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[1.12.*] MOAR [x] Science! - KSP Science report and checklist


linuxgurugamer

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  On 1/20/2021 at 8:57 AM, vardicd said:

@linuxgurugamer So I messed around with the settings options, and even with the option to filter difficult science flipped so it does show difficult science to get, xscience still does not seem to recognize splashed at highlands or splashed at mountains as biomes for science collection. I just got the building upgrade that allows me to get surface samples, and as I was flying around Kerbin collecting samples, I stopped at my splashed mountains and splashed Highlands markers, and was able to collect the samples there, but they never showed up in xscience, so, as far as I'm able to tell, it appears that xscience does have blinders for those two possible biomes.

https://www.dropbox.com/s/rxqkkum5vzp8zcm/Log for xscience.log?dl=0

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Can you get me the coordinates (latitude/longitude) for those locations, please

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  On 1/20/2021 at 1:56 PM, linuxgurugamer said:

Can you get me the coordinates (latitude/longitude) for those locations, please

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This is the waypoint manager data for my custom location markers, I assume this will do? It's probably more than what you need, but with this you should be able to plug it into waypoint manager and see in game. Hope that helps. 

WAYPOINT
{
    name = Mountains Splashed
    celestialName = Kerbin
    latitude = 70.421703230786306
    longitude = -102.457814192214
    navigationId = f8296f4e-ba30-4da2-a78a-3e43b5e6d307
    icon = dmSoilMoistureIcon
    altitude = 0.37141986296046497
    index = 55
    seed = 23
}
WAYPOINT
{
    name = Highlands Splashed
    celestialName = Kerbin
    latitude = 47.339151190746698
    longitude = -140.01050878078399
    navigationId = d79d6998-83ac-4cb6-8be9-d12414c66674
    icon = dmSoilMoistureIcon
    altitude = 0
    index = 57
    seed = 583
}
 

  On 1/20/2021 at 1:36 PM, linuxgurugamer said:

So the real question is, does the previous version do the same thing?  

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I have no idea if it was like this in previous versions, I only discovered splashed mountains and highlands a few days ago.

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  On 1/20/2021 at 5:37 PM, vardicd said:

This is the waypoint manager data for my custom location markers, I assume this will do? It's probably more than what you need, but with this you should be able to plug it into waypoint manager and see in game. Hope that helps. 

WAYPOINT
{
    name = Mountains Splashed
    celestialName = Kerbin
    latitude = 70.421703230786306
    longitude = -102.457814192214
    navigationId = f8296f4e-ba30-4da2-a78a-3e43b5e6d307
    icon = dmSoilMoistureIcon
    altitude = 0.37141986296046497
    index = 55
    seed = 23
}
WAYPOINT
{
    name = Highlands Splashed
    celestialName = Kerbin
    latitude = 47.339151190746698
    longitude = -140.01050878078399
    navigationId = d79d6998-83ac-4cb6-8be9-d12414c66674
    icon = dmSoilMoistureIcon
    altitude = 0
    index = 57
    seed = 583
}
 

I have no idea if it was like this in previous versions, I only discovered splashed mountains and highlands a few days ago.

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This should help.  But if you can test the previous version, it would be helpful.

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@linuxgurugamer sorry it took a few days, I was busy in RL and I had already run all the science experiments I had unlocked at those biomes so I had to wait for my tech progress to advance in my career but here is the log and some screenshots while splashed using the previous version of xscience: 

https://www.dropbox.com/s/2o47klq294t23nt/Log for xscience previous version test.log?dl=0

FEC4mJ3.jpg

xFfeOGS.jpg

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  On 1/22/2021 at 1:06 PM, vardicd said:

 sorry it took a few days, I was busy in RL and I had already run all the science experiments I had unlocked at those biomes so I had to wait for my tech progress to advance in my career but here is the log and some screenshots while splashed using the previous version of xscience: 

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Thanks.  I was actually able to replicate it myself late last night.  No idea what's wrong yet, although I did merge in a PR from someone else.  The good new is that I recompiled the older version, tested it and it works, so I have both a working and non-working copy, once I get a few hours to work on it, I should be able to get it figured out.  

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@linuxgurugamer I just noticed the submersible oceanography and bathymetry experiment from Dmagic's orbital science mod isn't recognized by xscience. Not sure why, as it seems to recognize all the other ones added by that mod. If it's not too much trouble and you have time, any chance you could take a peek and see if it could be added. I only just realized I wasn't collecting that science since I added xscience and stopped manually running my experiments.

VcgaY8b.jpg

S5CMVzv.jpg

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  On 2/3/2021 at 3:01 AM, linuxgurugamer said:

New beta release, 6.0.0.6

  • Fixed DMagic Bathymetry experiment.  Note:  You cannot be on the ocean floor (the experiment WILL work on the ocean floor, just not with X-Science)

https://github.com/linuxgurugamer/KSP-X-Science/releases/tag/6.0.0.6

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sweet thanks for this.

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Thanks for taking this mod. This is probably irrelevant now but for the old [x]Science version 5.26 on KSP 1.11.1:

  Reveal hidden contents

 

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  On 2/6/2021 at 4:26 AM, Krazy1 said:

Thanks for taking this mod. This is probably irrelevant now but for the old [x]Science version 5.26 on KSP 1.11.1:

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Could you please try my beta and see if that still happens.  As I’ve said before, I am relying on players to do a majority of the beta testing.

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  On 2/6/2021 at 4:07 PM, linuxgurugamer said:

I am relying on players to do a majority of the beta testing

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Using the latest Beta. Small bug. Not game breaking.

In picture #1 I'm at the Astronaut Complex. I cannot use Materials Study experiment event though there is science to collect.

  Reveal hidden contents

In picture #2 The Materials Study experiment becomes active after I run the Mystery Goo Observation.

  Reveal hidden contents

Logs here: MOAR [x] Science KSP Logs.zip

 

Edited by Caerfinon
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  On 2/6/2021 at 5:11 PM, Caerfinon said:

I cannot use Materials Study experiment event though there is science to collect.

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I noticed this in the the old non-beta: when the material study or goo is cleaned with a science lab, the button text sometimes stays black (and doesn't function) until something else triggers a refresh. I'll load the beta. 

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The bubbles sound does not play when changing biomes. It is not muted in the "here and now" window. (It does not play when it is muted either) It was playing in the prior non-beta. I can hear the music playing. From Windows, I played the bubbles.wav file in the mod folder and it works. 

KSP log says "No noise to play!" :

  Reveal hidden contents

 

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Confirming for beta 6.0.0.6 on KSP 1.10.1 after cleaning goo or Sci Jr. with an attached MPL, those 2 experiment buttons in Here and Now window stay inactive (black text) even though there is available science (with value greater than the slider filter threshold). A biome change while in orbit (Minmus space high) does not return those 2 experiment buttons to normal operation, but EVA and reenter does.

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  On 2/6/2021 at 7:11 PM, Krazy1 said:

Desert launch site biome says "shores" in main window and available science does not display in here and now window. This also happened in prior non-beta. 

I stated an album - see captions for version info

 

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I have replicated the Dessert Launch Site being listed as Shores in the main window

Also, if you put a command module on that, you will then see the other sciences being available in the Here & Now.  It's a common mistake to leave off a command module.  Do that, and you will be pleasantly surprised.

 

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  On 2/7/2021 at 12:05 AM, linuxgurugamer said:

It's a common mistake to leave off a command module

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There was a pilot in an external command seat hiding behind the Sci Jr.  All the science stuff showed in Here and Now except the desert site.

I just added a lander can but same result at the desert  site.   Added second photo. Anyway I think think I flogged this one enough.

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  On 2/7/2021 at 12:58 AM, Krazy1 said:

There was a pilot in an external command seat hiding behind the Sci Jr.  All the science stuff showed in Here and Now except the desert site.

I just added a lander can but same result at the desert  site.   Added second photo. Anyway I think think I flogged this one enough.

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Craft file would be helpful

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  On 2/7/2021 at 12:58 AM, Krazy1 said:

All the science stuff showed in Here and Now except the desert site.

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Confirmed

  On 2/6/2021 at 8:03 PM, Krazy1 said:

The bubbles sound does not play when changing biomes. It is not muted in the "here and now" window. (It does not play when it is muted either) It was playing in the prior non-beta. I can hear the music playing. From Windows, I played the bubbles.wav file in the mod folder and it works. 

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Found this problem & fixed locally

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