Mystique Posted March 24, 2019 Share Posted March 24, 2019 (edited) There seems to be issue with Dmagic's infrared telescope - I've noticed several warping stops while flying past Eve, but there were no buttons to collect science in the list. Then I manually checked science parts and found out that there was telescope's experiment available, for other experiments button seem to appear in the list normally, so there must be something about telescope (I've also checked science alert setting and it's set up in very same way as other experiments). Also noticed that at least on Sun's orbit SA keeps showing alerts for experiments that already have 0 transmit and recovery value, even though threshold is set to 1.0. Edited March 24, 2019 by Mystique Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 24, 2019 Author Share Posted March 24, 2019 (edited) One of the things which can happen is that the mod sees science, stop swap but by the time the warp stopped you move beyond the biome for that science. Edited March 24, 2019 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Mystique Posted March 24, 2019 Share Posted March 24, 2019 1 hour ago, linuxgurugamer said: One of the things which can happen is that the mod sees science, stop swap but by the time the warp stopped you move beyond the biome for that science. In such cases usually a button to execute experiment flashed in SA's window. Also, I had enough time to manually execute telescope's experiment (and not only once), while there was no prompt for telescope is SA window. Quote Link to comment Share on other sites More sharing options...
Tivec Posted March 25, 2019 Share Posted March 25, 2019 Something I'm a bit confused about. I modded in a science container to all manned command pods, so that science could be collected from experiments without having to EVA my way around the craft. The "Collect All" button pops up properly and lets me transfer data when I click it, but if there are no science experiments available at this time, the button is no longer there. Is it possible to have this visible at all times, or at least when there are science data in experiments that can be moved to a science container? Quote Link to comment Share on other sites More sharing options...
maybemegan Posted March 25, 2019 Share Posted March 25, 2019 Would you be able to unhide the toolbar button in map view (or add a close button to the mod window)? It's a small annoyance, but too often I'm using the mod in flight view, and then when I switch to map view I'm unable to close the window without switching back to flight view, closing it, and switching to map view again. I'm using the Toolbar mod, in case that's pertinent information. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 26, 2019 Author Share Posted March 26, 2019 14 hours ago, Tivec said: Something I'm a bit confused about. I modded in a science container to all manned command pods, so that science could be collected from experiments without having to EVA my way around the craft. The "Collect All" button pops up properly and lets me transfer data when I click it, but if there are no science experiments available at this time, the button is no longer there. Unfortunately not. This is a function of the ModuleScienceContainer in KSP itself. The Collect All button merely activate the same button on the PAW, if no science container has it active, then there is nothing that I can do about that. 15 hours ago, Tivec said: s it possible to have this visible at all times The most I can do is show the button in a disabled state 15 hours ago, Tivec said: least when there are science data in experiments that can be moved to a science container? That is what is happening. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 26, 2019 Author Share Posted March 26, 2019 New release, 1.9.6.1 Added button to mapview Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 26, 2019 Author Share Posted March 26, 2019 On 3/24/2019 at 7:43 AM, Mystique said: There seems to be issue with Dmagic's infrared telescope - I've noticed several warping stops while flying past Eve, but there were no buttons to collect science in the list. Then I manually checked science parts and found out that there was telescope's experiment available, for other experiments button seem to appear in the list normally, so there must be something about telescope (I've also checked science alert setting and it's set up in very same way as other experiments). Also noticed that at least on Sun's orbit SA keeps showing alerts for experiments that already have 0 transmit and recovery value, even though threshold is set to 1.0. Link to the mod, please Quote Link to comment Share on other sites More sharing options...
Tivec Posted March 26, 2019 Share Posted March 26, 2019 4 hours ago, linuxgurugamer said: 19 hours ago, Tivec said: least when there are science data in experiments that can be moved to a science container? That is what is happening. I think I didn't describe it properly. Let's say I have two experiments available. "Deploy All", "Deploy All except EVA" and "Collect All" are visible. When I press "Deploy All", the "Collect All" button disappears. Now, am I mistaken that "Collect All" should also run the experiments before collecting the science data, or should it be available after I have run "Deploy All"? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 26, 2019 Author Share Posted March 26, 2019 6 hours ago, Tivec said: I think I didn't describe it properly. Let's say I have two experiments available. "Deploy All", "Deploy All except EVA" and "Collect All" are visible. When I press "Deploy All", the "Collect All" button disappears. Now, am I mistaken that "Collect All" should also run the experiments before collecting the science data, or should it be available after I have run "Deploy All"? Thank you for clarifying. With this, and another previous message, I now understand and have fixed the problem: New release, 1.9.6.2 Fixed Collect All button to be visible whenever any science container has spare capacity (note that most science containers seem to have unlimited capacity) Quote Link to comment Share on other sites More sharing options...
Tivec Posted March 27, 2019 Share Posted March 27, 2019 On 3/26/2019 at 12:25 PM, linuxgurugamer said: Thank you for clarifying. With this, and another previous message, I now understand and have fixed the problem: New release, 1.9.6.2 Fixed Collect All button to be visible whenever any science container has spare capacity (note that most science containers seem to have unlimited capacity) Thank you! You rock! Quote Link to comment Share on other sites More sharing options...
CoriW Posted April 7, 2019 Share Posted April 7, 2019 Question, is it known if this works with planet packs such as GPP? I'm currently having an issue where I just went to Iota for the first time and Science Alert seemed to work fine for orbital science but upon landing it didn't say that any experiments were available, though the [x]Science Here and Now window did show the experiments.. Just want to see if this is a known thing or if I should start doing some testing to see what's causing it. Quote Link to comment Share on other sites More sharing options...
HealeyV3 Posted April 11, 2019 Share Posted April 11, 2019 Anyone having problems with the new 1.7.0.2 KSP update and Science Alert? I can't seem to left click or right click the toolbar icon anymore. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 11, 2019 Author Share Posted April 11, 2019 (edited) 36 minutes ago, HealeyV3 said: Anyone having problems with the new 1.7.0.2 KSP update and Science Alert? I can't seem to left click or right click the toolbar icon anymore. I am more than a little puzzled. First, there is no "1.7.0.2", there IS "1.7.0" and if you want to include the build number, it would be "1.7.0.2483" Second, some more details on this, please. Are you running a career game, science game or sandbox? Do you have the Blizzy toolbar installed? and a log file would also be useful. I just installed this mod into a new 1.7.0 install, and it's working fine. Edited April 11, 2019 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
HealeyV3 Posted April 12, 2019 Share Posted April 12, 2019 3 hours ago, linuxgurugamer said: I am more than a little puzzled. First, there is no "1.7.0.2", there IS "1.7.0" and if you want to include the build number, it would be "1.7.0.2483" Second, some more details on this, please. Are you running a career game, science game or sandbox? Do you have the Blizzy toolbar installed? and a log file would also be useful. I just installed this mod into a new 1.7.0 install, and it's working fine. 1.7.0.2483 Career game. Blizzy Toolbar and Toolbar Controller both installed, along with Click Through Blocker. My mods are: Chatterer, Click Through Blocker, EVE, Moduler Flight Integrator, Module Manager, Scatterer, ScienceAlrt ReAlerted, SVE, Toolbar, Toolbar Controller, TweakScale Which log would be helpful? I checked MMPatch and ModuleManager, and don't see any obvious errors. Just seeing this in the logs in regards to ScienceAlert: [LOG 2019-04-11 21:20:15.719] Applying update ScienceAlert/MM_Configs/zzz_fix_biomeMask_situationMask_0/@EXPERIMENT_DEFINITION:HAS[#biomeMask[0],#situationMask[>0]]:FINAL to Squad/Resources/ScienceDefs.cfg/EXPERIMENT_DEFINITION Thanks Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 12, 2019 Author Share Posted April 12, 2019 8 hours ago, HealeyV3 said: 1.7.0.2483 Career game. Blizzy Toolbar and Toolbar Controller both installed, along with Click Through Blocker. My mods are: Chatterer, Click Through Blocker, EVE, Moduler Flight Integrator, Module Manager, Scatterer, ScienceAlrt ReAlerted, SVE, Toolbar, Toolbar Controller, TweakScale Which log would be helpful? I checked MMPatch and ModuleManager, and don't see any obvious errors. Just seeing this in the logs in regards to ScienceAlert: [LOG 2019-04-11 21:20:15.719] Applying update ScienceAlert/MM_Configs/zzz_fix_biomeMask_situationMask_0/@EXPERIMENT_DEFINITION:HAS[#biomeMask[0],#situationMask[>0]]:FINAL to Squad/Resources/ScienceDefs.cfg/EXPERIMENT_DEFINITION Thanks For this, all the logs. It probably isn't ScienceAlert itself, because the toolbar is not even touched by it directly. In addition to the files in the Logs directory, the KSP.log and the output_log.txt Quote Link to comment Share on other sites More sharing options...
GraczNet Posted April 14, 2019 Share Posted April 14, 2019 Will it work on existing save or do I need to start new career? Quote Link to comment Share on other sites More sharing options...
4x4cheesecake Posted April 15, 2019 Share Posted April 15, 2019 44 minutes ago, GraczNet said: Will it work on existing save or do I need to start new career? It works on an existing save Quote Link to comment Share on other sites More sharing options...
GraczNet Posted April 15, 2019 Share Posted April 15, 2019 10 hours ago, 4x4cheesecake said: It works on an existing save Thanks for answer. Quote Link to comment Share on other sites More sharing options...
BobbyTheNaut Posted April 19, 2019 Share Posted April 19, 2019 Hi, Having some trouble with the mod and cannot figure out why. I downloaded both dependencies and Science Alert and have them in the proper folders. In game, I am not getting the science alert interface popup at all on the launch pad. When I click the toolbar icon I can see the settings for science alert to stock, blizzy, standard, or both - but I am not seeing the mod itself. Would love some help, new to modding and really would love to use this one. Thanks! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 19, 2019 Author Share Posted April 19, 2019 1 hour ago, BobbyTheNaut said: Hi, Having some trouble with the mod and cannot figure out why. I downloaded both dependencies and Science Alert and have them in the proper folders. In game, I am not getting the science alert interface popup at all on the launch pad. When I click the toolbar icon I can see the settings for science alert to stock, blizzy, standard, or both - but I am not seeing the mod itself. Would love some help, new to modding and really would love to use this one. Thanks! Ok. Let's start with a log file, as well as some details: KSP version OS version Computer specs (not as important for this) List of all mods installed See my sig for a link to a post on how to find the log files Quote Link to comment Share on other sites More sharing options...
4x4cheesecake Posted April 19, 2019 Share Posted April 19, 2019 1 hour ago, BobbyTheNaut said: When I click the toolbar icon I can see the settings for science alert to stock, blizzy, standard, or both - but I am not seeing the mod itself. Are you playing a career or science game? The mod doesn't work in sandbox mode If you're not in a sandbox save...well, see LGGs post above Quote Link to comment Share on other sites More sharing options...
BobbyTheNaut Posted April 20, 2019 Share Posted April 20, 2019 On 4/18/2019 at 10:07 PM, linuxgurugamer said: Ok. Let's start with a log file, as well as some details: KSP version OS version Computer specs (not as important for this) List of all mods installed See my sig for a link to a post on how to find the log files Thanks for the response - OS Version: Windows 10 KSP Version: The most recent. Just re-downloaded off steam to be sure Computer Specs: Very good - I can list if you'd like, but I am almost positive this is not the issue Mods: Just Science Alert and the two dependencies - the toolbar and click through Log: https://drive.google.com/file/d/1kj-F-4pe5jcdtvRKd40LEmulc--Bczn5/view?usp=sharing Link should be shareable - if you have any trouble or need editing ability let me know. Thanks again for the response! Quote Link to comment Share on other sites More sharing options...
4x4cheesecake Posted April 20, 2019 Share Posted April 20, 2019 3 hours ago, BobbyTheNaut said: Log: https://drive.google.com/file/d/1kj-F-4pe5jcdtvRKd40LEmulc--Bczn5/view?usp=sharing ScienceAlert is not installed properly. Get rid of everything in your GameData folder except for "Squad", "000_ClickThroughBlocker" and "001_ToolbarControl" folder.If the "MM_Configs"folder is your own, you can keep it as well (ModuleManager isn't installed so it will not cause issues for now anyway...). Then reinstall ScienceAlert so the .dll file is actually inside of the ScienceAlert folder and not directly within the GameData folder. Looks like you did it correct for the dependencies so just do the same with ScienceAlert Btw.: @linuxgurugamer is a huge supporter of CKAN and all of his mods are available there. You may want to try it to prevent issues like this in the future (You may have to set 1.4, 1.5 and 1.6 to be compatible KSP versions to find the majority of mods, this can be done in the settings -> compatible ksp versions. Don't worry too much about 'old' mod versions, most of them still work fine.) Quote Link to comment Share on other sites More sharing options...
BobbyTheNaut Posted April 20, 2019 Share Posted April 20, 2019 33 minutes ago, 4x4cheesecake said: ScienceAlert is not installed properly. Get rid of everything in your GameData folder except for "Squad", "000_ClickThroughBlocker" and "001_ToolbarControl" folder.If the "MM_Configs"folder is your own, you can keep it as well (ModuleManager isn't installed so it will not cause issues for now anyway...). Then reinstall ScienceAlert so the .dll file is actually inside of the ScienceAlert folder and not directly within the GameData folder. Looks like you did it correct for the dependencies so just do the same with ScienceAlert Btw.: @linuxgurugamer is a huge supporter of CKAN and all of his mods are available there. You may want to try it to prevent issues like this in the future (You may have to set 1.4, 1.5 and 1.6 to be compatible KSP versions to find the majority of mods, this can be done in the settings -> compatible ksp versions. Don't worry too much about 'old' mod versions, most of them still work fine.) Wow thanks so much for the help both of you. I really appreciate it being new to the game and community! I didn't know what CKAN was - but after reading up will definitely check it out. Thanks again! Quote Link to comment Share on other sites More sharing options...
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