xEvilReeperx Posted April 16, 2014 Share Posted April 16, 2014 (edited) When is is it time for science? Who knows! The game provides no feedback when you've crossed a biome barrier, a new crew report is available or when you've forgotten to run a goo experiment. Wouldn't it be cool to stop guessing?What it does:Javascript is disabled. View full albumFeatures:Audio and visual cue when science is availableConfigurable science filters for experimentsConfigurable option to stop warp when an experiment becomes availablescience threshold to ignore low value reportsSCANsat v6.1+ support! Optional SCANsat integrationStock toolbar supportInstallation & UsageDownload the plugin and extract in your KSP directory like any mod.Actual use in-game is simple. When the button is lit, at least one experiment onboard matches your criteria. If the flask is animating, then a new experiment just became available (animation will stop when you have viewed the new experiment list). There are lots of per-experiment settings to choose from.to open the list of currently available experiments, left-click the ScienceAlert buttonto open the options menu, right-click the button. You can also change which button type (stock or Blizzy's) here, within the additional options submenuSCANsat supportEnable SCANsat integration in the additional options menuWith this option enabled, you will only receive biome-associated alerts if you have mapped that portion of the planet's surfaceNon-biome specific alerts will still occur as normalKnown Bugs:if you transmit science report(s) using a transmitter's action menu, the reports queued for it won't be taken into account until transmission is complete [not a bug] Available experiments and report values may suddenly change when going on EVA. This is because your Kerbal may be in a different "situation" -- for example, sitting on the pad might trigger an EVA alert for LaunchPad but you go on EVA and the alert stops. This is because the game considers the Kerbal to be "flying" while holding onto a ladder while in the air. Installation:DownloadsKerbalStuffOlder versionsOther:This plugin is licensed under GPLv3. Source is availableDonations are welcome!Changelog:1.8.9 (July 13) Bugfix: Fixed an issue in StorageCache that could sometimes prevent it from properly handling OnVesselWasModified events, preventing ScienceAlert from issuing alerts1.8.8 (July 5) Bugfix: Fixed an issue that could result in wasteful use of memory because Mono sucks at GCBugfix: Fixed a small memory leak caused every time your vessel switched dominant bodies until you changed scenesBugfix: Semi-fixed an issue that sometimes caused transmissions to fail when RemoteTech is installed. Full fix requires RemoteTech 4.7+Bugfix: should no longer spam log with exceptions when Impact! is installedBugfix: options window filter settings weren't refreshed when loading a new profile, making it appear as though the wrong filters were being usedBugfix: "not maxed" changed from <98% collected to "at least 0.1 science remains"Bugfix: Deploying an experiment from a command seat in certain conditions should no longer turn the seat into a cloning deviceBugfix: Fixed a small issue that could ScienceAlert to stop alerting if conditions are just right when rapid unplanned disassembly is occurring yet you still have control of half a shipImprovement: should now warn on "incorrect" biomes more reliably (specifically, if you're near the surface)Improvement: preference will be given to Kerbals in command seats unless there's a better qualified scientist available1.8.7 (May 4) Bugfix: Taking surface samples or EVA reports from a vessel with command chair should no longer result in clonesBugfix: SCANsat science transmission fixedBugfix: EVA reports (while flying) now trigger while in EVA on kerbinBugfix: UI transparency now applies to experiment list window 1.8.6 (April 28) Bugfix: science transmission fixedBugfix: tourists are no longer eligible to take EVA reportsFeature: the most experienced scientist on board will be sent to collect EVA reports1.8.5 (April 28) Updated for KSP 1.01.8.4 (December 23) Re-fixed compatibility bug with EPL/HangarStock toolbar button should no longer get duplicated every time you switch to blizzy's toolbar option back1.8.3 (December 18) Prevent EVA or surface sample experiments from being deployed while TimeWarp is activeRe-added biome filtering; this should result in fewer "phantom alerts" that vanish before you can react1.8.2 (December 16) Updated for KSP 0.90Flask animation now stops when experiment list is opened (or re-opened)Confirmation dialog when overwriting existing profiles no longer unreasonably largeCorrectly accounts for your facility tech level; for instance, if you are unable to go on EVA no alerts for eva reports will occur1.8.1 (November 30) Fixed a compatability issue with EPL/Hangar (thanks taniwha for pointing out issue & fix)DLL version is now correct1.8rc1 (October 20) Updated for KSP 0.25Draggable, pinnable windowsPer-vessel settings via profilesLots of small bugfixes and improvements1.7.1 (July 24)Updated for KSP 0.24.1Removed some debug code that was accidentally left in1.7 (July 22)Updated for KSP 0.24Added feature: Application Launcher support (and enabled by default)Added feature: Blizzy's toolbar made optionalAdded feature: (optional) EVA report always listed firstAdded feature: (optional) Re-open experiment list when going on EVAAdded feature: (optional) Surface samples can be tracked from in-vesselAdded feature: (optional) Experiment list can display current biomeBugfix: ScienceAlert GUI windows should now do much less flickeringUpdate: SCANsat interface updated to support 6.1; 6.1+ is now required for SCANsat integrationNote: Per-sound settings removedNote: Lots of refactoring went on1.6 (July 10)New feature: SCANsat integrationFixed an issue where alerts could appear for experiments worth no scienceBiome map filter could, in rare circumstances, return an incorrect resultScienceAlert should no longer stop reporting science in some circumstances while switching vesselsFixed an issue that caused KeyNotFound exceptions to spam the game, degrading performance1.5 (April 26)New feature added: science report threshold to ignore reports worth less than specified valueFixed a camera issue that could occur when switching to EVA from map viewFixed a small issue that could rarely cause ScienceAlert to ignore biomesA small UI improvement to make room for future options1.4a (April 20)Fixed a camera issue that could occur when switching to EVA from an IVA view Edited July 14, 2015 by xEvilReeperx 1.8.9 released Link to comment Share on other sites More sharing options...
Xaelath Posted April 16, 2014 Share Posted April 16, 2014 Nice! Most of the times I forgot when to science. This mod helps a lot. Link to comment Share on other sites More sharing options...
Scottiths Posted April 16, 2014 Share Posted April 16, 2014 Oh cool! This is a good idea Link to comment Share on other sites More sharing options...
luxyuz Posted April 16, 2014 Share Posted April 16, 2014 OMG dude I just came.If this works, it will make the game so much simpler in this department!Thank you so much for your hard work! Link to comment Share on other sites More sharing options...
Scottiths Posted April 16, 2014 Share Posted April 16, 2014 I don't know what is wrong, but its not working for me. I see it in the available buttons on the toolbar addon, but if I select it then it does not appear Link to comment Share on other sites More sharing options...
xEvilReeperx Posted April 16, 2014 Author Share Posted April 16, 2014 I don't know what is wrong, but its not working for me. I see it in the available buttons on the toolbar addon, but if I select it then it does not appear Can you provide more detail? By "does not appear" do you mean the button doesn't show up at all, or it doesn't do anything when left clicked? Link to comment Share on other sites More sharing options...
Scottiths Posted April 16, 2014 Share Posted April 16, 2014 Ok, I figured it out. The toolbar hides the button if all experiments are used. I had been trying to use this with a craft and didn't realize that there were no further experimental devices available on it so the button was hidden. That's what I think happened anyway. Works now. Marvelous plugin Link to comment Share on other sites More sharing options...
Senior Slaphead Posted April 16, 2014 Share Posted April 16, 2014 Really good idea... will give this a try tonight. Link to comment Share on other sites More sharing options...
Prowler_x1 Posted April 16, 2014 Share Posted April 16, 2014 And the Ker-nobel prize goes to xEvilReeperx for his incredible achievements in ksp science. xEvilReeperx has made kerbal space exploration and science less of a guess work and more of a pre-programmed flight-plan sent directly from KSP mission control. Now the kerbonauts are more focused and organized to their mission and not just pushing random buttons at random times. Link to comment Share on other sites More sharing options...
Prowler_x1 Posted April 16, 2014 Share Posted April 16, 2014 (edited) Thanks xEvilReeperx. Now I dont have to travel back hunting blindly for loopholes in my science program. Edited April 16, 2014 by Prowler_x1 Link to comment Share on other sites More sharing options...
Amaroq Posted April 16, 2014 Share Posted April 16, 2014 This mod has the Amaroq seal of approval -- highly informative, no changes to the stock game. I highly recommend it.Congrats on the release, xEvilReeperx. Link to comment Share on other sites More sharing options...
sidfu Posted April 16, 2014 Share Posted April 16, 2014 (edited) its giving me this errorKeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Generic.Dictionary`2[iScienceDataTransmitter,System.Collections.Generic.List`1[scienceData]].get_Item (IScienceDataTransmitter key) [0x00000] in <filename unknown>:0 at ScienceAlert.MagicDataTransmitter.Update () [0x00000] in <filename unknown>:0think i found the issue is with this mod and rt2 dont play nice so say when rt2 says it cant transmit it causes that error i beleive. just tested after removing sceince alert when got to around same height rt2 removed the passive antenna transmit. Edited April 16, 2014 by sidfu Link to comment Share on other sites More sharing options...
xEvilReeperx Posted April 16, 2014 Author Share Posted April 16, 2014 RT2 isn't 23.5 compatible, is it? I'll look into the issue tonight Link to comment Share on other sites More sharing options...
Scottiths Posted April 16, 2014 Share Posted April 16, 2014 RT2 is kinda 23.5 compatible. I run RT2 and this mod does not have any compatibility problems for me. Have you tried the community hotfixes for RT2? Link to comment Share on other sites More sharing options...
xEvilReeperx Posted April 16, 2014 Author Share Posted April 16, 2014 I haven't run RT2 at all, that's why I was curious... If there's a particular version that causes a reproducible error that I can be guided to, I'd be happy to look into any issues Link to comment Share on other sites More sharing options...
GusTurbo Posted April 16, 2014 Share Posted April 16, 2014 This is a great idea. I hope something like this gets added to stock. Link to comment Share on other sites More sharing options...
sidfu Posted April 16, 2014 Share Posted April 16, 2014 rt2 works fine with .23.5 with the first community fix but u have no sat lines wen in radar station veiw. with secondd fix works fine so far for me for .23.5. the error i think is cause sceince alert is looking for active antanna but rt2 disables antanna when now in range Link to comment Share on other sites More sharing options...
jordanjay29 Posted April 16, 2014 Share Posted April 16, 2014 This is perfect for detcting whether my spacecraft has entered the upper atmosphere, or is orbiting high or near a celestial body. I always miss opportunities like those. Link to comment Share on other sites More sharing options...
Ratzap Posted April 16, 2014 Share Posted April 16, 2014 This mod is 'good **** ', thanks pal. *bleep* you forgot to get a mountains EVA... Link to comment Share on other sites More sharing options...
Amaroq Posted April 16, 2014 Share Posted April 16, 2014 I haven't run RT2 at all, that's why I was curious... I've been running it with RT2 the entire time in your dev thread; no issues yet. Link to comment Share on other sites More sharing options...
Inconvenience Posted April 16, 2014 Share Posted April 16, 2014 Does this mod work with mods that add more science experiments, like Interstellar or DMagic Orbital Science?Also, does this work with Custom Biomes? Link to comment Share on other sites More sharing options...
fusty Posted April 17, 2014 Share Posted April 17, 2014 Oh man this is EXACTLY what I've been looking for! Link to comment Share on other sites More sharing options...
DMagic Posted April 17, 2014 Share Posted April 17, 2014 (edited) Does this mod work with mods that add more science experiments, like Interstellar or DMagic Orbital Science?Also, does this work with Custom Biomes?It works fine with the basic experiments from my mod. It won't do anything with the anomaly scanner (only with my latest update, the anomaly scanner can be improperly triggered by this mod in previous versions) and it shouldn't see the drill at all. Edited April 17, 2014 by DMagic Link to comment Share on other sites More sharing options...
xEvilReeperx Posted April 17, 2014 Author Share Posted April 17, 2014 Does this mod work with mods that add more science experiments, like Interstellar or DMagic Orbital Science?The "standard" experiments it does. Some mod experiments don't use the standard situation + biome mask for availability. For those it won't.And yep, works with custom biomes Link to comment Share on other sites More sharing options...
JimTheDog Posted April 17, 2014 Share Posted April 17, 2014 So here's a fun one. I was on the Mun, doing my thing, getting research, piloting my lander from IVA... and suddenly I was alerted to EVA science! I clicked on EVA science, and...... I got out of the lander in first person view...... And Kerbal Space program DID NOT LIKE THIS CAMERA PERSPECTIVE. XD;It crashed moments later after I hit V. (The game, not my lander.) Link to comment Share on other sites More sharing options...
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