DuoDex

Crowd Sourced Science-Biome Reports Everywhere! (May 31st) [4.1]

What do you want next?  

652 members have voted

  1. 1. What do you want next?

    • Expand, with an eye towards support for other science mods.
      322
    • Make contributing easier!
      105
    • Add support for the planet pack mods.
      216


Recommended Posts

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 :D

*smacks self in frustration*

Yeah, I'll release an update that should cover that tomorrow.

Sorry about the inconvenience.

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

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!

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites
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!

Share this post


Link to post
Share on other sites
*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

Share this post


Link to post
Share on other sites

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)

Share this post


Link to post
Share on other sites
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

Share this post


Link to post
Share on other sites

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 by DuoDex

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites
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.

Share this post


Link to post
Share on other sites

Why do you require ModuleManager when nothing in your file use it ?

Share this post


Link to post
Share on other sites
Why do you require ModuleManager when nothing in your file use it ?

It was used in the previous update (before 1.3.0)

Share this post


Link to post
Share on other sites
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 by Olympic1

Share this post


Link to post
Share on other sites
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 of


EXPERIMENT_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).

Share this post


Link to post
Share on other sites
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 of


EXPERIMENT_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.

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites
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> works

If everything works, DuoDex and I will update the mod.

Share this post


Link to post
Share on other sites
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?

Share this post


Link to post
Share on other sites
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 of


EXPERIMENT_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.

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.