Krazy1 Posted August 28, 2021 Share Posted August 28, 2021 (edited) bug report: With default settings, clicking the mod menu button below the [x] icon opens the here and now menu. This blocks launching the proper menu for the corresponding mod below the [x] icon. This is Waypoint Manager for me... I doubt that matters. version 6.0.0.8 from CKAN on KSP 1.12.2 and Win10. changing the right click operation from "mute music" to "opens here & now menu" moves the [x] icon to the bottom position in the mod menu, which avoids the issue. changing the option back to "mutes music" moves the other mod button (Waypoint Manager) to the bottom position in the mod icon menu with [x] second to bottom, and again left clicking the Waypoint Manager icon opens the here and now menu. again changing it back to "opens here & now menu" deletes the Waypoint Manager icon entirely... so that mod menu cannot be accessed. Clicking the black space below the [x] icon does nothing (the Waypoint manager icon isn't simply invisible). Changing ships restores the other mod icon. UPDATE: Hold on @linuxgurugamer So now I restarted KSP (and a different ship and different CB) and it's working fine. CTB icon is under [x] icon this time, if it matters. I don't know what was happening before. Edited August 29, 2021 by Krazy1 update Quote Link to comment Share on other sites More sharing options...
antipro Posted August 28, 2021 Share Posted August 28, 2021 hi, when you have a little time could you please increase the "here and now" window's "Max Science" Bar value from 50 to 100? Quote Link to comment Share on other sites More sharing options...
MechBFP Posted August 28, 2021 Share Posted August 28, 2021 On 8/28/2021 at 11:39 AM, antipro said: hi, when you have a little time could you please increase the "here and now" window's "Max Science" Bar value from 50 to 100? Expand It would be better to just be able to type in a new value instead of using the inaccurate bar anyway. Quote Link to comment Share on other sites More sharing options...
antipro Posted August 28, 2021 Share Posted August 28, 2021 (edited) On 8/28/2021 at 12:42 PM, MechBFP said: It would be better to just be able to type in a new value instead of using the inaccurate bar anyway. Expand excuse me, why the science bar should be inaccurate? for me it is not.and anyway is more comfortable/convenient/handy than type values. Edited August 28, 2021 by antipro Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 29, 2021 Author Share Posted August 29, 2021 On 8/28/2021 at 7:23 AM, Krazy1 said: bug report: With default settings, clicking the mod menu button below the [x] icon opens the here and now menu. This blocks launching the proper menu for the corresponding mod below the [x] icon. This is Waypoint Manager for me... I doubt that matters. Expand How is this a bug? That icon is NOT WaypointManager, you can tell by the brackets This is the WaypointManager icon: These are the [x] Science icons: Quote Link to comment Share on other sites More sharing options...
Krazy1 Posted August 29, 2021 Share Posted August 29, 2021 (edited) On 8/29/2021 at 1:34 PM, linuxgurugamer said: That icon is NOT WaypointManager, you can tell by the brackets Expand Yes apparently I was confused. Sorry about that. I've been using this mod a long time set to open the here and now menu when right clicking the [x] and in that mode there is no pin marker icon. I did a fresh install for 1.12, so it was set to default Mute Music. Honestly (I know you didn't write this mod) I wouldn't have added the mute music option to this mod. Edited August 29, 2021 by Krazy1 weird font Quote Link to comment Share on other sites More sharing options...
se5a Posted August 31, 2021 Share Posted August 31, 2021 Not sure if this is because the save is from an earlier version of ksp, or what. but at desert launch site here and now doesn't trigger in ksp 1.12.2 [x] science 6.0.0.8 CKAN: you can still get the science if you run the experiments fortunately. Quote Link to comment Share on other sites More sharing options...
Paaaad Posted August 31, 2021 Share Posted August 31, 2021 (edited) On 8/31/2021 at 8:19 AM, se5a said: Not sure if this is because the save is from an earlier version of ksp, or what. but at desert launch site here and now doesn't trigger in ksp 1.12.2 [x] science 6.0.0.8 CKAN: you can still get the science if you run the experiments fortunately. Expand Yeah, I think it would work if the list there had it as "Kerbin's Desert Launch Site (Dessert)", rather than "Kerbin's Desert Launch Site (Shores)". Don't quote me on this, but it's likely just a config file thing. Or perhaps the mini and micro biomes are coded into the mod weird... Edited August 31, 2021 by Paaaad Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 31, 2021 Author Share Posted August 31, 2021 On 8/31/2021 at 8:19 AM, se5a said: Not sure if this is because the save is from an earlier version of ksp, or what. but at desert launch site here and now doesn't trigger in ksp 1.12.2 [x] science 6.0.0.8 CKAN: you can still get the science if you run the experiments fortunately. Expand Try creating a new install, get to it and see what happens Quote Link to comment Share on other sites More sharing options...
Stratagerm Posted September 11, 2021 Share Posted September 11, 2021 How do you install this mod from CKAN? If I search on science I can see the 6.0.0.8 version dated 7/26/2021, but it's apparently not marked as compatible with 1.12.2 so there's no checkbox to select it for install. Right-clicking its row shows Download Contents as the only active option; the other choices Reinstall and Purge Contents are grayed out. I've used [x] Science! in the past so I'm happy to see it revived. Quote Link to comment Share on other sites More sharing options...
antipro Posted September 11, 2021 Share Posted September 11, 2021 (edited) On 9/11/2021 at 9:00 PM, Stratagerm said: If I search on science I can see the 6.0.0.8 version dated 7/26/2021, but it's apparently not marked as compatible with 1.12.2 so there's no checkbox to select it for install. Right-clicking its row shows Download Contents as the only active option; the other choices Reinstall and Purge Contents are grayed out. Expand I see the 6.0.0.8 version is compatible with "any". If you don' see the "install" checkbox, maybe check if the "Settings" - "Compatible Game versions" are correctly configured. Edited September 11, 2021 by antipro Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 11, 2021 Author Share Posted September 11, 2021 On 9/11/2021 at 9:00 PM, Stratagerm said: How do you install this mod from CKAN? If I search on science I can see the 6.0.0.8 version dated 7/26/2021, but it's apparently not marked as compatible with 1.12.2 so there's no checkbox to select it for install. Right-clicking its row shows Download Contents as the only active option; the other choices Reinstall and Purge Contents are grayed out. I've used [x] Science! in the past so I'm happy to see it revived. Expand I’ll check CKAN later Quote Link to comment Share on other sites More sharing options...
rmaine Posted September 11, 2021 Share Posted September 11, 2021 On 9/11/2021 at 9:00 PM, Stratagerm said: How do you install this mod from CKAN? If I search on science I can see the 6.0.0.8 version dated 7/26/2021, but it's apparently not marked as compatible with 1.12.2 so there's no checkbox to select it for install. Right-clicking its row shows Download Contents as the only active option; the other choices Reinstall and Purge Contents are grayed out. I've used [x] Science! in the past so I'm happy to see it revived. Expand I'm not currently using [x] science (though I have done so in the past), but I suspect I can help with the CKAN question here. When something says it is compatible at first glance, but CKAN doesn't give you a checkbox for it, I've often found that's because one of its dependencies is not listed as compatible. In this case, I see that both Click Through Blocker and SpaceTux Library only show compatibility up to 1.12.1. I'd lay good odds that they really are fine in 1.12.2, but CKAN just hasn't been told that. You can tell CKAN to consider anything for 1.12.* to be ok (settings/compatible game versions). Or you can use a trick that was recently pointed out to me (thanks HebruSan via Darthgently); if you go into the versions tab in CKAN, you can select a specific version of a mod regardless of what compatibility it lists. That way you don't open yourself up to accepting a bunch of other mods that you might want to (though I doubt that 1.12.* is really much of a problem). Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 11, 2021 Author Share Posted September 11, 2021 (edited) On 9/11/2021 at 10:48 PM, rmaine said: I'm not currently using [x] science (though I have done so in the past), but I suspect I can help with the CKAN question here. When something says it is compatible at first glance, but CKAN doesn't give you a checkbox for it, I've often found that's because one of its dependencies is not listed as compatible. In this case, I see that both Click Through Blocker and SpaceTux Library only show compatibility up to 1.12.1. I'd lay good odds that they really are fine in 1.12.2, but CKAN just hasn't been told that. You can tell CKAN to consider anything for 1.12.* to be ok (settings/compatible game versions). Or you can use a trick that was recently pointed out to me (thanks HebruSan via Darthgently); if you go into the versions tab in CKAN, you can select a specific version of a mod regardless of what compatibility it lists. That way you don't open yourself up to accepting a bunch of other mods that you might want to (though I doubt that 1.12.* is really much of a problem). Expand The mod IS updated for 1.12.2, I have to check to see why CKAN isn’t seeing that. ‘I see the problem, the .version file needs to be updated. ‘For now, tell CKAN that all 1.12 mods are compatible Edited September 11, 2021 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
WhiteGinger3000 Posted November 5, 2021 Share Posted November 5, 2021 I have a question regarding this mod. So, I have been using this mod for the benefit to keep track of my science progression. And recently I found out about the science labs. I am asking because the science tracker isn't keeping track of experiments that I have done that are going to the lab. Like at all and so I was wondering if there is a fix or if it is intentional or what. Quote Link to comment Share on other sites More sharing options...
flart Posted November 5, 2021 Share Posted November 5, 2021 On 11/5/2021 at 9:19 PM, WhiteGinger3000 said: the science tracker isn't keeping track of experiments that I have done that are going to the lab Expand it's intentional, since an experiment processed in the lab are not considered done, and can also be sent (or recover) to the KSC Quote Link to comment Share on other sites More sharing options...
ridik58 Posted November 6, 2021 Share Posted November 6, 2021 Hello, sorry for my English. I can't manage to do an eva experimentally while flying. Someone would have any idea? Quote Link to comment Share on other sites More sharing options...
Brigadier Posted November 6, 2021 Share Posted November 6, 2021 (edited) On 11/6/2021 at 10:24 PM, ridik58 said: Hello, sorry for my English. I can't manage to do an eva experimentally while flying. Someone would have any idea? Expand Your English is fine and Google can be your friend. C'est mieux que mon francais! See here https://wiki.kerbalspaceprogram.com/wiki/EVA_Experiments_Kit. The EVA Science Experiment is limited to space or standing on a celestial body. Edit 1: Perhaps an error in Moar Science. Edited November 7, 2021 by Brigadier Quote Link to comment Share on other sites More sharing options...
Zerolera Posted November 8, 2021 Share Posted November 8, 2021 (edited) On 11/6/2021 at 10:24 PM, ridik58 said: Hello, sorry for my English. I can't manage to do an eva experimentally while flying. Someone would have any idea? Expand tu ingles esta bien. Your english is just fine, and maybe better than mine. I recomend you make a spreadsheet like this, its very useful to know what to do and how I know... its in spanish, but maybe you can understand it. the green ones you can transmit the science at home vía antenna without loose it. the blue ones need to be reinitilizated by a scientist, and the red ones, you have to do it in every biome if you want all the juicy science. "1" means that you can make that experiment 1 time and you will have all the science, "6" means that you will have to repeat the experiment to have all the science (no necessarily 6 times, but 6 is the max times that you can repeat an experiment everywhere). if you want it I can translate it... Edited November 8, 2021 by Zerolera Quote Link to comment Share on other sites More sharing options...
Goufalite Posted November 8, 2021 Share Posted November 8, 2021 On 11/8/2021 at 11:02 AM, Zerolera said: I recomend you make a spreadsheet like this, its very useful to know what to do and how Expand I made an external tool which parses a savefile and puts it in a friendly form : https://github.com/Goufalite/kerbalscience#Kerbal-Science You can use the demo website or host it yourself (in PHP). But ingame, the "here and now" window is very useful! Quote Link to comment Share on other sites More sharing options...
Zerolera Posted November 8, 2021 Share Posted November 8, 2021 (edited) On 11/8/2021 at 4:06 PM, Goufalite said: I made an external tool which parses a savefile and puts it in a friendly form : https://github.com/Goufalite/kerbalscience#Kerbal-Science You can use the demo website or host it yourself (in PHP). But ingame, the "here and now" window is very useful! Expand yes, the here and now window is very useful, but you cannot plan how many experiments you will need to have the 100%, or if you can trasmit the experiment without loose science. and your tool is amazing! I remember seeing some similar tables to fill in manually, googling for list of experiments, but this is more autistic and comfortable . I thank god I found Xscience, I could not sleep if I knew that I have 0.1 missing from an experiment somewhere in the universe. Edited November 8, 2021 by Zerolera Quote Link to comment Share on other sites More sharing options...
ridik58 Posted November 8, 2021 Share Posted November 8, 2021 (edited) Thanks for your quick response. But the real problem is that there is an (EVA Experiment) in flight! Check your XScience. Is it just that it is not possible to do it? Is it possible to validate it by modifying the persistent.sfs file thanks in advance Edited November 8, 2021 by ridik58 Quote Link to comment Share on other sites More sharing options...
Goufalite Posted November 8, 2021 Share Posted November 8, 2021 On 11/8/2021 at 5:29 PM, ridik58 said: Is it just that it is not possible to do it? Expand According to the KerbalEVA.cfg file, EVA experiments (as evaScience) have a situation mask of 1 for the Banana and Golf (which means Landed, not Splashed) and 48 for the Dzhanibekov experiment (which mean Low and High Space). It looks like the general situationMask in ScienceDefs.cfg (63, any situation) is ignored. So yes, no flying! You should wait for a fix, or else copy an existing evaScience experiment and change the situation (BACKUP FIRST) : Science { id = evaScience@KerbinFlyingLow title = Flying low EVA kit dsc = 1 scv = 0 sbv = 0.300000012 sci = 7.50000048 asc = True cap = 7.50000048 } Science { id = evaScience@KerbinFlyingHigh title = Flying high EVA kit dsc = 1 scv = 0 sbv = 0.300000012 sci = 7.50000048 asc = True cap = 7.50000048 } Quote Link to comment Share on other sites More sharing options...
ridik58 Posted November 8, 2021 Share Posted November 8, 2021 On 11/8/2021 at 7:57 PM, Goufalite said: According to the KerbalEVA.cfg file, EVA experiments (as evaScience) have a situation mask of 1 for the Banana and Golf (which means Landed, not Splashed) and 48 for the Dzhanibekov experiment (which mean Low and High Space). It looks like the general situationMask in ScienceDefs.cfg (63, any situation) is ignored. So yes, no flying! You should wait for a fix, or else copy an existing evaScience experiment and change the situation (BACKUP FIRST) : Science { id = evaScience@KerbinFlyingLow title = Flying low EVA kit dsc = 1 scv = 0 sbv = 0.300000012 sci = 7.50000048 asc = True cap = 7.50000048 } Science { id = evaScience@KerbinFlyingHigh title = Flying high EVA kit dsc = 1 scv = 0 sbv = 0.300000012 sci = 7.50000048 asc = True cap = 7.50000048 } Expand thank you so much. Where did you find these codelines? Is there one place to find all of the Science lines? Quote Link to comment Share on other sites More sharing options...
Goufalite Posted November 9, 2021 Share Posted November 9, 2021 On 11/8/2021 at 10:16 PM, ridik58 said: Is there one place to find all of the Science lines? Expand The ScienceDefs.cfg file. Caution: if you want to tweak them use Module Manager so you won't alter the original file. The evaScience experiment is a little special since the situation mask is in its own cfg file (KerbalEVA.cfg). Quote Link to comment Share on other sites More sharing options...
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