Guest Posted August 19, 2019 Share Posted August 19, 2019 @Flupster I'm using an older version so this may already be fixed, but it hasn't been documented — the exclusion for the KMI experiment from the Solar Science mod calls the part HMI instead. Quote Link to post Share on other sites
maculator 309 Posted September 11, 2019 Share Posted September 11, 2019 This is withou a doubt my number one must have mod! I hope you'll find the time to put in the new launchsites and experiments from breaking ground! Cheers. Quote Link to post Share on other sites
Tekaoh 77 Posted September 13, 2019 Share Posted September 13, 2019 On 9/10/2019 at 11:46 PM, maculator said: This is withou a doubt my number one must have mod! I hope you'll find the time to put in the new launchsites and experiments from breaking ground! Cheers. New launchsite biomes already work, I believe. Breaking ground science doesn't seem to yet, but that would be super awesome. Quote Link to post Share on other sites
Jognt 591 Posted September 13, 2019 Share Posted September 13, 2019 (edited) On 9/11/2019 at 6:46 AM, maculator said: This is withou a doubt my number one must have mod! I hope you'll find the time to put in the new launchsites and experiments from breaking ground! Cheers. Just a heads-up; if you’re going to use Dmagic’s Orbital Science mod [x] Science will show but not activate them. If you download dmagics scienceanimategeneric module mod (CKAN) and MM a patch that replaces his scienceanimate modules with the generic module, they work flawlessly. Also, welcome back your mod was one of the first I picked up back then. Edited September 13, 2019 by Jognt Quote Link to post Share on other sites
LtChambers 1 Posted September 18, 2019 Share Posted September 18, 2019 On 9/13/2019 at 5:55 PM, Jognt said: Just a heads-up; if you’re going to use Dmagic’s Orbital Science mod [x] Science will show but not activate them. If you download dmagics scienceanimategeneric module mod (CKAN) and MM a patch that replaces his scienceanimate modules with the generic module, they work flawlessly. Also, welcome back your mod was one of the first I picked up back then. I'm having this problem with [x] Science (which is really great for consolidating all relevant experiments in a single window!). What does the bolded part of the quote mean? I.e. how do I do that? I'm using a lot of mods but have no experience whatsoever at creating/editing them. Quote Link to post Share on other sites
Jognt 591 Posted September 18, 2019 Share Posted September 18, 2019 2 hours ago, LtChambers said: I'm having this problem with [x] Science (which is really great for consolidating all relevant experiments in a single window!). What does the bolded part of the quote mean? I.e. how do I do that? I'm using a lot of mods but have no experience whatsoever at creating/editing them. Download and install DMagic's DMModuleScienceAnimateGeneric mod from CKAN or https://github.com/DMagic1/DMModuleScienceAnimateGeneric Create a new file (ending in .cfg) somewhere in your GameData folder (I suggest keeping all your personal patches in a personal folder to keep track of them) Open the newly created file and paste the following into it: @PART:HAS[@MODULE[DMModuleScienceAnimate]]:AFTER[DMModuleScienceAnimateGeneric] { @MODULE[DMModuleScienceAnimate] { @name = DMModuleScienceAnimateGeneric } } Make sure this newly created file ends in .cfg (the name isn't important, name it something that helps you keep track of it) Play the game. Most of his Orbital Science experiments should now work with [X] Science. Note that I will not provide support for this patch and that you should remove it if at any time you're troubleshooting a possible bug in [X] Science, Orbital Science., or any other mod that uses DMModuleScienceAnimate. Having said that, it works fine for me so far. Enjoy. Quote Link to post Share on other sites
LtChambers 1 Posted September 19, 2019 Share Posted September 19, 2019 15 hours ago, Jognt said: Download and install DMagic's DMModuleScienceAnimateGeneric mod from CKAN or https://github.com/DMagic1/DMModuleScienceAnimateGeneric Create a new file (ending in .cfg) somewhere in your GameData folder (I suggest keeping all your personal patches in a personal folder to keep track of them) Open the newly created file and paste the following into it: @PART:HAS[@MODULE[DMModuleScienceAnimate]]:AFTER[DMModuleScienceAnimateGeneric] { @MODULE[DMModuleScienceAnimate] { @name = DMModuleScienceAnimateGeneric } } Make sure this newly created file ends in .cfg (the name isn't important, name it something that helps you keep track of it) Play the game. Most of his Orbital Science experiments should now work with [X] Science. Note that I will not provide support for this patch and that you should remove it if at any time you're troubleshooting a possible bug in [X] Science, Orbital Science., or any other mod that uses DMModuleScienceAnimate. Having said that, it works fine for me so far. Enjoy. Works like a charm, thanks! Quote Link to post Share on other sites
Jognt 591 Posted September 19, 2019 Share Posted September 19, 2019 6 hours ago, LtChambers said: Works like a charm, thanks! You’re welcome Quote Link to post Share on other sites
RugPony 0 Posted October 22, 2019 Share Posted October 22, 2019 Anyone gotten this to work with 1.8? Quote Link to post Share on other sites
drake127 5 Posted October 22, 2019 Share Posted October 22, 2019 Yes, it just needs to be recompiled against 1.8.0. Quote Link to post Share on other sites
fhmiv 0 Posted October 23, 2019 Share Posted October 23, 2019 (edited) On 10/21/2019 at 10:50 PM, drake127 said: Yes, it just needs to be recompiled against 1.8.0. I grabbed Visual Studio and it's as you say; a recompile with a few updates did the trick! I had to update the .NET version, and add Project references to several UnityEngine modules that were previously pulled in by reflection but were causing build errors for me. I don't want to put in a PR as I just did all this from my Steam install, and I see that @Flupster was using a more generic resource path. It appears to work with my career & science mode saves. Edited October 23, 2019 by fhmiv Report success compiling for 1.8.0! Quote Link to post Share on other sites
rmaine 91 Posted October 23, 2019 Share Posted October 23, 2019 Guess I'll just have to practice my patience (which isn't a bad thing to practice). Figured I'd try the recompile thing, though I don't much "speak" C++ (I'm more of a Fortran person) and I don't have even a clue about .NET. Installed Visual Studio, the C++ compiler, and some associated stuff. Tried a rebuild with little luck. Noticed the "pathhint" stuff in the project file and tried editing it to point to my KSP 1.8 install. Bunch of stuff about differing .net versions and not finding some namespaces. Fiddled around a bit ignorantly without making much progress. Finally decided to go play other things instead of starting a new KSP 1.8 career right yet. Quote Link to post Share on other sites
maja 623 Posted October 23, 2019 Share Posted October 23, 2019 21 minutes ago, rmaine said: Guess I'll just have to practice my patience (which isn't a bad thing to practice). Figured I'd try the recompile thing, though I don't much "speak" C++ (I'm more of a Fortran person) and I don't have even a clue about .NET. Installed Visual Studio, the C++ compiler, and some associated stuff. Tried a rebuild with little luck. Noticed the "pathhint" stuff in the project file and tried editing it to point to my KSP 1.8 install. Bunch of stuff about differing .net versions and not finding some namespaces. Fiddled around a bit ignorantly without making much progress. Finally decided to go play other things instead of starting a new KSP 1.8 career right yet. It's C# Quote Link to post Share on other sites
rmaine 91 Posted October 23, 2019 Share Posted October 23, 2019 4 minutes ago, maja said: It's C# Well that pretty well illustrates how well I know that stuff. :-) Quote Link to post Share on other sites
oJelly 2 Posted October 27, 2019 Share Posted October 27, 2019 On 10/22/2019 at 1:50 PM, drake127 said: Yes, it just needs to be recompiled against 1.8.0. hi , i am newbie i try recompiled with KSP 1.8.0 there have 3 error about MusicLogic.SetVolume i try fixed but , it's not work can you give me more help ? XD Quote Link to post Share on other sites
Cruesoe 122 Posted October 27, 2019 Share Posted October 27, 2019 11 hours ago, oJelly said: hi , i am newbie i try recompiled with KSP 1.8.0 there have 3 error about MusicLogic.SetVolume i try fixed but , it's not work can you give me more help ? XD What do you mean by recompiled as I think you have misunderstood here. This mod is not updated yet to 1.8 and does not work with 1.8 I'm sure it will be updated soon. Quote Link to post Share on other sites
oJelly 2 Posted October 27, 2019 Share Posted October 27, 2019 1 hour ago, Cruesoe said: What do you mean by recompiled as I think you have misunderstood here. This mod is not updated yet to 1.8 and does not work with 1.8 I'm sure it will be updated soon. hi because drake127 say "Yes, it just needs to be recompiled against 1.8.0. " so i try to recompiled use Visual Studio and download source code from github it's success , no error , no wrong ... but not work in KSP i am a website Programmer and a little C C++ , but C# ..... newbie too XD so i hope get more information from drake127 anyway , thank you care about who try to learn KSP world my english not good , Orz Quote Link to post Share on other sites
fhmiv 0 Posted October 27, 2019 Share Posted October 27, 2019 I successfully recompiled this and have been using it with 1.8 for several days. I changed the target .NET version to 4.7.2 in Project -> Properties, and also had to add several References to fix compile errors; I think these were previously found via reflection, but now need to be referenced explicitly. Assembly refs required to compile [X] Science! for KSP 1.8 Quote Link to post Share on other sites
oJelly 2 Posted October 27, 2019 Share Posted October 27, 2019 (edited) 6 hours ago, fhmiv said: I successfully recompiled this and have been using it with 1.8 for several days. I changed the target .NET version to 4.7.2 in Project -> Properties, and also had to add several References to fix compile errors; I think these were previously found via reflection, but now need to be referenced explicitly. Assembly refs required to compile [X] Science! for KSP 1.8 hi fhmiv thank you to help me ! i try use .NET 4.7.2 , and i have add ALL (XD) Reference from KSP_INSTALL/KSP_x64_Data/Managed (i have try only 15 Reference file from your link) and KSP API about MusicLogic.setVolume need 2 float number , i try fix too compile is success and copy [x] Science!.dll to KSP_INSTALL/GameData/[x] Science! do i miss any thing ? XD or i use wrong source code i download from github thewebbooth/KSP-X-Science Edited October 27, 2019 by oJelly Quote Link to post Share on other sites
fhmiv 0 Posted October 28, 2019 Share Posted October 28, 2019 14 hours ago, oJelly said: hi fhmiv ... do i miss any thing ? XD or i use wrong source code i download from github thewebbooth/KSP-X-Science I think @Flupster had a more recent version, so I used https://github.com/Flupster/KSP-X-Science. I copied the"GameData/[x] Science!" directory from there, and put the compiled DLL into it. I also modified the .version file to give it a new version number, then copied the same [x] Science! folder to my KSP install's GameData folder. Good luck! Quote Link to post Share on other sites
siimav 140 Posted October 28, 2019 Share Posted October 28, 2019 @oJelly Download this repo instead: https://github.com/Flupster/KSP-X-Science Quote Link to post Share on other sites
oJelly 2 Posted October 28, 2019 Share Posted October 28, 2019 @fhmiv @siimav OK thanks , i will try again i want learn it , and help create KSP 2 mod XD Quote Link to post Share on other sites
Idleness 47 Posted October 29, 2019 Share Posted October 29, 2019 Is there a way to filter experiments by the remaining science? For example, if there is 1.5 or less science gain then it should skip the experiment for stopping time warp in biomes and etc. Quote Link to post Share on other sites
Wyzard 404 Posted October 31, 2019 Share Posted October 31, 2019 I'm confused as to why this mod calls MusicLogic.SetVolume at all — how is that related to science? Is it some sort of weird bug workaround? Quote Link to post Share on other sites
flart 403 Posted October 31, 2019 Share Posted October 31, 2019 (edited) @Idleness you could use Full reward!, then your problem will not appear in the first place Edited October 31, 2019 by flart Quote Link to post Share on other sites
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