linuxgurugamer Posted July 8, 2019 Author Share Posted July 8, 2019 3 hours ago, bpiltz said: Was using this in an older save file, but with current KSP version. Started a new career to get the biome features in Breaking Ground that wouldn't work unless you start with a clean save file. Well, now this mod is barely notifying biomes when science is available. I say "barely", because it does do it sometimes, but is missing the biome cues 90% of the time. I have it set to always notify if any available science. First launch on launchpad with science instruments and it detects no science available. Hmmm. Well, first off, it hasnt been updated yet for 1.7. Second, if you dont provide a log file, no help can be provided. Third, if you need to know where the log file is, look at my sig Quote Link to comment Share on other sites More sharing options...
bpiltz Posted July 12, 2019 Share Posted July 12, 2019 linuxgurugamer, so I played around with re-installing the mod on a new save file after the KSP 1.7.3 came out yesterday. while doing that I discovered that if I check the option to enable SCANsat integration in Science Alert settings, that's when it breaks the science notification. toggle it off and available science alert comes back. I guess I'll leave that toggled off. I do use SCANSat, but not sure what that toggle does. I guess I must have toggled it on in my old save file at a time when no science was available, so I missed seeing the second order effect. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 13, 2019 Author Share Posted July 13, 2019 18 hours ago, bpiltz said: linuxgurugamer, so I played around with re-installing the mod on a new save file after the KSP 1.7.3 came out yesterday. while doing that I discovered that if I check the option to enable SCANsat integration in Science Alert settings, that's when it breaks the science notification. toggle it off and available science alert comes back. I guess I'll leave that toggled off. I do use SCANSat, but not sure what that toggle does. I guess I must have toggled it on in my old save file at a time when no science was available, so I missed seeing the second order effect. Silly question, did you have Scansat installed? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 19, 2019 Author Share Posted July 19, 2019 On 7/12/2019 at 6:26 PM, bpiltz said: linuxgurugamer, so I played around with re-installing the mod on a new save file after the KSP 1.7.3 came out yesterday. while doing that I discovered that if I check the option to enable SCANsat integration in Science Alert settings, that's when it breaks the science notification. toggle it off and available science alert comes back. I guess I'll leave that toggled off. I do use SCANSat, but not sure what that toggle does. I guess I must have toggled it on in my old save file at a time when no science was available, so I missed seeing the second order effect. Would be useful to see a log file Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 19, 2019 Author Share Posted July 19, 2019 On 7/12/2019 at 6:26 PM, bpiltz said: linuxgurugamer, so I played around with re-installing the mod on a new save file after the KSP 1.7.3 came out yesterday. while doing that I discovered that if I check the option to enable SCANsat integration in Science Alert settings, that's when it breaks the science notification. toggle it off and available science alert comes back. I guess I'll leave that toggled off. I do use SCANSat, but not sure what that toggle does. I guess I must have toggled it on in my old save file at a time when no science was available, so I missed seeing the second order effect. As described in the OP: SCANsat support Enable SCANsat integration in the additional options menu With this option enabled, you will only receive biome-associated alerts if you have mapped that portion of the planet's surface Non-biome specific alerts will still occur as normal Conclusion: It's working as expected. Quote Link to comment Share on other sites More sharing options...
GreatGreengGoo Posted August 24, 2019 Share Posted August 24, 2019 I don't want to be one of those "Why wont it work, make it work!" guys. I know you have taken on a ton of depreciated mods and I am eternally thankful for the many you took on that I still use today. Science Alert is on my top 5 if not my number 1 mod for quality of life mods. I tried to use others but they either miss some experiments (maybe I'm doing something wrong) or just don't work the way I expect them too. Any way I just wanted to ask if 1.7 Science Alert is working as expected and its something wrong with me or is it in the works being fixed? Or maybe your waiting for the anticipated 1.8(?) texture revamp update? I can see the icon working, it stops warp on finding an experiment but the UI is no where to be found. Again thank you for your hard work. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 24, 2019 Author Share Posted August 24, 2019 2 hours ago, TheKnave said: I don't want to be one of those "Why wont it work, make it work!" guys. I know you have taken on a ton of depreciated mods and I am eternally thankful for the many you took on that I still use today. Science Alert is on my top 5 if not my number 1 mod for quality of life mods. I tried to use others but they either miss some experiments (maybe I'm doing something wrong) or just don't work the way I expect them too. Any way I just wanted to ask if 1.7 Science Alert is working as expected and its something wrong with me or is it in the works being fixed? Or maybe your waiting for the anticipated 1.8(?) texture revamp update? I can see the icon working, it stops warp on finding an experiment but the UI is no where to be found. Again thank you for your hard work. Its not perfect, but it should be working. Did you click the button? I believe there are options to set which say whether the ui should be shown or not (been a while since I played a science based game) Quote Link to comment Share on other sites More sharing options...
Cuna Posted August 24, 2019 Share Posted August 24, 2019 CKAN shows no tick box to install, has not for a while. anyone know why? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 24, 2019 Author Share Posted August 24, 2019 2 hours ago, Cuna said: CKAN shows no tick box to install, has not for a while. anyone know why? Change your CKAN settings to consider 1.6 as compatible New Release, 1.9.7 Added Install Checker Updated AssemblyVersion Quote Link to comment Share on other sites More sharing options...
NewSwiss Posted August 26, 2019 Share Posted August 26, 2019 I've tried to install this mod twice (dragged the folder into gameData, same as any other mod), but it doesn't seem to show up in game. No error messages, but no button for scienceAlert. I used both the version from SpaceDock and the latest version from Github, neither seemed to work. I even made a new career file (someone else mentioned that) and it still wasn't showing up. Am I missing something? Is there a conflict with moduleManager or something? Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted August 27, 2019 Share Posted August 27, 2019 5 hours ago, NewSwiss said: I've tried to install this mod twice (dragged the folder into gameData, same as any other mod), but it doesn't seem to show up in game. No error messages, but no button for scienceAlert. I used both the version from SpaceDock and the latest version from Github, neither seemed to work. I even made a new career file (someone else mentioned that) and it still wasn't showing up. Am I missing something? Is there a conflict with moduleManager or something? are the dependencies (see OP) installed? Quote Link to comment Share on other sites More sharing options...
NewSwiss Posted August 27, 2019 Share Posted August 27, 2019 13 hours ago, zer0Kerbal said: are the dependencies (see OP) installed? ... I'm an idiot. Totally missed those. Thanks. Quote Link to comment Share on other sites More sharing options...
TK421d Posted October 17, 2019 Share Posted October 17, 2019 aside from the graphical errors, it seems to still work perfectly in 1.8 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 17, 2019 Author Share Posted October 17, 2019 No bug reports about 1.8 until a version is released for 1.8, please Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 1, 2019 Author Share Posted November 1, 2019 New release, 1.9.7.1 for KSP 1.7.3 Fixed "Deploy All" allowing an eva when eva's aren't allowed New release, 1.9.8 Updated for KSP 1.8 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 1, 2019 Author Share Posted November 1, 2019 Minor update, 1.9.8.1 Thanks to @Gordon_Dry for this: Simplification of zzz_fix_biomeMask_situationMask_0.cfg Sanity fix for RP-0 (RP-1) Update zzz_fix_biomeMask_situationMask_0.cfg See https://forum.kerbalspaceprogram.com/index.php?/topic/175772-15-* and following posts. A simplification of the patch. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 2, 2019 Author Share Posted November 2, 2019 For what it's worth, I am aware of a problem with the skin of the window, sometimes goes away and appears totally transparent. I'm working on it. This is only happening in 1.8 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 3, 2019 Author Share Posted November 3, 2019 (edited) New release, 1.9.8.2 Replaced embedded resource images with files Removed 120 lines related to embedded resource images Found a static GUISkin which was causing the options window to be double width Commented out a line in Settings which was setting the background to null Restored the missing controls to close the window, lock the window, etc Edited November 3, 2019 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 6, 2019 Author Share Posted November 6, 2019 New release, 1.9.8.3 Some localization changes Quote Link to comment Share on other sites More sharing options...
Nertea Posted November 7, 2019 Share Posted November 7, 2019 Hey @linuxgurugamer, had a report from a user that Restock is having compatibility issues with this mod: Seems strange to me, can't think what might cause that. Any insight? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 8, 2019 Author Share Posted November 8, 2019 The Localization file is missing in this release. You can unzip this file in the ScienceAlert folder to fix it, I'll be getting a release out this evening https://www.dropbox.com/s/cp0yliz57b51zm1/Localization.zip?dl=0 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 8, 2019 Author Share Posted November 8, 2019 (edited) New release, 1.9.8.4 Moved the Localization directory & file into the release directory Edited November 8, 2019 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Nertea Posted November 8, 2019 Share Posted November 8, 2019 Thanks for the rapid fix - I thought it might be something like that, but didn't have time to dig into the repo and release packages. Quote Link to comment Share on other sites More sharing options...
Physical Copy Posted November 10, 2019 Share Posted November 10, 2019 Possible bug: ScienceAlert Realerted has problems with wedge AMS and Mystery Goo experiments from Universal Storage II mod; the experiments show up in the window, but when activated via ScienceAlert they can't be reset and data can't be collected from them. Additionally, OrbitalScience wedge parts in Universal Storage II mod can't be activated at all using ScienceAlert. Both mods worked well with each other in 1.7.3. I also posted about this problem in Universal Storage II topic. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 10, 2019 Author Share Posted November 10, 2019 23 minutes ago, Physical Copy said: Possible bug: ScienceAlert Realerted has problems with wedge AMS and Mystery Goo experiments from Universal Storage II mod; the experiments show up in the window, but when activated via ScienceAlert they can't be reset and data can't be collected from them. Additionally, OrbitalScience wedge parts in Universal Storage II mod can't be activated at all using ScienceAlert. Both mods worked well with each other in 1.7.3. I also posted about this problem in Universal Storage II topic. You need to post a log file before I’ll look into this Quote Link to comment Share on other sites More sharing options...
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