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SpaceTiger

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Everything posted by SpaceTiger

  1. I just checked this and for me all the mods that got updated to 1.1.1 don't show up in CKAN at all. I'll get in touch with the CKAN people. Edit: It seems that this is caused by KerboKatzUtilities not being marked as 1.1.1 compatible yet.
  2. There two mini mods can now be found in KerboKatz - SmallUtilities! With that being said mods can close down this thread as it will not be used anymore.
  3. New update out. We merged RecoverAll and DestroyAll into this! PhysicalTimeRatioViewer and ModifiedExplosionPotential are now updated to 1.1.1.
  4. New update is out. This should fix most if no all the issues with DMagic Orbital Science as well as issues with its universal storage parts. As an added bonus the settings are now saved per craft!
  5. Sounds a lot like what i have currently planned for CraftHistory. Not yet out for 1.1 but should be soon.
  6. Yeah that was a mistake on my part. But it should be corrected soon.
  7. I don't keep track of it but i can include an API to get you the number. As for ETA: Currently rewriting most of the logic. I'm not exactly sure but i plan on getting it ready soon. In a week maybe. The current released version isn't marked as 1.1 compatible. With that said you'll have to wait until i release an update.
  8. There will be an update once DMagic updates his orbital science mod. I had an extensive test play and couldn't find any issues. As an added bonus there will be an option to have per craft setting! I have a counter idea for integrating ScienceAlert into this: I would add a list of all experiments in the craft to the settings menu. These can be toggled off allowing you to disable specific experiments to be run.
  9. That's a great start. I couldn't find a method that's an analogous to the stock GetScienceValue. Are we supposed to use the stock one for the first result ? Or just always use getNextDMScienceValue ? Do you have a release date planned for the API ?
  10. This all seems to be connected. I'm going to try to reproduce this. @bobvodka No need to trim the logs down. Noise is good, the more noise the more we know whats happening. Even if its from totally unrelated mods. On another note there could be something in the logs that seem innocent to you and you cut it out but in the might turn into something groundbreaking important. That's why I always ask for the full logs. Edit: On another note all of this happen on the launchpad, right ? It seems like ASS is getting a wrong biome for these. But once the new DMAPI releases these issues should be in the past! I'm guessing you have the transfer setting on ? I'll check this out and in the meantime can you please create a proper bug report as described in the first post ? I had a look at it and it is indeed a big improvement. I already started implementing it. Thanks for the api!
  11. Not yet or at-least it shouldn't. There will be an update soon™.
  12. Are you by any chance not using Unity 5.2.4 ? Had the same issue during pre-release and found out that if you create the asset-bundle in a different unity version i won't load into the game.
  13. That sounds awesome! Thanks in advance. As for what to give as a reference I'm fine using a DMModuleScienceAnimate since that's what all your other modules are based on and I'm already referencing to your assembly. I liked you "conduct" method its quick and easy! I have a few suggestions what to include: A method to get the science value, currently I'm using the stock methods but i know you do some special things with asteroids and other experiments that modify this get the current science subject, currently using stock methods but again asteroids are a special case that my code doesn't take into account if the experiment can be conducted but you already have this a way to deploy the experiment another way to deploy it without the result window I didn't play with your science experiments in a while but if you have special conditions as to when something can be reset/transferred a check for those would be helpful as well. These logs are quite cut down. There are a few things that happen that aren't logged directly by AutomatedScienceSampler that's why we always request full logs. There are sometimes situations where some exception thrown 10 minutes earlier can cause issues to pop up later down the road. So please include the full log.
  14. Ugh there were two ForScience version. One was WaveFunctionP's and the other was ours. He updated his to 1.1 when it got release. We never updated this to 1.1 since we wanted to do this rewrite which is supposed to make it easier to support third party mods such as DMagic Orbital Science. We realize it still has a few issues but we are working on them! They both do pretty much the same. But i don't think his mod is supporting DMagic Orbital Science and he expressed that he wouldn't support it. In the end its up to you which one you want to use. We just try to provide you the user with the best features.
  15. I can confirm this and i think i found the issues. Now to find a fix for it...
  16. Just pushed another update. Changelog can be found in the first post.
  17. Thank you this was a very detailed and helpful bug report. I was able to reproduce this error in a clean install but it didn't appear with my old settings file. I'm working on a fix for this right now expect a fix soon. If i understood you correctly you are saying it doesn't reset the experiments or it doesn't work at all unless the scientist is in the root part ? I tested both cases and both worked flawlessly. You don't necessarily need a scientist for this mod, they are only needed if you want to reset the experiments.
  18. Just released a new patch Improvements: Transfer science before resetting Part highlight when a new transfer target is selected Catch more exceptions As always: If you experience any issues please turn on debugging, restart the game, reproduce the error and upload your logs here with as detailed reproduction steps as possible.
  19. That's a good observation and its exactly whats happening! I'll fix it.
  20. Your logs are missing the important bits. Like the versions and startup of AutomatedScienceSampler.
  21. Any error message ? Are you using the latest version of DMagic ? If sp please turn on the debug option, go to the flight scene with some experiments, exit the game and upload your logs. Any suggestions how to do it better ? We had an idea to make it glow while hovered but that isn't possible right now. Another idea was to highlight the part for a second when selected. It was done on purpose since the settings aren't saver per craft yet.
  22. Well for one the kerbal settings only allows you to set it to 60,80 and 120. While my mod allows you to set it to any value you like. As a bonus it has another setting which can be used to limit the game fps while its in the background to reduce CPU & GPU load.
  23. Just pushed a new version. Now you can right click on the icon and it will open the settings menu for the mod.
  24. Just pushed a new release. This should fix issues with DMagic Orbital Science and add new tool-tips explaining every option.
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