linuxgurugamer Posted October 27, 2018 Author Share Posted October 27, 2018 22 hours ago, Gordon Dry said: As long as that is not clear I created a patch - what else? Hide contents GameData\zFinal\zzz_fix_biomeMask_situationMask_0.cfg @EXPERIMENT_DEFINITION:HAS[#situationMask[0],~biomeMask[],#requireAtmosphere[?alse|?ALSE]]:FINAL { @situationMask = 48 @biomeMask = 48 } @EXPERIMENT_DEFINITION:HAS[#situationMask[0],#biomeMask[0],#requireAtmosphere[?alse|?ALSE]]:FINAL { @situationMask = 48 @biomeMask = 48 } @EXPERIMENT_DEFINITION:HAS[#situationMask[0],~biomeMask[],#requireAtmosphere[?rue|?RUE]]:FINAL { @situationMask = 63 @biomeMask = 63 } @EXPERIMENT_DEFINITION:HAS[#situationMask[0],#biomeMask[0],#requireAtmosphere[?rue|?RUE]]:FINAL { @situationMask = 63 @biomeMask = 63 } @EXPERIMENT_DEFINITION:HAS[#situationMask[0],#biomeMask[>0]]:FINAL { @situationMask = #$biomeMask$ } @EXPERIMENT_DEFINITION:HAS[#biomeMask[0],~situationMask[],#requireAtmosphere[?alse|?ALSE]]:FINAL { @biomeMask = 48 @situationMask = 48 } @EXPERIMENT_DEFINITION:HAS[#biomeMask[0],~situationMask[],#requireAtmosphere[?rue|?RUE]]:FINAL { @biomeMask = 63 @situationMask = 63 } @EXPERIMENT_DEFINITION:HAS[#biomeMask[0],#situationMask[>0]]:FINAL { @biomeMask = #$situationMask$ } Mind if I include that with this (and another) mod? Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted October 27, 2018 Share Posted October 27, 2018 No problem - but I already edited it, dunno why your quote shows the outdated version ... I guess the forum software is a little weird ... Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 27, 2018 Author Share Posted October 27, 2018 5 minutes ago, Gordon Dry said: No problem - but I already edited it, dunno why your quote shows the outdated version ... I guess the forum software is a little weird ... probably because the page I quoted was from yesterday. I downloaded your zFinal, can I assume that what's in there is current? Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted October 27, 2018 Share Posted October 27, 2018 1 minute ago, linuxgurugamer said: I downloaded your zFinal, can I assume that what's in there is current? yes Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 28, 2018 Author Share Posted October 28, 2018 On 10/24/2018 at 4:37 PM, Gordon Dry said: KSP 1.5.1 ScienceAlert 1.9.4.3: I found this one time in my log: ArgumentNullException: Argument cannot be null. Parameter name: source at System.Linq.Check.Source (System.Object source) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.Contains[String] (IEnumerable`1 source, System.String value, IEqualityComparer`1 comparer) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.Contains[String] (IEnumerable`1 source, System.String value) [0x00000] in <filename unknown>:0 at ScienceAlert.ExcludeFilters.IsExcluded (.ModuleScienceExperiment exp) [0x00000] in <filename unknown>:0 at ScienceAlert.Experiments.ExperimentManager.RebuildObserverList () [0x00000] in <filename unknown>:0 at ScienceAlert.Windows.DraggableOptionsWindow.OnVisibilityChanged (Boolean tf) [0x00000] in <filename unknown>:0 at (wrapper delegate-invoke) ReeperCommon.WindowDelegate:invoke_void__this___bool (bool) at ReeperCommon.DraggableWindow.set_Visible (Boolean value) [0x00000] in <filename unknown>:0 at ScienceAlert.Windows.WindowEventLogic.Awake () [0x00000] in <filename unknown>:0 UnityEngine.GameObject:Internal_AddComponentWithType(Type) UnityEngine.GameObject:AddComponent(Type) UnityEngine.GameObject:AddComponent() ScienceAlert.<Start>c__Iterator1:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: Line: -1) Loading a vessel the settings window was already open - and I'm sure that I didn't have it open as I left the game the last time. One time reports are not really useful, there is too much going on, especially with the number of mods you run. If it happens again, please provide logs, and if possible, a way to reproduce the error Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 28, 2018 Author Share Posted October 28, 2018 New release, 1.9.4.4 Fixed download link in .version file Moved ModuleManager configs into new folder called MM_Configs Added contributed file from forum user @Gordon Dry to fix issues where biomeMask and situationMask are 0 Quote Link to comment Share on other sites More sharing options...
kubi Posted October 28, 2018 Share Posted October 28, 2018 Great replacement of [x] Science!, however missing the feature of the status window listing all/available science :) I'm not sure if the bug is caused by this mod, but might have something to do with it. Sometimes if there is a science alert (brings out of warp, deployed manually) before a maneuver node, then at the burn there is no countdown to zero, but the remaining dV is frozen. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 28, 2018 Author Share Posted October 28, 2018 1 hour ago, kubi said: Great replacement of [x] Science!, however missing the feature of the status window listing all/available science I'm not sure if the bug is caused by this mod, but might have something to do with it. Sometimes if there is a science alert (brings out of warp, deployed manually) before a maneuver node, then at the burn there is no countdown to zero, but the remaining dV is frozen. Do you have the dependencies installed? Quote Link to comment Share on other sites More sharing options...
kubi Posted November 3, 2018 Share Posted November 3, 2018 On 10/28/2018 at 3:02 PM, linuxgurugamer said: Do you have the dependencies installed? Yes, I do (ckan, and also checked manually). Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 3, 2018 Author Share Posted November 3, 2018 On 10/28/2018 at 8:16 AM, kubi said: Great replacement of [x] Science!, however missing the feature of the status window listing all/available science that isn't part of this mod, if you want it, use [x] Science! I have observed the issue of the dv not decreasing, will look into it I did notice that if you changed the node all, it then works Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 3, 2018 Author Share Posted November 3, 2018 @kubi This seems to fix it: New release, 1.9.5 Fixed bug where coming out of timewarp to get science would lock the maneuver Quote Link to comment Share on other sites More sharing options...
kubi Posted November 4, 2018 Share Posted November 4, 2018 9 hours ago, linuxgurugamer said: @kubi This seems to fix it: New release, 1.9.5 Fixed bug where coming out of timewarp to get science would lock the maneuver Many thanks, I'll test immediately! Yesterday I got a bit confused watching a video (https://youtu.be/-2Ad7suNi_Q?t=3543), then I realized that he uses ScienceAlert too. Quote Link to comment Share on other sites More sharing options...
Vas Posted November 5, 2018 Share Posted November 5, 2018 Any chance you can make it so that this can default to active when you launch? I forget all the time to click it and it doesn't really make a noticeable sound or anything among-st the many other buttons I have over there in the side bar. Also, can you add a setting to not ask me for those one time experiments? I really don't want to be stuck clicking through multiple prompts each time I have a cluster of experiments that are all run once types. A global setting for all science would be nice too, your right click screen was full of like, 100 science possibilities and each one had its own, perhaps instead you have a global setting at the top, then each one below is a list with a single tggle on it "Ue global setting", if false it displays its own options like it does now, if true, it just shows it as a list item. Compact and clean. I hope these thoughts and suggestions are helpful. Quote Link to comment Share on other sites More sharing options...
WalterB Posted November 5, 2018 Share Posted November 5, 2018 (edited) Hi, I have version 1.9.5 of this mod installed on KSP 1.5.1 along with the dependencies (CTB 0.1.6.9 & TC 0.1.6.19) and also MM 3.1.0 however the button is not visible on the flight screen. I don't think this is a bug, pretty sure I'm doing something wrong. Any thing in particular I should look for? TIA Should mention as well that Science Alert is listed in Toolbar Control. Edited November 6, 2018 by WalterB no science in sandbox, oops Quote Link to comment Share on other sites More sharing options...
4x4cheesecake Posted November 5, 2018 Share Posted November 5, 2018 1 hour ago, WalterB said: Any thing in particular I should look for? Which Toolbar (stock, blizzy, both or none) is selected for ScienceAlert in ToolbarControl and if blizzy is selected: do you have blizzys installed?^^ Also, a log file would be helpful If you don't know where the log is located (depends on your OS), take a look into this thread: Quote Link to comment Share on other sites More sharing options...
WalterB Posted November 6, 2018 Share Posted November 6, 2018 Thanks for the reply 4x4cheesecake but I am an idiot I've been away from KSP for a very long time and forgot there is no science in sandbox mode where I've been testing out mods. I just tested it in career and every thing is good. Quote Link to comment Share on other sites More sharing options...
avalancha Posted November 11, 2018 Share Posted November 11, 2018 (edited) "ReAlerted" hahaha I love it. Your support for mods is CRAZY linuxgurugamer. I cannot find a "donate" button on any of your threads or in the forum search. Please tell me that you have a PayPal or something? Edit: Nevermind I found your Patreon. Thanks again for everything Edited November 11, 2018 by avalancha found Quote Link to comment Share on other sites More sharing options...
Machine Maker Posted December 4, 2018 Share Posted December 4, 2018 I changed the default profile for all the experiments to alert me if they were not maxed out. Do I need to reload the game for those changes to take effect? Im not getting an option to use an experiment even though x science shows its not maxed. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 4, 2018 Author Share Posted December 4, 2018 19 minutes ago, X1machinemaker1X said: I changed the default profile for all the experiments to alert me if they were not maxed out. Do I need to reload the game for those changes to take effect? Im not getting an option to use an experiment even though x science shows its not maxed. Most likely Quote Link to comment Share on other sites More sharing options...
92 gsr-4 Posted December 29, 2018 Share Posted December 29, 2018 Hey guys, need a little help here. I'm not savvy with modding unless its extracting into a folder (as luckily every mod seems to be). I'm using Kerbal Space Version 1.6.0.2395 (WindowsPlayer x64) en-us I'm trying to use the ScienceAlert mod, downloaded from the Github link in the first post of this thread. I have the required dependencies installed. The toolbar shows on the GUI along with the button for ScienceAlert, but it's purple instead of the icon I've seen in the Youtube video posted on page 1 and I can't righ or left-click the button to reveal the menu. The mod seems to be working in the background because I can hear the sound play when I fly over different biomes on missions and can collect new data in these areas. The menu simply will not appear no matter what I've tried (this includes selecting it as a viewable button in the toolbar options). Because the toolbar is visible in the game and I can hear the science alerts while playing, I believe it might be an issue with either the version of the game or clickthroughblocker, although I can't tell if I installed that correctly or not. I just drag/dropped the folder in the gamedata folder as usual. Any help? Screenshots attached for reference. Thanks! Quote Link to comment Share on other sites More sharing options...
4x4cheesecake Posted December 29, 2018 Share Posted December 29, 2018 (edited) @92 gsr-4 Welcome to the forum Apparently, you installed (Blizzys-) Toolbar but not the ToolbarControler, which is required and listed as a dependency. Maybe you mixed up the mod names here or you just forgot this one https://github.com/linuxgurugamer/ToolbarControl/releases/tag/0.1.6.19 Edited December 29, 2018 by 4x4cheesecake Quote Link to comment Share on other sites More sharing options...
92 gsr-4 Posted December 29, 2018 Share Posted December 29, 2018 Thanks @4x4cheesecake! I did mix that up! I ended up removing all the mods and reinstalling them using CKAN ( I discovered CKAN here on this forum, so i removed all the mods I previously installed manually). Toolbar Controller was outdated in CKAN (v 1.7.17.14) so I manually installed the newest version via the Github link you provided. I did get some new messages and a toolbar controller button on the stock toolbar, but unfortunately the ScienceAlert mod still isn't working for me. It's still a purple box that doesn't respond when clicked. Screenshots attached. Thanks for the help thus far! Quote Link to comment Share on other sites More sharing options...
4x4cheesecake Posted December 30, 2018 Share Posted December 30, 2018 7 hours ago, 92 gsr-4 said: I did mix that up! I ended up removing all the mods and reinstalling them using CKAN ( I discovered CKAN here on this forum, so i removed all the mods I previously installed manually). Toolbar Controller was outdated in CKAN (v 1.7.17.14) so I manually installed the newest version via the Github link you provided. Nope, that's the version of Blizzys Toolbar again Good choice to use CKAN though but it brings up a few questions here: You got the stock deltaV readout so your game version is definitly 1.6.0 but science alert and many other mods, don't officially support 1.6.0 yet. Also, the second screenshot shows every mod registered in Toolbar Controller but the list is empty except for Toolbar Controller itself...(I'm curious though why it is listed in the Button Visibility window of Blizzys Toolbar though, probably you didn't delete the 'toolbar-settings.dat' after deleting the mods?) Did you really reinstall all the mods through CKAN especially ScienceAltert? By default, ScienceAlert doesn't show up there and you have to 'trick' CKAN until the mod will be updated for 1.6.0. In CKAN, go to Settings -> Compatible KSP versions which will bring up this window: Set the checkmark for 1.5 like in my screenshot (you can also add 1.4) and hit 'Accept'. Now you should be able to install all of the previous installed mods through CKAN, including Science Alert Most mods from 1.4 and 1.5 will work fine in 1.6, Science Alert is one of them If the issue persists anyway, we will need a log file. (Anything you need to know about the log file can be found in this thread) Quote Link to comment Share on other sites More sharing options...
92 gsr-4 Posted December 31, 2018 Share Posted December 31, 2018 Thanks to @4x4cheesecake it's working! I had the correct toolbar mods installed, but ScienceAlert was installed manually because of the exact reason you noted above. I deleted ScienceAlert from the GameData folder, used your trick to make it install via CKAN and it now works perfectly. Thank you again! Quote Link to comment Share on other sites More sharing options...
EliteMaster512 Posted January 1, 2019 Share Posted January 1, 2019 Hello all, do we know if an update to the CKAN for 1.6 is in the works? Or will I have to install this manually? Quote Link to comment Share on other sites More sharing options...
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