linuxgurugamer Posted February 13, 2019 Author Share Posted February 13, 2019 21 minutes ago, HawkEngineer said: Sorry, for some reason I didn't save when I noticed the issue. I will send another probe to see if the same situation occurs again and let you know. Thanks for your time. Not a problem. I will still be looking into it, but having a save which replicates it will make it much easier Quote Link to comment Share on other sites More sharing options...
chateaudav Posted February 14, 2019 Share Posted February 14, 2019 We can run experiments even if we have no connection. Is this a lacking remote tech integration ? Thanks. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 14, 2019 Author Share Posted February 14, 2019 5 hours ago, chateaudav said: We can run experiments even if we have no connection. Is this a lacking remote tech integration ? Thanks. No RT integration at this time Quote Link to comment Share on other sites More sharing options...
Mystique Posted February 21, 2019 Share Posted February 21, 2019 Does "collect all" require some specific type of container? I though it would transfer data from equipment to landing pod, but it seems to do nothing instead. Do I miss something? Thanks for advice. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 22, 2019 Author Share Posted February 22, 2019 1 hour ago, Mystique said: Does "collect all" require some specific type of container? I though it would transfer data from equipment to landing pod, but it seems to do nothing instead. Do I miss something? Thanks for advice. No, you don't need any special container. What makes you think it does nothing? Quote Link to comment Share on other sites More sharing options...
Mystique Posted February 22, 2019 Share Posted February 22, 2019 8 hours ago, linuxgurugamer said: No, you don't need any special container. What makes you think it does nothing? As I understood from explanations in previous post, it should transfer experiment results from equipment to container/pod. In my case it works like this: When experiment is available, I see animation, click on mod's button, see menu with buttons to perform all/w/o EVA; collect all, list of experiments. If I click collect all, nothing happens (well, ok, let's say I didn't have any results in equipment so nothing should happen). If I perform all experiments, all button are gone (including "collect all"), results stay in equipment in which they were performed. If a new experiment is available, then all buttons appear again as listed above, BUT click on "collect all" does nothing, i.e. previous experiment results are not transferred to pod. Is it working as intended?) Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 22, 2019 Author Share Posted February 22, 2019 1 hour ago, Mystique said: As I understood from explanations in previous post, it should transfer experiment results from equipment to container/pod. In my case it works like this: When experiment is available, I see animation, click on mod's button, see menu with buttons to perform all/w/o EVA; collect all, list of experiments. If I click collect all, nothing happens (well, ok, let's say I didn't have any results in equipment so nothing should happen). If I perform all experiments, all button are gone (including "collect all"), results stay in equipment in which they were performed. If a new experiment is available, then all buttons appear again as listed above, BUT click on "collect all" does nothing, i.e. previous experiment results are not transferred to pod. Is it working as intended?) Ok, so it' s going to depend on the following: What science containers are available What experiment you have If the experiment has already been collected. Which version of KSP you are running. The CollectAllEvent has been in KSP since at least 1.2, so this should be ok. The Collect All button is merely triggering the CollectAllEvent on all the available science containers. If nothing can be stored, then you should at least get a screen message. I just did a test, and I see it isn't working. I'l get it fixed in the next day or so Thanks for the report Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 22, 2019 Author Share Posted February 22, 2019 New release, 1.9.6 Fixed the Collect All so it now works with science containers which have a gui available in the PAW Added check so that if no science containers are available, the button will be greyed out Now doesn't show the Collect All if no data is available to be collected Note that Collect All requires that there be one or more parts available which can collect all science; most if not all command pods don't have this ability. You can tell by right-clicking the part and looking at the PAW, if it has an entry saying "Collect All", then that part can collect all science Quote Link to comment Share on other sites More sharing options...
leatherneck6017 Posted February 22, 2019 Share Posted February 22, 2019 1 hour ago, linuxgurugamer said: Note that Collect All requires that there be one or more parts available which can collect all science; most if not all command pods don't have this ability. IMO, anything with command (pod, probe, etc) should have the ability to store results. For that reason, I wrote a MM patch to add it to anything with ModuleCommand. Big QoL improvement! Oh, and thanks for fixing this. I had been using an action group to collect all. Quote Link to comment Share on other sites More sharing options...
BlackHat Posted February 22, 2019 Share Posted February 22, 2019 (edited) On 2/22/2019 at 9:47 AM, leatherneck6017 said: IMO, anything with command (pod, probe, etc) should have the ability to store results. For that reason, I wrote a MM patch to add it to anything with ModuleCommand. Big QoL improvement! Oh, and thanks for fixing this. I had been using an action group to collect all. Nice!, has that been added to: Ok looks like someone has posted a patch for this: https://forum.kerbalspaceprogram.com/index.php?/topic/139980-130-community-database-of-module-manager-patches-for-stock-ksp/&page=5&tab=comments#comment-2900990 with an additional tweak by Alshain to require a tech node to unlock the ability: https://forum.kerbalspaceprogram.com/index.php?/topic/139980-130-community-database-of-module-manager-patches-for-stock-ksp/&page=6&tab=comments#comment-3021580 Edited February 26, 2019 by BlackHat Quote Link to comment Share on other sites More sharing options...
leatherneck6017 Posted February 22, 2019 Share Posted February 22, 2019 @BlackHat I'll admit that I completely forgot about that collection of MM patches. I enjoy writing my own, though. This is how I've done it: @PART[*]:HAS[#vesselType[Probe]]:Final { %MODULE[ModuleScienceContainer] { reviewActionName = #autoLOC_502201 //#autoLOC_502201 = Review Stored Data storeActionName = #autoLOC_502202 //#autoLOC_502202 = Store Experiments evaOnlyStorage = True // i.e. can nearby regular vessels also do this, or EVA only storageRange = 2.0 canBeTransferredToInVessel = True canTransferInVessel = True } } @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[ModuleScienceContainer]]:Final { MODULE { name = ModuleScienceContainer reviewActionName = #autoLOC_502201 //#autoLOC_502201 = Review Stored Data storeActionName = #autoLOC_502202 //#autoLOC_502202 = Store Experiments evaOnlyStorage = True // i.e. can nearby regular vessels also do this, or EVA only storageRange = 2.0 canBeTransferredToInVessel = True canTransferInVessel = True } } @PART[*]:HAS[@MODULE[ModuleCommand],@MODULE[ModuleScienceContainer]]:Final { @MODULE[ModuleScienceContainer] { %canBeTransferredToInVessel = True %canTransferInVessel = True } } Quote Link to comment Share on other sites More sharing options...
Mystique Posted February 24, 2019 Share Posted February 24, 2019 On 2/22/2019 at 3:41 PM, linuxgurugamer said: New release, 1.9.6 Fixed the Collect All so it now works with science containers which have a gui available in the PAW Added check so that if no science containers are available, the button will be greyed out Now doesn't show the Collect All if no data is available to be collected Note that Collect All requires that there be one or more parts available which can collect all science; most if not all command pods don't have this ability. You can tell by right-clicking the part and looking at the PAW, if it has an entry saying "Collect All", then that part can collect all science Many thanks. And, by the way, it's better to keep showing collect all button after all experiments are performed (now it disappears if there are no experiments in the list, i.e. if I activate all available experiments, then all buttons disappear; so it's needed to manually select collect all from container's PAW). Quote Link to comment Share on other sites More sharing options...
catonthekbd Posted February 24, 2019 Share Posted February 24, 2019 I think I may be weird .. I have just started sending up unmanned pods for resuce missions, and I keep on getting offered crew reports on the way up while the capsule (the mk1 cockpit) is empty Quote Link to comment Share on other sites More sharing options...
leatherneck6017 Posted February 25, 2019 Share Posted February 25, 2019 On 2/22/2019 at 5:41 AM, linuxgurugamer said: New release, 1.9.6 Fixed the Collect All so it now works with science containers which have a gui available in the PAW Added check so that if no science containers are available, the button will be greyed out Now doesn't show the Collect All if no data is available to be collected You know what would be amazing (to me, anyway)? If the window were to show "collect all" whenever any science is stored in the experiment/scan/etc. For example, I have only one experiment on board, I run it and on the results window I tell it to save the data. In its current state, this mod will no longer display anything in its GUI. Let's say I've changed biome's and there would be the option to run it again, but the mod won't tell me because the previous data is still stored in the experiment itself. But if the collect all button was always visible if you had uncollected science, then it would prompt me to "clear out" my experiments. Hope this makes sense the way I've written it . Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 25, 2019 Author Share Posted February 25, 2019 Well, if the previous data is still stored in the experiment, then it can't collect any more data until it's been emptied. Quote Link to comment Share on other sites More sharing options...
leatherneck6017 Posted February 25, 2019 Share Posted February 25, 2019 48 minutes ago, linuxgurugamer said: Well, if the previous data is still stored in the experiment, then it can't collect any more data until it's been emptied. What do you mean? Collect all transfers the data from the experiment to science storage located in the pod/probe/etc. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 26, 2019 Author Share Posted February 26, 2019 19 hours ago, leatherneck6017 said: I have only one experiment on board, I run it and on the results window I tell it to save the data. This saves the data in the experiment 19 hours ago, leatherneck6017 said: In its current state, this mod will no longer display anything in its GUI. Please clarify, you say that after saving the data inthe experiment, that nothing is shown in this gui? 17 hours ago, linuxgurugamer said: Well, if the previous data is still stored in the experiment, then it can't collect any more data until it's been emptied. What I mean is that if you've done the above step, the experiment can't collect any more data until the data currently stored in it has been removed in some way Quote Link to comment Share on other sites More sharing options...
leatherneck6017 Posted February 26, 2019 Share Posted February 26, 2019 @linuxgurugamer Perhaps I'm misunderstanding the function of the collect all button. The way I understand it is, when pressed it collects results that are stored in the experiments and transfers them to an available science storage container. Is this correct? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 26, 2019 Author Share Posted February 26, 2019 Yes, you are Quote Link to comment Share on other sites More sharing options...
leatherneck6017 Posted February 26, 2019 Share Posted February 26, 2019 49 minutes ago, linuxgurugamer said: Yes, you are I am misunderstanding? Or I am correct? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 26, 2019 Author Share Posted February 26, 2019 You are correct Quote Link to comment Share on other sites More sharing options...
HawkEngineer Posted March 3, 2019 Share Posted March 3, 2019 On 2/13/2019 at 6:45 AM, linuxgurugamer said: Not a problem. I will still be looking into it, but having a save which replicates it will make it much easier @linuxgurugamer, I just experienced another situation where science alert was not indicating any science available but [X] Science was indicating science. I saved the game file, attached my log file, and screenshot using the link below. This occurred on my first landing at Ceti. https://www.dropbox.com/s/0jmm9gc9jpuwhae/KSP.log?dl=0 https://www.dropbox.com/s/nvv695l8ihch95z/screenshot_2019-03-03--16-45-14.png?dl=0 https://www.dropbox.com/s/p48ze4k5d3hjwv5/Ceti_Landing.sfs?dl=0 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 3, 2019 Author Share Posted March 3, 2019 Great. I'll be able to look into it tomorrow Quote Link to comment Share on other sites More sharing options...
Kozzy Posted March 16, 2019 Share Posted March 16, 2019 I have tested this mod today for hour and it is great help. Any chance it will get integrated with remote tech mod to prevent cheating with probes and activating science experiments when there is no connection ? Or at least some simple workaround where we can disable ability to execute experiments via this mod at all. (having at least notifications). Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 17, 2019 Author Share Posted March 17, 2019 4 hours ago, Kozzy said: I have tested this mod today for hour and it is great help. Any chance it will get integrated with remote tech mod to prevent cheating with probes and activating science experiments when there is no connection ? Or at least some simple workaround where we can disable ability to execute experiments via this mod at all. (having at least notifications). I suppose I can add a disable mechanism if RT is installed, but that would be the extent of what I would do. If someone else would submit a PR with changes specific to RT, I'll review it and accept if it looks good Quote Link to comment Share on other sites More sharing options...
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