4x4cheesecake Posted January 1, 2019 Share Posted January 1, 2019 6 hours ago, EliteMaster512 said: Hello all, do we know if an update to the CKAN for 1.6 is in the works? No clue. 6 hours ago, EliteMaster512 said: Or will I have to install this manually? Just 2 posts above yours, I've explained how to install this mod via CKAN for a 1.6 install. It got pictures and stuff Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 1, 2019 Author Share Posted January 1, 2019 (edited) New reelase, 1.9.5.2 Fixed saving of profiles Fixed loading of profiles Some optimizations by reducing duplicate calls Following due to changes in KSP: Changed the OnLoad in the ScienceAlertProfileManager to calling a CoRoutine so it can wait until the scene is ready Changed the OnVesselChange in the ScienceAlertProfileManager to calling a CoRoutine so it can wait until the OnLoad is complete Edited January 1, 2019 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
4x4cheesecake Posted January 1, 2019 Share Posted January 1, 2019 @linuxgurugamer I'm curious though: The online version file is not updated yet. Is that something you have automated and the script didn't run yet or did you forget it? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 1, 2019 Author Share Posted January 1, 2019 1 minute ago, 4x4cheesecake said: @linuxgurugamer I'm curious though: The online version file is not updated yet. Is that something you have automated and the script didn't run yet or did you forget it? It gets updated 2x a day, 6am and 6pm, I'll force it to run now, though Quote Link to comment Share on other sites More sharing options...
Kerbex Posted January 1, 2019 Share Posted January 1, 2019 When experiments are available, the icon for ScienceAlert on the stock toolbar is blank. When science isn't available, the icon for it is the green bottle on the stock toolbar. Any idea on how that can be fixed to show the correct icons on the stock toolbar or not be blank when science is available? Quote Link to comment Share on other sites More sharing options...
4x4cheesecake Posted January 1, 2019 Share Posted January 1, 2019 1 minute ago, linuxgurugamer said: It gets updated 2x a day, 6am and 6pm, I'll force it to run now, though I see. I know that CKAN can take a while but I got curious when AVC didn't notify me. Thanks for the info Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 1, 2019 Author Share Posted January 1, 2019 1 minute ago, 4x4cheesecake said: I see. I know that CKAN can take a while but I got curious when AVC didn't notify me. Thanks for the info Should be ok now Quote Link to comment Share on other sites More sharing options...
4x4cheesecake Posted January 1, 2019 Share Posted January 1, 2019 2 minutes ago, linuxgurugamer said: Should be ok now It is and AVC notfied me Quote Link to comment Share on other sites More sharing options...
TriggeredSnake Posted January 1, 2019 Share Posted January 1, 2019 Will it be 1.6 compatible? Quote Link to comment Share on other sites More sharing options...
4x4cheesecake Posted January 1, 2019 Share Posted January 1, 2019 (edited) 46 minutes ago, TriggeredSnake said: Will it be 1.6 compatible? It is and even though the thread title still says [1.5.*], I'm pretty sure that the latest release is compiled for 1.6 (especially because it is listed for 1.6.0 on CKAN and spacedock). Since 1.5. and 1.6. didn't provide huge changes to the KSP API and the engine version didn't change neither, most mods from 1.4 still work perfectly fine in 1.5 and 1.6. Edited January 1, 2019 by 4x4cheesecake Quote Link to comment Share on other sites More sharing options...
TriggeredSnake Posted January 2, 2019 Share Posted January 2, 2019 15 hours ago, 4x4cheesecake said: It is and even though the thread title still says [1.5.*], I'm pretty sure that the latest release is compiled for 1.6 (especially because it is listed for 1.6.0 on CKAN and spacedock). Since 1.5. and 1.6. didn't provide huge changes to the KSP API and the engine version didn't change neither, most mods from 1.4 still work perfectly fine in 1.5 and 1.6. Oh good! Thanks! Quote Link to comment Share on other sites More sharing options...
steve_v Posted January 4, 2019 Share Posted January 4, 2019 (edited) FWIW (as I have little time for debugging KSP ATM), I tried 1.9.5.2 on KSP 1.5.1, and I'm seeing a consistent 20FPS+ performance hit (vsync @60 -> ~40) while in flight. Nothing interesting is being logged, and the mod appears to otherwise work fine. Edited January 4, 2019 by steve_v Quote Link to comment Share on other sites More sharing options...
GerAseR Posted January 12, 2019 Share Posted January 12, 2019 Hmm... did anyone here made own settings and can remember if he had to load it every time before a flight? I'm pretty sure it was only on the first start (or the first time on a new game), now its just "default" every time and I have to change it before a flight to my saved profile Quote Link to comment Share on other sites More sharing options...
traisjames Posted January 13, 2019 Share Posted January 13, 2019 (edited) I just got this, and started a new game. When I go on EVA and get an EVA report, then hit keep, it doesnt show it for review on my kerbal or when I get back to my capsule. Transmitting data does not seem to work even when having an external antenna. Edited January 13, 2019 by traisjames Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 13, 2019 Author Share Posted January 13, 2019 12 hours ago, GerAseR said: Hmm... did anyone here made own settings and can remember if he had to load it every time before a flight? I'm pretty sure it was only on the first start (or the first time on a new game), now its just "default" every time and I have to change it before a flight to my saved profile Log file, please, also, what version of KSP and what version of the mod? 4 hours ago, traisjames said: I just got this, and started a new game. When I go on EVA and get an EVA report, then hit keep, it doesnt show it for review on my kerbal or when I get back to my capsule. Transmitting data does not seem to work even when having an external antenna. Did you install the dependencies? Quote Dependencies Click Through Blocker ToolbarController Quote Link to comment Share on other sites More sharing options...
traisjames Posted January 13, 2019 Share Posted January 13, 2019 (edited) Yep. Here are all mods installed: Spoiler KSP: 1.6.1 (Unix) - Unity: 2017.1.3p1 - OS: Mac OS X 10.14.3 [x] Science! - 5.17 Advanced Jet Engine - 2.10 AdvancedFlyByWire - 1.8.1.3 AGExt - 2.3.3.8 Alternate Resource Panel - 2.9.3 Asteroid Recycling Tech - 0.13 AtmosphereAutopilot - 1.5.11 Aviation Lights - 4.0.5 B9 Part Switch - 2.4.5 CapCom Mission Control On The Go - 1.0.2.10 ClickThroughBlocker - 0.1.6.10 Community Category Kit - 4.0 Community Resource Pack - 1.0 Community Terrain Texture Pack - 1.0.4 Contract Configurator - 1.27.1 Contract Parser - 1.0.8 Contracts Window Plus - 1.0.9.2 DangIt - 0.7.18.2 DMagic Orbital Science - 1.4.2 Docking Port Alignment Indicator - 6.8.2.3 DynamicBatteryStorage - 1.3.3 Filter Extensions - 3.2.2.15 Firespitter Unofficial - 7.9.0.1 FMRS (Flight Manager For Reusable Stages) - 1.2.7.4 Freight Transport Tech - 0.10 FShangarExtender - 3.5.2 HideEmptyTechTreeNodes - 1.0.5 Infernal Robotics - 3.0 Infernal Robotics Sequencer - 3.0 Interstellar Fuel Switch - 3.6.17.3 JanitorsCloset - 0.3.4.5 Karbonite - 0.12KAS - 1.1.6876.38030 Kerbal Actuators - 1.6 Kerbal Alarm Clock - 3.10 Kerbal Engineer Redux - 1.1.5.4 Kerbal Foundries - 2.2.6.16 Kerbal Inventory System - 1.16.6876.37464 Kerbal Planetary Base Systems - 1.6.6 kOS - 1.1.5.2 KramaxAutoPilotContinued - 0.3.6.2 KSP Interstellar Extended - 1.20.16.3 KSP_Proximity - 0.3 KSP-AVC Plugin - 1.2.0.7 KSPWheel - 0.11.9.27 ModularFlightIntegrator - 1.2.6 NearFutureAeronautics - 1.0.2 NearFutureConstruction - 1.0.4 NearFutureElectrical - 0.10.2 NearFutureLaunchVehicles - 1.1.7 NearFutureProps - 0.3.5 NearFutureSolar - 0.8.13 NearFutureSpacecraft - 1.0.1 Parking Brake - 0.1.0.1 PatchManager - 0.0.16.4 Photon Sailor - 1.4.6.3 Precise Maneuver - 2.4.1 Procedural Parts - 1.2.12 Progress Parser - 1.0.10 PWBFuelBalancerRestored - 0.1.5.5 QuantumStrutsContinued - 1.7.3.3RCS Build Aid - 0.9.7.4 Recovery Controller - 0.0.3.4 RemoteTech - 1.9.1.131 RemoteTech-StockConfigs - 1.0.1 ResearchBodies - 1.9.8 ResonantOrbitCalculator - 0.0.3.4 SCANsat - 1.1.8.10 ScienceAlert - 1.9.5.3 ScienceLabInfo - 0.9.1 SituationModuleInfo - 1.3.3.1 SolverEngines - 3.7.3 StageRecovery - 1.9.0.4 Surface Mounted Lights - 1.11.6951.3656 TAC Life Support - 0.13.11 The World Beyond - 1.1.1 TimeControl - 2.9.5 Toolbar - 1.7.17.15 ToolbarControl - 0.1.6.20 TweakScale - 2.4.0.7 Universal Storage 2 - 1.5.1.9USI Core - 0.7USI Tools - 0.12 Waypoint Manager - 2.7.4 I started a new science game and did a few experiments. Here is the archive: https://imgur.com/BTJS6px Edited January 13, 2019 by traisjames Quote Link to comment Share on other sites More sharing options...
GerAseR Posted January 14, 2019 Share Posted January 14, 2019 (edited) On 1/13/2019 at 12:14 PM, linuxgurugamer said: Log file, please, also, what version of KSP and what version of the mod? Did you install the dependencies? 2 Yes Sir! Everything is up to date on the latest versions aroundhttps://drive.google.com/open?id=14anYykQ8MSPtktUv26aqdBC9VatqPVMm Edited January 14, 2019 by GerAseR Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 14, 2019 Author Share Posted January 14, 2019 On 1/12/2019 at 5:35 PM, GerAseR said: Hmm... did anyone here made own settings and can remember if he had to load it every time before a flight? I'm pretty sure it was only on the first start (or the first time on a new game), now its just "default" every time and I have to change it before a flight to my saved profile So, the profile is being saved, but you need to load it before a flight? Quote Link to comment Share on other sites More sharing options...
GerAseR Posted January 14, 2019 Share Posted January 14, 2019 (edited) On 1/14/2019 at 9:12 PM, linuxgurugamer said: So, the profile is being saved, but you need to load it before a flight? Yes, before every flight. Can't remember if it was that way before i updated to 1.6..1 EDIT: Just did a clean install with all mods again and it works just like it should. Thanks for your time! Edited January 15, 2019 by GerAseR Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 17, 2019 Author Share Posted January 17, 2019 On 1/13/2019 at 1:37 AM, traisjames said: I just got this, and started a new game. When I go on EVA and get an EVA report, then hit keep, it doesnt show it for review on my kerbal or when I get back to my capsule. Transmitting data does not seem to work even when having an external antenna. I tested this, don't see it. I was able to go on EVA, get science, keep it, return to the capsule and transmit it down (with an external antenna). I need more info, a log file, and if possible a video showing it not working On 1/3/2019 at 7:43 PM, steve_v said: FWIW (as I have little time for debugging KSP ATM), I tried 1.9.5.2 on KSP 1.5.1, and I'm seeing a consistent 20FPS+ performance hit (vsync @60 -> ~40) while in flight. Nothing interesting is being logged, and the mod appears to otherwise work fine. Curious, is that happening while the icon is animated? Quote Link to comment Share on other sites More sharing options...
steve_v Posted January 17, 2019 Share Posted January 17, 2019 10 minutes ago, linuxgurugamer said: is that happening while the icon is animated? I did not test this travelling over already completed biomes specifically (my test case being an aircraft on Kerbin) or switching off experiment monitoring to prevent the animation. I don't recall there being any noticeable difference wrt the icon animating or not though, it looked like a consistent performance hit whenever in flight. Re-testing the same craft I first noticed this with, the problem appears to be considerably reduced. Either the cause was addressed in 1.9.5.3 or my testing is flawed. I'm still seeing a framerate hit with Science Alert installed, but it's now a very acceptable one. [x]Science, fwiw, still murders performance while the 'here and now" window is open, though that one has not been updated recently and what I am using is an unofficial build. If you have any further investigation in mind, I can likely oblige. Let me know what you need and I'll clone my install to test it. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 17, 2019 Author Share Posted January 17, 2019 1 hour ago, steve_v said: I did not test this travelling over already completed biomes specifically (my test case being an aircraft on Kerbin) or switching off experiment monitoring to prevent the animation. I don't recall there being any noticeable difference wrt the icon animating or not though, it looked like a consistent performance hit whenever in flight. Re-testing the same craft I first noticed this with, the problem appears to be considerably reduced. Ok, that was a long shot, but I needed to know. The animated icon is manual, so there is a decent amount of processing going on for that. I don't remember exactly, but I do know there were some improvements made in the recent builds. Given what it does, it's impossible to avoid all impact, it does need to do things in order to do it's thing :-) For now, I'll consider it resolved. [x] Science, does things in a different way, and is checking ALL biomes & experiments. I believe that there was an unofficial build which fixed that particular issue, no idea when it was done. The unofficial build simply disabled checks for biomes which the current vessel wasn't around (I don't remember the details) Quote Link to comment Share on other sites More sharing options...
GerAseR Posted January 18, 2019 Share Posted January 18, 2019 Hi @linuxgurugamer could you add alerts based on contracts? Example: Magneto Scan ist maxed out so 0% science, but if a contract pops up an wants a new scan to transmit or return, it would be nice if i would get a new alert based on the contract goals. Possible or did i miss something in the settings? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 18, 2019 Author Share Posted January 18, 2019 41 minutes ago, GerAseR said: Hi @linuxgurugamer could you add alerts based on contracts? Example: Magneto Scan ist maxed out so 0% science, but if a contract pops up an wants a new scan to transmit or return, it would be nice if i would get a new alert based on the contract goals. Possible or did i miss something in the settings? Sorry, no. That is outside the scope of this mod Quote Link to comment Share on other sites More sharing options...
GerAseR Posted January 18, 2019 Share Posted January 18, 2019 6 hours ago, linuxgurugamer said: Sorry, no. That is outside the scope of this mod Ok, hoped its perhaps just a little thing that you can implement from KAC... Thanks for your time again! Quote Link to comment Share on other sites More sharing options...
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