SpaceTiger 436 Posted January 3, 2015 (edited) KerboKatz presents to you: AutomatedScienceSampler Do you think that science in kerbal is tedious ? Clicking on all those tiny tiny parts and pressing "run experiment"? Did it bother you that it took you longer to do all those things than actually enjoy the game ? Well wait no longer we got the all around solution for you! This handy little(/big) plugin will do all those tedious tasks for you and more! It works out of the box with DMagic Orbital Science and can be easily updated to work with other science plugins as well! Old content: Spoiler Hey guys we present to you ForScience Continued! As i already announced in the original thread that we were going to release an updated version of ForScience, which was created by WaveFunctionP, since it was lacking features. SpaceKitty and I decided to try our hands at modding and we decided to update a mod that was missing features but wasnt overly complicated (we were wrong badly). What does the original mod do ? ForScience is a plugin to improve the science gameplay by automating the executions of science experiments. Short and simple you dont have to click on every science module and deploy it. Just toggle this mod on and it will do it for you. What does ForScience Continued do? Basically what changed is the whole thing, just adding things here and changeing things there turned into an almost complete restructuring of the code. Everything the original mod did, plus we added things like a settings menu which saves most of the settings into a file so you dont have to do it all over again everytime you launch something. Another thing the original code was missing is a toggle for the window it had. You can open the settings menu by right-clicking on the icon in the Applauncher and close it by clicking on it or pressing save. I think the descriptions in the tooltips are pretty clear but if you have any questions what they do feel free to poke us here. If you find any bugs again let us know. Code pieces were taken from ScienceAlert by xEvilReeperx,KSP Alternate Resource Panel by TriggerAu. And again thanks to xEvilReeperx for helping me with the EVA code. Thanks Sephiroth_018/Sephiroth018 for the code to call the "conduct" method of DMModuleScienceAnimate. Warranty void if you click on the Applauncher icon. Future features: Spoiler Automagically do EVA experiments Run an instance per craft, this will have a few issues if multiple craft have the same experiments and each craft will have its own counter so you wont get the expected results back. Have atleast a single copy of every expermint to dump in the MPL Transmit results back to Kerbin if feasible Have a special wish ? Just ask here in this thread and we might be able to do what you want! Known bugs: Spoiler None right now Credits/Inspiration: We would like to thank WaveFunctionP for creating ForScience and giving us inspiration for this mod. It was initially a fork of his work but got completely reworked for the 1.1 update and has very little in common with the old source therefore the rename. Thanks to DMagic and his DMAPI for his DMagic Orbital Science mod. Without it things would have been more complicated FAQ Q: How do i install this mod ? A: The zip files are all structured so that you only have to extract them into your kerbal folder and overwrite the folder. Q: How do i uninstall this mod ? A: I'm sorry that you want to do that. Just remove the "AutomatedScienceSampler" folder in your "GameData\KerboKatz" folder. If you aren't using any of our other mods you can remove the "KerboKatz" folder too. If you have a few minutes please tell us what you didn't like about this mod. So we can improve it. Q: Does this mod work with other mods ? A: In short: yes. In long: This mod was only tested under stock and with DMagic Orbital Science. I'm not aware of any other science mod that doesn't use the stock methods. If you are experiencing compatibility issues please report them here. Q: This mod isn't working ?!!!! A: Make sure you got the KerboKatzUtilities. If you do so please post your output_log so we can investigate your issues. Q: I installed with CKAN and it's not working! A: Even though we let CKAN generate meta files for our mods we don't actively check if its actually working or has the newest version. In cases with issues that can't be reproduced with a manual install, it's suggested to take it to the CKAN guys. Q: How do i access this mod? A: If you don't have any other mods created by us you are going to have a new toolbar icon. If you do have another mod installed you will have a green cat icon, by clicking on it it will pop up another "toolbar" with all of our active mods listed in it and you can chose this mod out of the list. By left-clicking on the icon you activate/deactivate the automatic science gathering. By right-clicking the settings menu will pop up and you can change all the settings you want there. Q: I have issues with this mod. A: Please post your output_log, detailed description and reproduction steps so we can investigate your issues. Q: I have a suggestion for this mod. A: Just post it in this thread. We always like new ideas. But please be aware that some things might not be doable. Q: I like your mod how can i thank you ? A: Just post something in this thread. We like reputation points too . If you feel like it you can donate to us too. How to get support: As a first step make sure you have the latest version and installed everything correctly. If you still encounter the bug open the settings menu and turn on the debug option, this will enable the logs and it isn't recommended to play with this option on unless you try to reproduce a bug. Following that please restart kerbal as this will log everything happening from the very beginning. Now reproduce the bug with as little steps as possible. Once you successfully reproduced the bug shutdown kerbal and write down the reproduction steps. Once done upload your logs to file host, for example DropBox and include a link to your file in your post. These steps are necessary for us to reproduce the bug that you are experiencing. It is very hard to fix a bug without being able to reproduce it or understand how it is happening. If you like our mods please consider a donation: Or Support us on Download from our website. License: All rights reserved Requires: KerboKatzUtilities: 1.5.2-KSP1.8 -> License: All rights reserved. (included in the downloads) Want your own mod to be supported in ASS? It's very simple really! 1. You need this file as a base. 2. Put it in a new project as if you were creating a new plugin for Kerbal. 3. Reference all the needed assemblies: Assembly-CSharp, UnityEngine, KerboKatzUtilities, AutomatedScienceSampler as well as your mod. 4. Adjust all the methods to your wish!. 5. Don't forget to modify "GetValidTypes"! 6. Compile it and distribute it with your mod or send it as a pull request on GitHub so it can be included in future releases. If you need any assistance don't be shy and just ask here in this thread. Edited October 18 by SpaceTiger Quote Share this post Link to post Share on other sites
SpaceTiger 436 Posted January 5, 2015 Updated to 0.25.1 changelog can be found in the op. Same download links as before.Feedback is appreciated. Quote Share this post Link to post Share on other sites
problemecium 1,905 Posted January 5, 2015 But what is it? Quote Share this post Link to post Share on other sites
SpaceTiger 436 Posted January 5, 2015 Noticed i didnt add any description to it but now its there! Quote Share this post Link to post Share on other sites
Sephiroth_018 0 Posted January 7, 2015 (edited) -Tries to run DMagic Orbital Science experiments even if the container is full trying to fix this but currently not sure how to. Fixed that its trying to run experiments that are full but still having some issues getting the proper number on how many times it ran the experiment. Also need to figure out how to use C# reflection to call the "conduct" method of DMModuleScienceAnimatepointers on how to solve these issues are gladly takenI made a pull request on your github that changes the DMagic Orbital Science experiment check to use the conduct method.Additionally, I refactored the debug logging into a static helper method that automatically adds "[For Science]" to each message and only logs when compiled with Debug configuration. Edited January 7, 2015 by Sephiroth_018 Quote Share this post Link to post Share on other sites
SpaceTiger 436 Posted January 11, 2015 And another update! thanks Sephiroth_018 for this one Quote Share this post Link to post Share on other sites
BSimmons4Prez 0 Posted January 13, 2015 Thanks so much! I think this is a great mod! Quote Share this post Link to post Share on other sites
blspblackdeath 88 Posted January 13, 2015 Thank you, thank you, thank you. I hate this clicking grind of KSPUntil now I still used ForScience and in 0.90 it barely works.But now you made my life easier again. Quote Share this post Link to post Share on other sites
sralica 13 Posted January 18, 2015 Original For Science stored all material science and goo canisters in a pod, why doesn't this do the same? Quote Share this post Link to post Share on other sites
SpaceTiger 436 Posted January 18, 2015 Original For Science stored all material science and goo canisters in a pod, why doesn't this do the same?Turn on the "Transfer science to container" option. There you can select to which pod you want all your experiments to be transfered. Quote Share this post Link to post Share on other sites
sralica 13 Posted January 18, 2015 I did not explain correctly in my post. It does not store two materials bay science from the same biome. I always land with two Science Jr. and two Mistery goo canisters in one location, one crater on the Mun, or Minmus. I perform all the experiments, so I maximize science from that location. Quote Share this post Link to post Share on other sites
SpaceTiger 436 Posted January 18, 2015 I did not explain correctly in my post. It does not store two materials bay science from the same biome. I always land with two Science Jr. and two Mistery goo canisters in one location, one crater on the Mun, or Minmus. I perform all the experiments, so I maximize science from that location.The original ForScience used to dump duplicate experiments so if you landed with 2 goo canisters it would only keep one experiment result. We changed that so this wouldnt happen anymore. Quote Share this post Link to post Share on other sites
sralica 13 Posted January 18, 2015 hmmmm. You are correct. I was certain it collected all the science. I will have to bring back all the science Jr. and goo cannisters.thanks for continuing this great mod Quote Share this post Link to post Share on other sites
HoosierSpaceFlight 0 Posted February 15, 2015 Does it require the original For Science mod to run or is it a standalone from it? Quote Share this post Link to post Share on other sites
Joshwoo70 98 Posted February 15, 2015 Does it require the original For Science mod to run or is it a standalone from it?This is a standalone mod Same functionality different modder but same sourcealso I had problems before when using this mod.. does it still have the same issue??? Quote Share this post Link to post Share on other sites
SpaceTiger 436 Posted February 15, 2015 Does it require the original For Science mod to run or is it a standalone from it?It is a standalone mod. Quote Share this post Link to post Share on other sites
SpaceTiger 436 Posted February 15, 2015 This is a standalone mod Same functionality different modder but same sourcealso I had problems before when using this mod.. does it still have the same issue???What issues did you have ? Quote Share this post Link to post Share on other sites
SpaceTiger 436 Posted February 15, 2015 (edited) Released version 0.26.0.Please remove the old ForScience folder before installing this update. Edited February 15, 2015 by SpaceTiger Quote Share this post Link to post Share on other sites
Net-burst 0 Posted February 17, 2015 IDK why, but CKAN still have old version. Quote Share this post Link to post Share on other sites
Barklight 20 Posted February 17, 2015 Does this also alert you when science is available (ala ScienceAlert) or do they work together well? Quote Share this post Link to post Share on other sites
SpaceTiger 436 Posted February 17, 2015 IDK why, but CKAN still have old version.I'm not exactly sure how ckan works, so my best guess would be it is going to take a few daysDoes this also alert you when science is available (ala ScienceAlert) or do they work together well?This mod only executes science experiments. These two mods don't conflict with each other so you could use them both. Quote Share this post Link to post Share on other sites
Sandworm 472 Posted February 22, 2015 Does this work with mod parts?I've got a probe orbiting mun with one of DMagic's orbital telescopes and it's not being triggered as it passes over new terrain. Quote Share this post Link to post Share on other sites
SpaceTiger 436 Posted February 22, 2015 Does this work with mod parts?I've got a probe orbiting mun with one of DMagic's orbital telescopes and it's not being triggered as it passes over new terrain.Yes it does work with mod parts. But there are quiet a few issues that it got with DMagic sometimes experiments don't get triggered at all and sometimes they always get triggered even when it shouldn't. If you can give me a save game that reproduces this with just stockparts + DMagic I'll have a look at it. Quote Share this post Link to post Share on other sites
sralica 13 Posted March 15, 2015 HeyI installed ForScience(ver 0.26.0) form CKAN and it was not showing in the toolbar. Also KerboKatzUtilities was not listed as dependency for ForScience, so it was not installed. If I installed manually (ver. 1.3) from CKAN, also did not help.If I manually download and install from GitHUb it works fine. Also KerboKatzUtilities.dll in ForScience package is different size than from KerboKatzUtilities GitHUb. Quote Share this post Link to post Share on other sites
SpaceKitty 5 Posted March 15, 2015 HeyI installed ForScience(ver 0.26.0) form CKAN and it was not showing in the toolbar. Also KerboKatzUtilities was not listed as dependency for ForScience, so it was not installed. If I installed manually (ver. 1.3) from CKAN, also did not help.This should be brought up in the ckan thread/repo and im sure it will be taken care of.If I manually download and install from GitHUb it works fine. Also KerboKatzUtilities.dll in ForScience package is different size than from KerboKatzUtilities GitHUb.The package contains version 1.0.0 of the KerboKatzUtilities. The version on github is 1.0.3. that explains why its different size Quote Share this post Link to post Share on other sites