[quote name='Boop'][COLOR=#3E3E3E]I then put a Materials Bay and Mystery Goo on a rover with a Scientist inside. They only seem to fire and reset once, when the vessel first loads onto the runway. After that, nothing. I cruised around the KSC to test. There was definitely science to be had, as proven when I manually triggered either one, so something is still amiss.[/COLOR]
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I've got a fix for that one, the experiments will only run if ModuleAnimateGeneric.status is "Locked" but the status is "Clamped" if the experiment has been reset so I changed it to look for ModuleAnimateGeneric.aniState to be LOCKED, which corresponds to the value 0 in the aniState enumeration.
On a side note, there's also the "situation" that would nee to be updated more often. The experiments don't run reliably when the "FlyingHigh" situation is reached, for example.
I also wanted to implement some functionality that would run experiments even if under the science threshold if they have never been run before, like mystery goo on the launch pad, which gives only 1.5 science.
TiGa