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Everything posted by WaveFunctionP

  1. ForScience should work with any module that uses the stock style science module. It doesn't appear that DMagic implements ModuleScienceExperiment. This is usually the case if a mod needs more control over the science module than the stock system can provide. ForScience is not able to accommodate these custom modules in way that wouldn't easily be broken by updates.
  2. Looks like network issue with curse. Here's an alternative. https://www.curseforge.com/kerbal/ksp-mods/for-science
  3. Thank you, @linuxgurugamer If someone else reports that they are experiencing issues with the latest game version, I will look into it. Also, ForScience only works with stock style science modules, not custom non-stock style science modules. I simply can't provide compatibility for every possible mod out there. I'd have to take a dependency on those mods and as a result, the mod would break constantly and require constant updates. I happy to provide support, but I no longer play regularly, please be certain of any issues you report. FS is meant to be simple and reliable. ASS is more configurable and aggressive. It's entirely personal preference.
  4. v 1.5.2 - KSP v1.4.2 support - fix localization issue with determining if a scientist is onboard - special thanks to dtpar and irineus Pending approval from curse, it should be available soon.
  5. Turning it off when you want to do something manually is indeed the intended behavior. Because I can not know what your intention is for docking or separation, and the part graph is unpredictable, the mod makes no assumptions and merely choose the first science container it comes across in the part tree as the storage container. Most of the time, this is the one and only command pod. If you have more complicated needs, I believe there is still Automated Science Sampler or Science Alert which may suit you use case more. You can add or remove ForScience! at any time. It will not break your saved file to remove it should you decide that you don't like it. And you can add it back any time without issue.
  6. I support stock-like science modules (ModuleScienceExperiment), which should work out of the box. I am not familar with that mod, but I looked a bit at the part files and the geiger counter should work. If all of the experiment parts are implemented with the stock science system as this one, it should work fine.
  7. It can take a few hours some times. I am not privy to the details. They do a review for mods on curse because some people are not good neighbors.
  8. v 1.5.0 - KSP v1.3 support - Fixed signature for GetExperimentSubject I ran it through it's paces, I didn't see any obvious issues after making the fix for 1.3. Awaiting approval for curse.
  9. Thanks, skips. I got a few messages about it from others as well. I've been busy since the update. I can't make a promise, but I'll try to get an update out tomorrow if I don't run into trouble.
  10. FS stores collects and stores all data to a single location. This is so that the users always knows where his data is located. I'm not overly concerned about collecting multiple data to multiple storage containers because a) that is a fairly niche use case, b) FS already makes science so easy it is already arguably cheating, and c) if you want full science, there are very simple MM configs to do just that. This mod is purposefully as simple and consistent as possible. I made a conscious choice to try to remove tedium and complexity. There is a reason that there are only three states to the mod and one button. On (green), off (red), not applicable (missing). I know I'm not very charismatic like the popular youtubers, but I think I covered everything you need to know to operate FS in the video, including multivessel behaviors. On another note, DMagic uses special experiment modules which do not conform to the stock behaviors. He does this to add more complex behaviors to his parts. There is nothing wrong with this, but FS does not support them. I know it is not the most popular things to say, but I've been down the rabbit hole of trying to support other mods and having breaking changes every week. This mod pretty much only breaks when KSP itself changes the underlying interfaces that this mod depends on. There have many updates to KSP that didn't even break the mod. And the breaks that do happen are usually very minor edits to a couple of function signatures. This is also important because I am not paid to make this mod. I think I've gotten like $25 over the years that this mod has been in service. I loved making it, and I love the game, but I simply can not devote a ton of time to development without financial backing. One of the reason this mod was updated so promptly was because of a donation. So, I felt obligated to updated it asap. I have other projects that I work on as well. If someone wanted to support a ForScienceAllTheThings! version that supported every feature and mod imaginable with ongoing donations that would be another thing. One of the main reasons why players want a mod manager like ckan is because mod authors are always breaking each others stuff and the constant updating gets old after a while. At least, it did for me. I didn't want FS to be one of those mods that breaks when you sneeze in its general vicinity. I know its not fancy to not have a bunch of gizmos and widgets, but I think it is OK to focus on doing one thing really well, and I think FS does a fairly great job at what it does.
  11. I don't know. I don't use that mod. If its not doing anything nutty with way science works, it should be fine.
  12. It will be made available to CKAN later, assuming no major issues because of the publishing hassles.
  13. v 1.4.1 - KSP v1.2 Support - Fixed ScienceData signature Awaiting approval from Curse. edit: Should be available now. This update was brought to you by Mr. S K. Thank you for your donation.
  14. It would trivial to simply run any experiment the first time it is available, it is less so to run them only when you would get maximum value (the only acceptable behavior), which would require predicting the future. I don't know if the vessel is going to @InSpaceHighKerbin or stay in the atmosphere, if the vessel is going to dock and offload science to return early, and go on to the moon or head off to Jool. Even assuming that I just rerun the experiment and only keep the highest value, I will still run into issue with faulty triggers, possible invalid experiments, and multiple goos and bays in multi-command vessels. I simply have no good clear way to resolve this ambiguity. If I could 100% rely on state and value detection, it might work, but unfortunately it has not had a history of being reliable. The logic for that functionality has been rewritten in some way nearly every version. And I don't want to be the guy to blame when someone does a grand tour and has his heavy hitting science over written by landing back on Kerbin. That would be an absolutely terrible experience.
  15. I'll take a look at the launchpad issue. As for the run once experiments, ideally this would be something that could be automatic, but unfortunately I do not know of a way to handle them that wouldn't also run the risk of wasting an experiment, and certainly not without complicated and possible confusing hidden logic. I don't want the player to have to read a manual to understand why and when the experiments are run, and run-once logic tends towards that direction. I am sympathetic to your suggestion, don't get me wrong. I just do not know how to fit it within the user experience priorities that For Science attempts to adhere to. Oh, that IS bad. I'm sorry if it messed up your game. I'll look into a solution for you. I don't have an ETA, in the meanwhile, you may want to disable forscience when switching/docking to those vessels or removing the mod. I'm sorry that I don't have a more immediate solution. I would love to support probes at some point. I've tried a few different ideas that didn't pan out for it so far, but I could probably give it more of an effort. I've just been busy with other projects.
  16. It should detect a change in availability for experiments automaticly and run the appropriate tests. I suspect that either it was doing some loading wonkyness or you missed that the experiments ran...it happens really fast. You can always manually force it to check for new experiments by toggling the toolbar icon. As for the goo, the mod will only run experiments that do not need a scientist to reset. You either need have a scientist onboard to run them automatically, or you need to click and run a specific experiment manually like normal, and it will grab the data and make the experiment inoperable as normal.
  17. Since it doesn't update automatically, I'm going to wait a couple of weeks before I bother the ckan folks to update the version in case a major bug is found. Someone has to actually complete some process that I don't understand to actually publish it, and I'd rather not abuse their generosity.
  18. Esc "means" close/cancel in UI language. Nothing wrong with it bring up a main esc menu when there's no other immediate context, the problem is that it ignores the most immediately obvious ones. You can get to the IVA view from them kerbal window, it is not immediately obvious that you need to press c to get back out. You first attempt will probably be to press esc, which is why that should be the button. Same can be said for focusing objects in the map. The default assumption to get back is not backspace, it is esc. Think about playing another game, you have window you've opened or a npc you talked to....to get out, you usually press esc. Not a random context specific button like backspace or c. I forgot another big one. F should put you on the ladder on the command pod, but the next press of f, not a separate button b, should enter the command pod. I know they separated the use verb from the board verb, but I think context makes it clear. I don't think the climb out if really needed. I know its different, but space already gives us the ability to leave a climb. And lets face it, uncontrolled animations feel bad. You never want to feel like you can't control your character, and IMO the dismount animation goes a bit too far over that line. The animation are part of why kerbals don't feel very unresponsive. Also the camera speed for "double click to mouse look" is what it should be for right click and hold to mouse look.
  19. Little nit picks: The quit popup on main screen should be confirm over cancel, right now it is cancel (cancel) over confirm (quit). Esc should switch you back out of IVA view. Esc should switch your focus back to your default focus (vessel) in map view. Esc should exit every building. Building status windows should popup with left click, and the window should list your current unlocks, and below that what the next upgrade will unlock. Right now you need to know to right click on a building and hover over the upgrade button. That type of behavior in UI design is used approximately nowhere ever. Double left clicking or single right clicking a building should enter that building. Oh, and the first landing gear are nigh unusable for anything other than absolutely perfect landings on a perfect runway. I had to resort to parachutes for my survey missions. You still have to do the crew/eva/sample dance with the command pod. I don't know why this is still a thing. They all have unlimited science storage on themselves. Note: I still love you squad. Warts and all.
  20. To be fair, we did have computers back then. Even if you couldn't afford a mainframe. They were rooms full of people. http://www.computerhistory.org/revolution/calculators/1/65/272 I don't know about whole mods I'd like to see stock. I would like to see some general use actuated parts like robotic joints and pulleys.
  21. v 1.4 - Bugfixapaloosa - Fixed surface sample being improperly run without the correct unlocks in career - Fixed for probe shenanigan. - Removed the now unnecessary biome detection throttling. - Fixed an issue where the button (color) could get out of sync with the logic state - Fixed an issue with switching to other vessels in range. - Fixed an issue with flickering buttons on probes and when a vessel is destroyed Awaiting approval on curse. Shouldn't be long. Sorry for the issues, hopefully everything is gravy now.
  22. Oh, sorry. I keep forgetting to fix that one. I put in a fix in the next version with the probe issue fix. I have a working version now that should fix everything. I'm just putting it through the paces. Hopefully, if all goes well, I'll have a new version up in an hour or so.
  23. The mod really shouldn't do anything if there are no science containers on the vessel. I just noticed that it isn't handling probes properly right now on my play through as well. The flickering button is the mod registering and unregistered the button on the toolbar. So, I dun goofed somewhere. I'l try to get a fix in for probes (and apparently destroyed vessels too) this weekend.
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