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WaveFunctionP

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Everything posted by WaveFunctionP

  1. Sorry, I just saw your post in the sciencesampler. ForScience have never has a configuration window. It has always just had an on/off toggle and just worked like magic. You may be thinking of the forked version call ForScience Extended, which is now named AutomatedScienceSampler, since his rewrite.
  2. We have had different feature sets for a while now. ForScience is meant to be more of a "it just works" enchancement, and ForScience Extended (now AutomatedScienceSampler) is more configurable and supports other science mods that don't use the stock science experiment module. Note: ForScience! does support 1.1. I'm not sure why you would think otherwise. Did you have an issue? If so, please tell me about it in the ForScience thread.
  3. By popular request, I've put in a request to add the mod to ckan.
  4. The guiding principle is that it should feel like cheating without actually cheating. You can always eva during early re-entry or while parachuting to collect and reset modules while "flying", so there are no restrictions during flight. The mod doesn't really do anything that can't be done manually. It just removes the tedium, and lets you focus on building, flying and exploring, which are far more engaging experiences in the game, but keeping the incentive from science to do more things.
  5. If CKAN wants to pull any of my mods' updates from curse, they can do so. However, I'm not interested in maintaining yet another distribution channel. None of my addons are updated so frequently to need it anyway.
  6. The API doesn't give me access to that button, as that would have been my preferred behavior as well.
  7. #2 I'm not sure what you mean. It already filters out experiments that have no science value. Though it may still be possible to get transient invalid states from the game, which I can only throttle, not eliminate. And a higher throttle makes it less sensitive. (Which is why you no longer get those small biomes in orbit during timewarp now. It's a trade off.) #3 I have plans to handle run once experiments eventually. It will most likely be implemented with special probe logic. I don't have an eta as I am busy with other projects at the moment. - - - Updated - - - I have no plans to ever do something like this. (Too cheaty.) Having the mod feel like cheating is one (good) thing, having it actually cheat is another. In fact, it is a pretty good game design prinicple that you make the player feel like they are cheating, while not actually doing so. - - - Updated - - - DMagic uses custom modules (bits of c# code) to handle his experiments. I realize that his mod is very popular, and maybe I'll add support one day, but I've been down the rabbit hole of supporting third parties before, and I don't care to repeat the experience. He's a great guy. He helped answer many of my questions as I developed the mod. But I don't want this mod broken every time an update is released. (Keep in mind, the mod functioned as intended since .25 with no updates to the code. This new version was only updated to improve functionality.)
  8. It is not really supposed to unless I misunderstanding something. It looking specifically for crew reports, surface samples and eva reports, and if there is a science data container on that experiment's part, then move it's data to that experiment's part's science container. Since a telemetry report is not one of the three experiments that it is looking for, and probes do not have science containers to store the data (or a kerbal to do the "dance" anyway), this addon will do nothing. - - - Updated - - - I suppose you are wishing for science alert to do this? Because this addon does not run any experiments. If you want automation, you may want to see my other mod, ForScience!. It is linked in my sig.
  9. You may just be able to manually add the data generated by dmagic's experiments, it's how I handle the silent collection of stock experiments in my version. Also, ditto on the keep data stuff. I'd love to do it, but I know of no event for "keep data" that can be hooked into.
  10. I think you need to update your version. I had a debug message that slipped through in in version 1.0, but I just checked the source and compiled code on curse and there are no debug messages in v1.1. Let me know, if you still experience the issue.
  11. I'm considering removing the filter for low value science to allow for auto collection of data to be used in the science lab. Since the science popups don't happen anymore, it doesn't seem like it is as big of deal to collect 0 value science data now. I would interested to hear anyone thoughts about it.
  12. I have a similar issue. I had two vessels stacked on each other for transit, and after separation, I can't remove the connecting parts that I wanted to remove after I reached the destination. http://www.twitch.tv/wavefunctionp/b/661577896?t=1h28m57s Is there a way to resolve this?
  13. @Sokar It is has been my experience that mechjeb is very very finicky about pointing at the node. It may seem like it is doing nothing, but if you have a slow turning vessel, it is most likely still turning EXACTLY at the node before it will timewarp, which can take quite some time past the point where you think it should acceptable.
  14. And honestly, a lot of the code and parts aren't needed with the way that stock works now. I would update it, but the changes that would be needed for a proper release would be extensive. And really, we are mostly talking about just making that game easy again. That would be the primary draw left to a vanilla KSPI. The extended version is more realistic, so that those peeps have that, the resource people now have even stock options along with all the other cool resource mods. So the only other major draw is really the OP parts pack draw and maybe the power network (which is still in the OP category IMO). Atleast, that was the conclusion I came to regarding KSPILite when deciding whether to update or not. As a word of caution, the more dependencies you add, the more of a headache is it going to be to support.
  15. Not to be a debbie downer, but yeah, I agree that saying it is compatible with 1.0 (with the subtitle: atmospheric predictions) is misleading since it doesn't work with stock, which is the basis for compatibility. A large portion of users are not concerned that FAR works. It'd be kinda like updating ForScience to "1.0", but only DMagic's custom science experiments function properly, and none of the stock experiments. Or if hotrockets was updated, but only KW and B9 parts work.
  16. It is my understanding that if you are going to use CRP, you need to use the resource defintions that are included, otherwise you are going to break other people's stuff. That was kinda the whole point behind CRP. The proper way to fix the issue is to change the resource consumption in the plugin code. You don't need firespitter when you have code readily available.
  17. ForScience! was mentioned in PC Gamer! Who'da thunk it?! http://www.pcgamer.com/the-best-kerbal-space-program-mods-2/ This made me more happy that it probably should.
  18. Yes, the reset and keep data buttons do nothing, because as soon as you ran the report, the data was created on the kerbal by the game. The addon simply moves that data to the science container. It doesn't care if you want to keep it or not, it just moves it to get the experiment ready to go again. If you want to remove data, you need to review it. I don't know about the second issue though.
  19. If you run one manually, it won't be reset automatically. The addon doesn't actually deploy experiments the same way that you do with the right click menu because of a variety of reasons. But basically it avoids several bugs and avoids the review data spam. And unless you've encounter an detection issue that I'm not aware of, you should have no need to run anything manually with scientist onboard.
  20. The updated version has an increased science value filter to stop the long trail of repeated experiments. It will not run if the science value goes below .1 science. As for the goo/scijr, I'm not exactly sure what you mean. If you run one of those manually, the data is automatically collected and made inoperable. It will not reset experiments without a scientist onboard. If you don't want the data collected manually, simple toggle the FS icon to red to turn off the addon. However no experiments will run automatically while it is off.
  21. I don't understand what you mean. You mean the science alert buttons don't work? The mod is doing the exact same thing you do when you eva to take/store data.
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