataContainer.

    ...I'm actually curious, I guess I'll try fixing this myself and tossing you a pull request.

    EDIT: Wait a moment, it doesn't compile because the CrewRoster structure changed.

    Is the source actually current?

    EDIT EDIT: Well. Eh.

    I'm sorry to say but you're doing it wrong. You can't account for IScienceDataContainer, i.e. any non-stock science containing modules, without actually treating all sources of science as IScienceDataContainer. As it is written, Ship Manifest will never even see if DMagic modules contain any data, let alone initiate a transfer.

    Has there been any attempt to work this problem out again? I too can confirm that Ship Manifest is still unable to retrieve science from DMagic's experiments...

  2. I believe I found this bug (and a few others) and squashed it in the next release. Is there any circumstance you can reliably get it to occur? Or during a particular situation (a rapid unplanned disassembly during my own game was when I noticed it)?

    It tends to pop up when I have Mechjeb auto warping to a maneuver and Science Alert cancels the warp cuz there's science to be done, only to have Mechjeb start autowarping again. This battle of starting and stopping warp between the 2 mods seem to make it happen most for me (but not every time). But it does happen randomly at other times too (but very rarely).

  3. SM won't see it because it's looking at ModuleScienceExperiment.GetData() and .GetScienceCount(), instead of IScienceDataContainer.GetData() and .GetScienceCount() (and it's not using IScienceDataContainer.DumpData() either). So it won't be able to see anything generated by my parts.
    Thanks so much for that DMagic!

    I will reexamine my code in light of the above.

    Thanks for looking into this. It's been bugging me for a while till I finally decided to let you know it was happening.

  4. I've been getting a lot of KeyNotFoundExceptions at times. It hasn't crashed my game, but lags it to hell and back. The following is the part of the output_log.txt that corresponds to these exceptions.

    KeyNotFoundException: The given key was not present in the dictionary.
    at System.Collections.Generic.Dictionary`2[IScienceDataTransmitter,System.Collections.Generic.List`1[ScienceData]].get_Item (IScienceDataTransmitter key) [0x00000] in <filename unknown>:0
    at ScienceAlert.MagicDataTransmitter.Update () [0x00000] in <filename unknown>:0

    (Filename: Line: -1)

    KeyNotFoundException: The given key was not present in the dictionary.
    at System.Collections.Generic.Dictionary`2[IScienceDataTransmitter,System.Collections.Generic.List`1[ScienceData]].get_Item (IScienceDataTransmitter key) [0x00000] in <filename unknown>:0
    at ScienceAlert.MagicDataTransmitter.get_QueuedData () [0x00000] in <filename unknown>:0
    at ScienceAlert.StorageCache.FindStoredData (System.String subjectid) [0x00000] in <filename unknown>:0
    at ScienceAlert.ExperimentObserver.GetScienceTotal (.ScienceSubject subject, System.Collections.Generic.List`1& data) [0x00000] in <filename unknown>:0
    at ScienceAlert.ExperimentObserver.UpdateStatus (ExperimentSituations experimentSituation) [0x00000] in <filename unknown>:0
    at ScienceAlert.ScienceAlert+<UpdateObservers>d__8.MoveNext () [0x00000] in <filename unknown>:0
    at ScienceAlert.ScienceAlert.Update () [0x00000] in <filename unknown>:0

    (Filename: Line: -1)

  5. Been thinking about doing this, might be a little bit before I can get to it.. But its in the works.

    Do you think that there could be a way to have both a contract and I mission running at the same time, or even multiple contracts? There have been many times I could do both in the same run, but having to land for both kept me from being able to complete both at the same time...

  6. I have a question. The version history says Mechjeb has support for toolbar using the Module Manager plugin (At least that's where the link sent me), but I have both installed but no toolbar support still... Was there a different module that the link was suppose to go to? I did see the toolbar support plugin by sarbian, but he states the newest toolbar update broke the integration.

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