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SpaceTiger

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Everything posted by SpaceTiger

  1. I'm not exactly sure how ckan works, so my best guess would be it is going to take a few days This mod only executes science experiments. These two mods don't conflict with each other so you could use them both.
  2. Can you guys upload your logs please ? I can't seem to be able to reproduce this even when i load get all the mods. And possibly exact reproduction steps.
  3. Did you ever... work on a craft for hours and kerbal crashed making all your work for nothing ? used the undo hot key but it didn't do what you expected and now hard work is again for nothing ? want to have an older version of your craft but never saved it ? want to group up your crafts in the load menu ? Well we got the answer for your troubles. Presenting CraftHistory. Saving your craft file after every change of the craft or periodically. If you don't want your crafts to be saved and only want to use the categories feature of this mod you can simply disable it. Right clicking will open the settings menu where you can chose between 3 different methods when to create a history entry. Left clicking will open the categories your current craft is in. FAQ Q: How do i install this mod ? A: The zip files are all structured so that you only have to extract them into your kerbal folder and overwrite the folder. Q: How do i uninstall this mod ? A: I'm sorry that you want to do that. Just remove the "CraftHistory" folder in your "GameData\KerboKatz" folder. If you aren't using any of our other mods you can remove the "KerboKatz" folder too. If you have a few minutes please tell us what you didn't like about this mod. So we can improve it. Q: This mod isn't working ?!!!! A: Make sure you got the KerboKatzUtilities. If you do so please post your output_log so we can investigate your issues. Q: I installed with CKAN and it's not working! A: Even though we let CKAN generate meta files for our mods we don't actively check if its actually working or has the newest version. In cases with issues that can't be reproduced with a manual install, it's suggested to take it to the CKAN guys. Q: How do i access this mod? A: If you don't have any other mods created by us you are going to have a new toolbar icon. If you do have another mod installed you will have a green cat icon, by clicking on it it will pop up another "toolbar" with all of our active mods listed in it and you can chose this mod out of the list. By left-clicking on the icon the main window of this mod will pop up. By right-clicking the settings window will pop up. Q: I have issues with this mod. A: Please post your output_log, detailed description and reproduction steps so we can investigate your issues. Q: I have a suggestion for this mod. A: Just post it in this thread. We always like new ideas. But please be aware that some things might not be doable. Q: I like your mod how can i thank you ? A: Just post something in this thread. We like reputation points too . If you feel like it you can donate to us too. If you like our mods please consider a donation: Or Support us on Download from our website. License: All rights reserved. Requires: KerboKatzUtilities: 1.5.2-KSP1.8 -> License: All rights reserved. (included in the downloads)
  4. A little plugin for career mode. Did you ever miss only a few science points to unlock a technode? Do you have too many science points and dont know what to do with them ? Do you want a quick and easy solution for your problems ? Well search no longer! We got the solution for you presenting KerbalScienceExchange! This little plugin allows you to sell your science points directly to the kerbal academy(or the kerbal military) or buy some for some funding. For this plugin not to be too cheaty there is a tax fee and conversion fee. You can affect the conversion fee by raising your reputation, the tax on the other hand cant be modified ingame. All the values are saved in a cfg file in its "PluginData" folder. FAQ Q: How do i install this mod ? A: The zip files are all structured so that you only have to extract them into your kerbal folder and overwrite the folder. Q: How do i uninstall this mod ? A: I'm sorry that you want to do that. Just remove the "KerbalScienceExchange" folder in your "GameData\KerboKatz" folder. If you aren't using any of our other mods you can remove the "KerboKatz" folder too. If you have a few minutes please tell us what you didn't like about this mod. So we can improve it. Q: This mod isn't working ?!!!! A: Make sure you got the KerboKatzUtilities. If you do so please post your output_log so we can investigate your issues. Q: I installed with CKAN and it's not working! A: Even though we let CKAN generate meta files for our mods we don't actively check if its actually working or has the newest version. In cases with issues that can't be reproduced with a manual install, it's suggested to take it to the CKAN guys. Q: How do i access this mod? A: If you don't have any other mods created by us you are going to have a new toolbar icon. If you do have another mod installed you will have a green cat icon, by clicking on it it will pop up another "toolbar" with all of our active mods listed in it and you can chose this mod out of the list. By left-clicking on the icon the main window of this mod will pop up. Q: I have issues with this mod. A: Please post your output_log, detailed description and reproduction steps so we can investigate your issues. Q: I have a suggestion for this mod. A: Just post it in this thread. We always like new ideas. But please be aware that some things might not be doable. Q: I like your mod how can i thank you ? A: Just post something in this thread. We like reputation points too . If you feel like it you can donate to us too. If you like our mods please consider a donation: Or Support us on Download: GitHub / Curse Source: GitHub License: All rights reserved. Requires: KerboKatzUtilities: 1.2.0 -> License: All rights reserved. (included in the downloads) If you like our mods please consider a donation: Changelog:
  5. Released version 0.26.0. Please remove the old ForScience folder before installing this update.
  6. The original ForScience used to dump duplicate experiments so if you landed with 2 goo canisters it would only keep one experiment result. We changed that so this wouldnt happen anymore.
  7. Turn on the "Transfer science to container" option. There you can select to which pod you want all your experiments to be transfered.
  8. Noticed i didnt add any description to it but now its there!
  9. Updated to 0.25.1 changelog can be found in the op. Same download links as before. Feedback is appreciated.
  10. github branch and own support thread with a name variation. thanks for creating this mod in the first place and yeah like you said there is nothing broken with this mod.
  11. KerboKatz presents to you: AutomatedScienceSampler Do you think that science in kerbal is tedious ? Clicking on all those tiny tiny parts and pressing "run experiment"? Did it bother you that it took you longer to do all those things than actually enjoy the game ? Well wait no longer we got the all around solution for you! This handy little(/big) plugin will do all those tedious tasks for you and more! It works out of the box with DMagic Orbital Science and can be easily updated to work with other science plugins as well! Old content: Future features: Known bugs: Credits/Inspiration: We would like to thank WaveFunctionP for creating ForScience and giving us inspiration for this mod. It was initially a fork of his work but got completely reworked for the 1.1 update and has very little in common with the old source therefore the rename. Thanks to DMagic and his DMAPI for his DMagic Orbital Science mod. Without it things would have been more complicated FAQ Q: How do i install this mod ? A: The zip files are all structured so that you only have to extract them into your kerbal folder and overwrite the folder. Q: How do i uninstall this mod ? A: I'm sorry that you want to do that. Just remove the "AutomatedScienceSampler" folder in your "GameData\KerboKatz" folder. If you aren't using any of our other mods you can remove the "KerboKatz" folder too. If you have a few minutes please tell us what you didn't like about this mod. So we can improve it. Q: Does this mod work with other mods ? A: In short: yes. In long: This mod was only tested under stock and with DMagic Orbital Science. I'm not aware of any other science mod that doesn't use the stock methods. If you are experiencing compatibility issues please report them here. Q: This mod isn't working ?!!!! A: Make sure you got the KerboKatzUtilities. If you do so please post your output_log so we can investigate your issues. Q: I installed with CKAN and it's not working! A: Even though we let CKAN generate meta files for our mods we don't actively check if its actually working or has the newest version. In cases with issues that can't be reproduced with a manual install, it's suggested to take it to the CKAN guys. Q: How do i access this mod? A: If you don't have any other mods created by us you are going to have a new toolbar icon. If you do have another mod installed you will have a green cat icon, by clicking on it it will pop up another "toolbar" with all of our active mods listed in it and you can chose this mod out of the list. By left-clicking on the icon you activate/deactivate the automatic science gathering. By right-clicking the settings menu will pop up and you can change all the settings you want there. Q: I have issues with this mod. A: Please post your output_log, detailed description and reproduction steps so we can investigate your issues. Q: I have a suggestion for this mod. A: Just post it in this thread. We always like new ideas. But please be aware that some things might not be doable. Q: I like your mod how can i thank you ? A: Just post something in this thread. We like reputation points too . If you feel like it you can donate to us too. How to get support: As a first step make sure you have the latest version and installed everything correctly. If you still encounter the bug open the settings menu and turn on the debug option, this will enable the logs and it isn't recommended to play with this option on unless you try to reproduce a bug. Following that please restart kerbal as this will log everything happening from the very beginning. Now reproduce the bug with as little steps as possible. Once you successfully reproduced the bug shutdown kerbal and write down the reproduction steps. Once done upload your logs to file host, for example DropBox and include a link to your file in your post. These steps are necessary for us to reproduce the bug that you are experiencing. It is very hard to fix a bug without being able to reproduce it or understand how it is happening. If you like our mods please consider a donation: Or Support us on Download from our website. License: All rights reserved Requires: KerboKatzUtilities: 1.5.2-KSP1.8 -> License: All rights reserved. (included in the downloads) Want your own mod to be supported in ASS? It's very simple really! 1. You need this file as a base. 2. Put it in a new project as if you were creating a new plugin for Kerbal. 3. Reference all the needed assemblies: Assembly-CSharp, UnityEngine, KerboKatzUtilities, AutomatedScienceSampler as well as your mod. 4. Adjust all the methods to your wish!. 5. Don't forget to modify "GetValidTypes"! 6. Compile it and distribute it with your mod or send it as a pull request on GitHub so it can be included in future releases. If you need any assistance don't be shy and just ask here in this thread.
  12. Thanks that works \ o / Didnt know about these methods but then again i just started digging into C# and KSP plugins
  13. Good catch i never thought about this issue. I had some ideas how to "fix it" but am currently stuck on finding out how to get the vessel the kerbal got out of. If anyone knows how to do that i would be glad for some pointers.
  14. I would prefer not to change any parts. I changed the code that excluded eva reports from being done automatically so now as soon as you get out of a pod it will do those experiments too.(No more need to click on the kerbal and do the eva report \o/ )
  15. we will most likely release it the coming days. we just thought it was polite to ask the op. It just means that it will run experiments that arent repeatable like the goo container. A value threshold is already implemented -> "Science cutoff" now that i read it it might not be the best description to what it does I never realized that one could lose alot of science cause of this. Anyways i implemented some checks to avoid this issue. By add them automatically you mean do them without getting out of the vessel ? I dont think that its possible. But we will have a good look at that cause it seems like a good idea
  16. Hey guys So SpaceKitty and I decided to try our hands at modding so we added some things like a proper interface and applauncher integration to this mod (it was really missing them). Some teasers: The icon is actually animated (code pieces taken from ScienceAlert) if the mod is turned on. The speed of the animation can be set in the settings which can be opened by right clicking on the icon (got the idea from ScienceAlert). A pm to WaveFunctionP has been sent asking for permission to release it and possibly taking over the mod. And happy new year to everyone
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