DuoDex Posted December 17, 2014 Author Share Posted December 17, 2014 heyy, i want to use this with interstellar, but when i want to use the magnetometer i can't log the data. i looked at the part .cfg and it was fine.any idea how to get rid of this problem? i really like this mod *smacks self in frustration*Yeah, I'll release an update that should cover that tomorrow.Sorry about the inconvenience. Quote Link to comment Share on other sites More sharing options...
axelman Posted December 17, 2014 Share Posted December 17, 2014 Hi, is there any possibility for inspired but lazy people who can't be bothered with silly "github" and "repo" things to PM you their contributions ? Or at least to do a ELI5-like tutorial about how to contribute ? I am a bit afraid about this Repo thing, don't want anyone to come and reclaim my new car. Quote Link to comment Share on other sites More sharing options...
DuoDex Posted December 17, 2014 Author Share Posted December 17, 2014 I should do one. I'm a bit busy IRL at the moment but I'll have one done by the new year. In the meantime just PM me your contributions.Also, "repo" means "repository", not "repossession" so don't worry! Quote Link to comment Share on other sites More sharing options...
light_odin5 Posted December 17, 2014 Share Posted December 17, 2014 thank you, i really appreciate your fast response Quote Link to comment Share on other sites More sharing options...
Olympic1 Posted December 17, 2014 Share Posted December 17, 2014 I have done some research for the biomes and listed them here. I'll still have to do some research on Kerbin because now buildings have their own biome, so maybe also the old KSC and KSC island have a seperate biome.I'll still have to test the biomes for science reports if they work on the biomes or not. Quote Link to comment Share on other sites More sharing options...
DuoDex Posted December 17, 2014 Author Share Posted December 17, 2014 I have done some research for the biomes and listed them here. I'll still have to do some research on Kerbin because now buildings have their own biome, so maybe also the old KSC and KSC island have a seperate biome.I'll still have to test the biomes for science reports if they work on the biomes or not.They won't. Not properly at least. I have a lot of updating to do! Quote Link to comment Share on other sites More sharing options...
skbernard Posted December 18, 2014 Share Posted December 18, 2014 *smacks self in frustration*Yeah, I'll release an update that should cover that tomorrow.Sorry about the inconvenience.this apparently breaks the science modules in RoverDude's Sounding Rockets as well (not sure if your planned change is a global one or mod specific) - thanks for taking this on and the updates Quote Link to comment Share on other sites More sharing options...
DuoDex Posted December 18, 2014 Author Share Posted December 18, 2014 The update will fix compatibility with 0.90 and other mods. Quote Link to comment Share on other sites More sharing options...
yannickm Posted December 18, 2014 Share Posted December 18, 2014 BTW this addon seems to break "station science" mod, where rather than having an option 'finalize results' only a 'deploy' menu option appears (which does nothing) Quote Link to comment Share on other sites More sharing options...
skbernard Posted December 18, 2014 Share Posted December 18, 2014 BTW this addon seems to break "station science" mod, where rather than having an option 'finalize results' only a 'deploy' menu option appears (which does nothing)DuoDex knows this mod currently breaks all other science parts in any mod and is working to fix it across the board Quote Link to comment Share on other sites More sharing options...
DuoDex Posted December 18, 2014 Author Share Posted December 18, 2014 (edited) OK, so the update will take quite a bit of time as I have to trawl through large amounts of data. I was originally going to release a patch to fix compatibility with other mods, but it looks like I might as well start supporting 0.90.Expect an update in a few days.EDIT: Looking at how StationScience-I'm going to be able to update quickly for mod support, probably. Edited December 18, 2014 by DuoDex Quote Link to comment Share on other sites More sharing options...
DuoDex Posted December 18, 2014 Author Share Posted December 18, 2014 Update 1.3.0 is out. All it does is fix support for other mods. I haven't had the time to test it, but please let me know if something isn't working properly. Quote Link to comment Share on other sites More sharing options...
Olympic1 Posted December 19, 2014 Share Posted December 19, 2014 I finished off the biome list, you can see it here. I still have to test it with science logs, I'll do it tonight. If they work we can integrate them into CSS. Quote Link to comment Share on other sites More sharing options...
Quiana Posted December 19, 2014 Share Posted December 19, 2014 Update 1.3.0 is out. All it does is fix support for other mods. I haven't had the time to test it, but please let me know if something isn't working properly.Hi Duo,The logs have always been a favorite of mine. Don't forget to update your post to reflect the version #, it helps those of us looking for updates. Quote Link to comment Share on other sites More sharing options...
sarbian Posted December 19, 2014 Share Posted December 19, 2014 Why do you require ModuleManager when nothing in your file use it ? Quote Link to comment Share on other sites More sharing options...
Olympic1 Posted December 19, 2014 Share Posted December 19, 2014 Why do you require ModuleManager when nothing in your file use it ?It was used in the previous update (before 1.3.0) Quote Link to comment Share on other sites More sharing options...
Ryusho Posted December 20, 2014 Share Posted December 20, 2014 Just a minor bit of info for you all, this actually conficts with http://forum.kerbalspaceprogram.com/threads/102502-0-90-Sounding-Rockets!-Start-small-Dream-big!-0-0-1-2014-12-16 and makes the science for the experiments un-usable. Quote Link to comment Share on other sites More sharing options...
Olympic1 Posted December 20, 2014 Share Posted December 20, 2014 (edited) Just a minor bit of info for you all, this actually conficts with http://forum.kerbalspaceprogram.com/threads/102502-0-90-Sounding-Rockets!-Start-small-Dream-big!-0-0-1-2014-12-16 and makes the science for the experiments un-usable.It shouldn't be conflicting with Sounding Rockets with the latest release, let me try.EDIT: I didn't had any conflicts with this mods. Do you have the latest releases of both mods? Edited December 20, 2014 by Olympic1 Quote Link to comment Share on other sites More sharing options...
Gribbleshnibit8 Posted December 20, 2014 Share Posted December 20, 2014 Why do you require ModuleManager when nothing in your file use it ?It was used in the previous update (before 1.3.0)I believe what sarbian means is, if you want it to use ModuleManager the file would need to contain MM Operators, not just be a plain .cfg with everything redefined. I made my own MM config of this a while back. Instead ofEXPERIMENT_DEFINITION { id = crewReport title = Crew Report baseValue = 5 scienceCap = 5 dataScale = 1 .... Results { ....... }}You would instead have it be this:@EXPERIMENT_DEFINITION[*]:HAS[#id[crewReport]] { !RESULTS {} RESULTS { ......... }}Which says "For EXPERIMENT_DEFINITION with the id value of "crewReport" delete the node "RESULTS" and then add the new node "RESULTS" with all the new science defs. This is probably overly complicated, with the [*] and HAS, but it works (or at least did or seemed to, Sarbian can confirm). Quote Link to comment Share on other sites More sharing options...
Olympic1 Posted December 20, 2014 Share Posted December 20, 2014 I believe what sarbian means is, if you want it to use ModuleManager the file would need to contain MM Operators, not just be a plain .cfg with everything redefined. I made my own MM config of this a while back. Instead ofEXPERIMENT_DEFINITION { id = crewReport title = Crew Report baseValue = 5 scienceCap = 5 dataScale = 1 .... Results { ....... }}You would instead have it be this:@EXPERIMENT_DEFINITION[*]:HAS[#id[crewReport]] { !RESULTS {} RESULTS { ......... }}Which says "For EXPERIMENT_DEFINITION with the id value of "crewReport" delete the node "RESULTS" and then add the new node "RESULTS" with all the new science defs. This is probably overly complicated, with the [*] and HAS, but it works (or at least did or seemed to, Sarbian can confirm).The meaning of this mod is to ADD science logs and not to delete them, especially when you use mods that also adds science logs. Quote Link to comment Share on other sites More sharing options...
Ryusho Posted December 20, 2014 Share Posted December 20, 2014 Let me try again, maybe I had a slightly off version or my game just was stupid.Also just to let you know, The CKAN thing needs to be updated so it will register it as also being 0.90 compatable, as it does not appear in the 0.90 mod list. Quote Link to comment Share on other sites More sharing options...
Olympic1 Posted December 20, 2014 Share Posted December 20, 2014 Let me try again, maybe I had a slightly off version or my game just was stupid.Also just to let you know, The CKAN thing needs to be updated so it will register it as also being 0.90 compatable, as it does not appear in the 0.90 mod list.Well it is partially working in 0.90, but no yet with the new biomes.I'm testing the science reports if they work in the new biomes. I just let the report say:If you see this report, you know that <biome> worksIf everything works, DuoDex and I will update the mod. Quote Link to comment Share on other sites More sharing options...
DuoDex Posted December 20, 2014 Author Share Posted December 20, 2014 Well it is partially working in 0.90, but no yet with the new biomes.I'm testing the science reports if they work in the new biomes. I just let the report say:If everything works, DuoDex and I will update the mod.Don't really understand what you're trying to do there. Could you explicate it a bit more? Quote Link to comment Share on other sites More sharing options...
DuoDex Posted December 20, 2014 Author Share Posted December 20, 2014 I believe what sarbian means is, if you want it to use ModuleManager the file would need to contain MM Operators, not just be a plain .cfg with everything redefined. I made my own MM config of this a while back. Instead ofEXPERIMENT_DEFINITION { id = crewReport title = Crew Report baseValue = 5 scienceCap = 5 dataScale = 1 .... Results { ....... }}You would instead have it be this:@EXPERIMENT_DEFINITION[*]:HAS[#id[crewReport]] { !RESULTS {} RESULTS { ......... }}Which says "For EXPERIMENT_DEFINITION with the id value of "crewReport" delete the node "RESULTS" and then add the new node "RESULTS" with all the new science defs. This is probably overly complicated, with the [*] and HAS, but it works (or at least did or seemed to, Sarbian can confirm).We used to do this in 1.2.0, but that broke compatibility with other mods. Quote Link to comment Share on other sites More sharing options...
DMagic Posted December 21, 2014 Share Posted December 21, 2014 I end up with this exception, which is the same thing that always happens when you try to add to EXPERIMENT_DEFINITION nodes with the same experiment ids. ArgumentException: An element with the same key already exists in the dictionary. at System.Collections.Generic.Dictionary`2[System.String,ScienceExperiment].Add (System.String key, .ScienceExperiment value) [0x00000] in <filename unknown>:0 at ResearchAndDevelopment.loadExperiments () [0x00000] in <filename unknown>:0 at ResearchAndDevelopment.GetExperiment (System.String experimentID) [0x00000] in <filename unknown>:0 at ModuleScienceExperiment.OnStart (StartState state) [0x00000] in <filename unknown>:0 at Part.ModulesOnStart () [0x00000] in <filename unknown>:0 at Part+.MoveNext () [0x00000] in <filename unknown>:0 So I'm surprised that experiments work at all, given that this has always pretty much broken things in the past. I see that version 1.2 uses the MM approach, but I think you need to follow the example that Gribbleshnibit8 posted; setting MM configs for each experiment individually, not just grouping everything together. I'm actually not really sure what the version 1.2 file does. Is it just dumping this set of results every time it sees an EXPERIMENT_DEFINITION node?This is exactly what I do when I add results to the stock experiments and I have never had issues with it breaking things or with overwriting the existing results. Quote Link to comment Share on other sites More sharing options...
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