Mitrill Posted January 20, 2017 Share Posted January 20, 2017 8 minutes ago, sebi.zzr said: everything is working as intended Well, for me it's aggressive data collection from one-run experiments doesn't look like something, that works as it should. Description says about automatic reset while scientist is on board but there is no warning that I must not touch such experiments while mod is running and there is no scientists. Thanks for the link tough, unfortunately ASS has the very same pull mechanics, but, at least, it stays down if I tell it to. Quote Link to comment Share on other sites More sharing options...
skips Posted May 31, 2017 Share Posted May 31, 2017 This mod does not work with version 1.3 (MacOS X) without recompilation. In addition the calling sequence of ResearchAndDevelopment.GetExperimentSubject() appears to have changed. An additional argument, which brings the number of arguments to 5, has been added with the name displayBiome. Duplicating the value for the fourth argument appears to restore the functionality of the mod. skips Quote Link to comment Share on other sites More sharing options...
WaveFunctionP Posted June 1, 2017 Author Share Posted June 1, 2017 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. Quote Link to comment Share on other sites More sharing options...
ansaman Posted June 1, 2017 Share Posted June 1, 2017 22 minutes ago, WaveFunctionP said: 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. That is VERY kind of you sir. I have been doing a lot of warping and clicking without your mod, but I understand that you might have other priorities so I didn't ask or even mention it out of courtesy.THANK-YOU. Quote Link to comment Share on other sites More sharing options...
WaveFunctionP Posted June 2, 2017 Author Share Posted June 2, 2017 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. Quote Link to comment Share on other sites More sharing options...
Waxing_Kibbous Posted June 2, 2017 Share Posted June 2, 2017 Just now, WaveFunctionP said: 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. Awesome! After playing 1.2x with this it's painful to go back to manual science getting, especially since the layout of text on kerbals and science windows all tends to clutter. Quote Link to comment Share on other sites More sharing options...
ansaman Posted June 2, 2017 Share Posted June 2, 2017 (edited) 9 minutes ago, WaveFunctionP said: Awaiting approval for curse. They have to approve it? It says updated, but there is no download link, yet. Does it take long? Wait... I SEE IT! I may be the first download. I will let you know if I run into any problems. Edited June 2, 2017 by ansaman Quote Link to comment Share on other sites More sharing options...
WaveFunctionP Posted June 2, 2017 Author Share Posted June 2, 2017 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. Quote Link to comment Share on other sites More sharing options...
ansaman Posted June 2, 2017 Share Posted June 2, 2017 30 minutes ago, WaveFunctionP said: 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. I got it and tested it. All appears to be working just fine. Thanks ever so much! Quote Link to comment Share on other sites More sharing options...
PocketBrotector Posted June 2, 2017 Share Posted June 2, 2017 One suggestion: automatically run available biome scans when a resource scanner is present. It's not technically science, but KSP doesn't allow us to assign biome scanning to action groups, so currently we have to open the right-click menu and do it manually... it's tedious, repetitive, and easy to forget, just like science experiments would be without this mod. Quote Link to comment Share on other sites More sharing options...
Bitroaster Posted June 2, 2017 Share Posted June 2, 2017 Thanks for the update, works like a charm. Quote Link to comment Share on other sites More sharing options...
medicaaron Posted June 30, 2017 Share Posted June 30, 2017 For some reason, FS isn't loading for me. Was working fine for a bit, now not at all. Any ideas? Quote Link to comment Share on other sites More sharing options...
Rizendell Posted June 30, 2017 Share Posted June 30, 2017 (edited) I think it's time you update the introduction video bro. Thanks for sticking with the mod through the updatez. Also, any of you that are having trouble: You can keep this mod updated with CKAN. Edited June 30, 2017 by Rizendell Quote Link to comment Share on other sites More sharing options...
QF5690 Posted July 23, 2017 Share Posted July 23, 2017 Hi! This feature Quote Automagicly resets experiments that are "run once", when you have a scientist onboard. (mystery goo, sci jrs) is not working for me. I need to manually reset experiments with scientist. Any ideas why? Quote Link to comment Share on other sites More sharing options...
Vaga Posted July 23, 2017 Share Posted July 23, 2017 42 minutes ago, QF5690 said: Hi! This feature is not working for me. I need to manually reset experiments with scientist. Any ideas why? Working fine for me. with the exception of the first time you load on the launch pad or if your using some of the Universal Storage version of DMagic's parts. Quote Link to comment Share on other sites More sharing options...
QF5690 Posted July 24, 2017 Share Posted July 24, 2017 14 hours ago, Vaga said: Working fine for me. with the exception of the first time you load on the launch pad or if your using some of the Universal Storage version of DMagic's parts. I have simple vanilla science junior, mystery goo, and scientist aboard. Done a lot of missions, but it never auto reset. Quote Link to comment Share on other sites More sharing options...
Khalkion Posted September 8, 2017 Share Posted September 8, 2017 (edited) Hello, is there any way of preventing some experiments from running? For example I have problem with experiments that require specific condition to be met, like being submerged or presence of the atmosphere. [LOG 19:12:23.547] [ForScience!] Checking experiment: [email protected] [LOG 19:12:23.548] [ForScience!] Skipping: Experiment is not available for this situation/atmosphere. [EXC 19:12:23.549] NullReferenceException: Object reference not set to an instance of an object ForScience.ForScience.currentScienceSubject (.ScienceExperiment experiment) ForScience.ForScience.RunScience () ForScience.ForScience.FixedUpdate () And after this ForScience just shutdowns and stops running other experiments. Edited September 8, 2017 by Khalkion Quote Link to comment Share on other sites More sharing options...
WaveFunctionP Posted September 8, 2017 Author Share Posted September 8, 2017 19 minutes ago, Khalkion said: Hello, is there any way of preventing some experiments from running? For example I have problem with experiments that require specific condition to be met, like being submerged or presence of the atmosphere. [LOG 19:12:23.547] [ForScience!] Checking experiment: [email protected] [LOG 19:12:23.548] [ForScience!] Skipping: Experiment is not available for this situation/atmosphere. [EXC 19:12:23.549] NullReferenceException: Object reference not set to an instance of an object ForScience.ForScience.currentScienceSubject (.ScienceExperiment experiment) ForScience.ForScience.RunScience () ForScience.ForScience.FixedUpdate () And after this ForScience just shutdowns and stops running other experiments. Well, that is a new one. What mod and situation caused that? Quote Link to comment Share on other sites More sharing options...
Khalkion Posted September 8, 2017 Share Posted September 8, 2017 (edited) The problem part is Gas Chromatograph Mass Spectrometer from KSPI-E and is meant to research atmospheric composition. However I've done some more tests (actually a lot more...) to find out the actual part and repeatability. And right now I'm thinking that I should post this problem to @FreeThinker beacuse it seems that the part experiment is broken rather than ForScience. Because I can't use it manually either, but it has ModuleScienceExperiment in cfg. After looking up the cfg, it looks like this part is missing science experiment definition, that's why ForScience can't run it properly. Edited September 8, 2017 by Khalkion Quote Link to comment Share on other sites More sharing options...
Akito Posted September 20, 2017 Share Posted September 20, 2017 Great mod for long time players to ease the boredom of early game but i have some compatibility issues: I've wanted to start a new career based around base building and colony sustaining and turns out that the live support mod 'Kerbalism' is incompatible with 'For Science'. I have no idea why, couldn't think of a conflict. And sadly 'Kerbalism' is the only LS mod i Like. Are you willing and have time to come up with a fix? Quote Link to comment Share on other sites More sharing options...
WaveFunctionP Posted September 21, 2017 Author Share Posted September 21, 2017 (edited) 3 hours ago, Akito said: Great mod for long time players to ease the boredom of early game but i have some compatibility issues: I've wanted to start a new career based around base building and colony sustaining and turns out that the live support mod 'Kerbalism' is incompatible with 'For Science'. I have no idea why, couldn't think of a conflict. And sadly 'Kerbalism' is the only LS mod i Like. Are you willing and have time to come up with a fix? 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. Edited September 21, 2017 by WaveFunctionP Quote Link to comment Share on other sites More sharing options...
MoarBoostersRUS Posted October 7, 2017 Share Posted October 7, 2017 (edited) Love this mod! But seems to have some problem with Dmagic Orbital science it collects the data from the module but won't auto run it in a new biome. Tried to add the .dll from kerbocats auto collection mod to see if I could ghetto rig it but no good. Been using [X] science to drop me out of time warp to do the collect but would love to have for science do everything so I can just do time warp gathering. Edited October 7, 2017 by MoarBoostersRUS Forgot to add some stuffs Quote Link to comment Share on other sites More sharing options...
kerbalfreak Posted November 21, 2017 Share Posted November 21, 2017 Would be nice to add the same experiment to two (or more) different locations at the same time. I like to collect one to the lab, and one to return to Kerbin. Quote Link to comment Share on other sites More sharing options...
gamerscircle Posted November 23, 2017 Share Posted November 23, 2017 First! I enjoy this mod, but I think.. something broke it in my game?No toolbar icon means you have no containers on board - does this mean that unmanned probes cannot utilize the mod? Quote Link to comment Share on other sites More sharing options...
ninjaweasel Posted November 25, 2017 Share Posted November 25, 2017 I just did a mission to the moon Ceti (GPP Minmus equivalent) with the following experiments on my craft: - Science Jr 9000 - Mystery Goo - Temp - Pressure - Dust Collector. I came back with over 4000 Science. If I could have stored my EVA report and surface sample if would have been closer to 5000 . It's difficult to say because of the number of experiments happening on at each situation change, but I think the mod is collecting and resetting the one use only experiments. It's the only way I can explain such a massive haul from one mission. I'm am wrong in thinking it's an impossible amount for those experiments? Quote Link to comment Share on other sites More sharing options...
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