IanCanberra Posted September 24, 2021 Share Posted September 24, 2021 Is anyone seeing the issue that on Minmus and Mun that the Bio Drill Scan is showing up but can never be run? All it states is can't be run now. https://imgur.com/gallery/VvmHx88 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 24, 2021 Author Share Posted September 24, 2021 8 hours ago, IanCanberra said: Is anyone seeing the issue that on Minmus and Mun that the Bio Drill Scan is showing up but can never be run? All it states is can't be run now. https://imgur.com/gallery/VvmHx88 Can you run it by hand? If so, then please send me your save file Quote Link to comment Share on other sites More sharing options...
DStaal Posted September 24, 2021 Share Posted September 24, 2021 10 hours ago, IanCanberra said: Is anyone seeing the issue that on Minmus and Mun that the Bio Drill Scan is showing up but can never be run? All it states is can't be run now. https://imgur.com/gallery/VvmHx88 The Bio Drill requires a planet with atmosphere. Quote Link to comment Share on other sites More sharing options...
IanCanberra Posted September 27, 2021 Share Posted September 27, 2021 On 9/24/2021 at 9:19 PM, linuxgurugamer said: Can you run it by hand? If so, then please send me your save file no it does not allow me to run it by hand. Bob is at only level 3 though. Where do I put my save file? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 27, 2021 Author Share Posted September 27, 2021 4 hours ago, IanCanberra said: no it does not allow me to run it by hand. Bob is at only level 3 though. Where do I put my save file? See the answer right above your post Quote Link to comment Share on other sites More sharing options...
IanCanberra Posted September 29, 2021 Share Posted September 29, 2021 https://drive.google.com/drive/folders/1eI4d3uD02KnJQsNJXfDMB9HFvC0rksLf?usp=sharing is my saved file. Am on the Mun Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 29, 2021 Author Share Posted September 29, 2021 7 hours ago, IanCanberra said: https://drive.google.com/drive/folders/1eI4d3uD02KnJQsNJXfDMB9HFvC0rksLf?usp=sharing is my saved file. Am on the Mun Not needed anymore. See this post (which @DStaalreplied to you in): Quote Link to comment Share on other sites More sharing options...
IanCanberra Posted September 29, 2021 Share Posted September 29, 2021 On 9/24/2021 at 11:51 PM, DStaal said: The Bio Drill requires a planet with atmosphere. But why is it showing up as available on non atmosphere bodies? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 30, 2021 Author Share Posted September 30, 2021 21 minutes ago, IanCanberra said: But why is it showing up as available on non atmosphere bodies? Right now, it's a quirk. Also a similar problem with the EVA Science Experiment Thanks for the save file, I've tried loking at it, but getting a message that the save is incompatible. I'm guessing that you have mods installed I don't have. So, can you please get me a log file (Player.log), and, assuming you used it, a CKAN modpack? Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 8, 2021 Share Posted November 8, 2021 Should it work with any DMModuleScienceAnimateGeneric or just with specific ones? I got "Perform Mapping Surveillance" with the part bluedog_Keyhole_Camera_KH4 and it's not recognized by ScienceAlert. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 27, 2022 Author Share Posted January 27, 2022 New release, 1.9.10 Thanks to github user @peterhaneve for this: Optimize profile saving (reduce persistent file size), saves space and speeds up loading and saving Quote Link to comment Share on other sites More sharing options...
Jaxx Posted March 19, 2022 Share Posted March 19, 2022 Hello! Would asking here, or on Kerbalism's page be more appropriate for the question of potential interfacing with that mod's science overhauled system? Or would it be so wildly different so as to be a moot question? Thinking about if it would be easier to just put in a feature request to have this mod's basic idea (a single menu for available science experiments on vessel) for that mod, or if this would still be able to have functional compatibility. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 20, 2022 Author Share Posted March 20, 2022 14 hours ago, Jaxx said: Hello! Would asking here, or on Kerbalism's page be more appropriate for the question of potential interfacing with that mod's science overhauled system? Or would it be so wildly different so as to be a moot question? Thinking about if it would be easier to just put in a feature request to have this mod's basic idea (a single menu for available science experiments on vessel) for that mod, or if this would still be able to have functional compatibility. Kerbalism Quote Link to comment Share on other sites More sharing options...
Aardvark Posted November 25, 2022 Share Posted November 25, 2022 I'm having a weird problem, possibly due to mod incompatibilities. (I also am using [x] Science!, but not for collection. The problem is that when I run the experiments, there is no way to collect the data to the command pod, nor to review the data either. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 26, 2022 Author Share Posted November 26, 2022 1 hour ago, Aardvark said: I'm having a weird problem, possibly due to mod incompatibilities. (I also am using [x] Science!, but not for collection. The problem is that when I run the experiments, there is no way to collect the data to the command pod, nor to review the data either. No logs, no support. I really need more detail, there isn't much to go on here Quote Link to comment Share on other sites More sharing options...
Aardvark Posted November 27, 2022 Share Posted November 27, 2022 (edited) I figured out the problem. If there is no power, then there is no experiment. Edited November 27, 2022 by Aardvark Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 7, 2022 Author Share Posted December 7, 2022 New release, 1.9.10.2 Fixed path for loading files (broken by new launcher) Quote Link to comment Share on other sites More sharing options...
Kielm Posted March 8 Share Posted March 8 Hi, Small(ish) issue on Universal Storage II science parts, which seem to enter an unusable state (and loss of the science data) when activated by this (or another) auto-science mod, and then EVA collection of data is attempted. I'm not 100% on the conditions, it doesn't seem to happen with recovered parts, at least not that I've seen yet. Likely caused by USII's custom science module implementation as sciencealert works fine elsewhere. I've posted logs here Just a heads up in case there's anything that could be done in differently in sciencealert to avoid this scenario occurring in USII? Quote Link to comment Share on other sites More sharing options...
Kielm Posted March 8 Share Posted March 8 (edited) Update on this Universal Storage II issue: It's caused by the science experiments not being 'deployed' prior to an experiment being run. Normally the player cannot run an experiment without deploying the module first but ScienceAlert inadvertently bypasses this I was wondering why I hadn't noticed before, so I checked the science archive, which just shows no data recovered for the affected experiments. So the experiment is recorded in the archive, but the science data on the craft is immediately destroyed and the experiment is locked (USII thinks it's full, and locks the part until it's emptied, but it can't be deployed or interacted with - it's entering a state it shouldn't be in). Workaround is to manually deploy everything before doing any science. Nope, even that doesn't work Hope this helps. Edited March 8 by Kielm Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 8 Author Share Posted March 8 (edited) 36 minutes ago, Kielm said: So the experiment is recorded in the archive, but the science data on the craft is immediately destroyed and the experiment is locked (USII thinks it's full, and locks the part until it's emptied, but it can't be deployed or interacted with - it's entering a state it shouldn't be in). Workaround is to manually deploy everything before doing any science. Hope this helps. definitely does help, not sure what to do right now, but thanks, will see what I can do later Edited March 8 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Kielm Posted March 8 Share Posted March 8 Workaround doesn't work - even opening the bay doors first and using sciencealert to run the experiment breaks it. How annoying Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 8 Author Share Posted March 8 4 hours ago, Kielm said: Workaround doesn't work - even opening the bay doors first and using sciencealert to run the experiment breaks it. How annoying How about some specific steps to replicate? Include a log file, please, and the specific experiments you are using, etc Quote Link to comment Share on other sites More sharing options...
Kielm Posted March 8 Share Posted March 8 1 hour ago, linuxgurugamer said: How about some specific steps to replicate? Include a log file, please, and the specific experiments you are using, etc Put a Universal Storage II Materials Bay (wedge) on a craft. Launch it, and attempt to use sciencealert to gather the science from it (deploying or not beforehand makes no difference) Whether the bay has been deployed or not, the science experiment will show as normal, and the option to retain/transmit it will appear. If you opt to keep the experiment results, the bay will lose the data and become inoperable. Quote Link to comment Share on other sites More sharing options...
KCreate Posted March 18 Share Posted March 18 (edited) On 3/8/2023 at 11:52 PM, Kielm said: Put a Universal Storage II Materials Bay (wedge) on a craft. Launch it, and attempt to use sciencealert to gather the science from it (deploying or not beforehand makes no difference) Whether the bay has been deployed or not, the science experiment will show as normal, and the option to retain/transmit it will appear. If you opt to keep the experiment results, the bay will lose the data and become inoperable. Is there a way I can edit my save file to "reset" the affected US2 experiments and perform them again by hand without ScienceAlert? Edit: I figured it out on my own. Here are the steps to fix it (using the material bay wedge as an example): 1) Open the save file (persistent.sfs or quicksave.sfs) 2) Search for your vessels name 3) Within your vessels module, search for "USMatBayWedge" (material bay wedge, other experiments will have different names) 4) Scroll down until you find a module called "USAdvancedScience" 5) Set "isDeployed" and "Deployed" to "False" 6) Reload your game / quicksave and the experiments can be operated again. 7) Remember to not interact with US2 experiments with any of these science mods until this behaviour is fixed. I hope this is the right place for this post and that this helps anyone Edited March 18 by KCreate Added description of how I fixed the issue myself Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 24 Author Share Posted March 24 New release, 1.9.10.3 Thanks to github user @frankieorabona for this: Updated Italian translation Quote Link to comment Share on other sites More sharing options...
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