smunisto Posted October 3, 2014 Share Posted October 3, 2014 Um, this one: https://www.dropbox.com/s/un6fo09w5mbfqzn/Screenshot%202014-10-03%2017.49.14.png?dl=0Maybe we are talking about the same thing? If this is harmless, then please ignore me I just noticed it after I've been troubleshooting some other mods and decided to mention it. Link to comment Share on other sites More sharing options...
xEvilReeperx Posted October 3, 2014 Author Share Posted October 3, 2014 Oh, those! Yes, those are harmless. You see that in cases where an experiment uses custom logic instead of the stock method of situation/biome mask to decide when it's available. I can see why you'd think there might be a problem though. I'll move that logic to a single check when the game loads so the log doesn't get spammed unnecessarily with them every time the experiment list is refreshed. Thanks Link to comment Share on other sites More sharing options...
smunisto Posted October 3, 2014 Share Posted October 3, 2014 I just saw yellow text, and in my head anything that's yellow, orange or red in the debug log is generally wrong, that's why. It's just a misconception I guess. Link to comment Share on other sites More sharing options...
JedTech Posted October 8, 2014 Share Posted October 8, 2014 Awesome mod! Anyone want to warn me before I try this with 0.25? Link to comment Share on other sites More sharing options...
metl Posted October 8, 2014 Share Posted October 8, 2014 It's not working for me. I didn't realize how much I have come to depend on this mod! Link to comment Share on other sites More sharing options...
Bluemoon Posted October 8, 2014 Share Posted October 8, 2014 Yep, not working (doesnt even load or show up as a button in 0.25 for me) Link to comment Share on other sites More sharing options...
jonasbeaver Posted October 9, 2014 Share Posted October 9, 2014 Yep, not working (doesnt even load or show up as a button in 0.25 for me)not working for me either, its almost unplayable now without it!!! I'm very much looking forward to an update, even just for compatability Link to comment Share on other sites More sharing options...
Programmdude Posted October 9, 2014 Share Posted October 9, 2014 I quickly updated his version from the source avaliable for 0.25, it seems to be working, though there are 4 flasks in the toolbar instead of just one. Still, it's functional and good enough for a quick patch until an official version comes out.http://www./download/caiw31c4mhsy744/ScienceAlert.7z Link to comment Share on other sites More sharing options...
holyemd Posted October 9, 2014 Share Posted October 9, 2014 Prorgammdude's update works perfectly for me. The first time I launched a vessel though it didn't seem to catch that I'd done a bunch of experiments already, but it figured it out pretty quick. Link to comment Share on other sites More sharing options...
The Beaver Posted October 9, 2014 Share Posted October 9, 2014 (edited) I'm willing to learn how to program to fix this, lol... so hard to live without this![edit] apparently I need to refresh more often, someone fixed it! Edited October 9, 2014 by The Beaver Link to comment Share on other sites More sharing options...
Ph34rb0t Posted October 10, 2014 Share Posted October 10, 2014 (edited) ScienceAlert creates a new toolbar icon whenever changing scene from flight to the KSC and back again.Might be worth implementing a check for an already present icon?- Edit:Okay, it apparently only does this after I've reloaded the part catalogue in-game. Edited October 10, 2014 by Ph34rb0t Link to comment Share on other sites More sharing options...
Mystique Posted October 10, 2014 Share Posted October 10, 2014 Strange, no duplicate icons. But it keeps spamming me with false alerts, because I've already completed some experimets (100% ones like crew reports) before using mod and now it tells me to do them again. Strange, that never happened before 0.25, even though I wasn't using mod on clean savegame. Link to comment Share on other sites More sharing options...
Holyvision Posted October 11, 2014 Share Posted October 11, 2014 Strange, no duplicate icons. But it keeps spamming me with false alerts, because I've already completed some experimets (100% ones like crew reports) before using mod and now it tells me to do them again. Strange, that never happened before 0.25, even though I wasn't using mod on clean savegame.Same thing here. It doesn't seem to account for experiments that have been saved for recovery, even when the "assume recovery" option has been turned on. Link to comment Share on other sites More sharing options...
xEvilReeperx Posted October 11, 2014 Author Share Posted October 11, 2014 I'm working on it as we speak. It's taking a bit since I'm rolling in all the features I had planned but didn't have time for and clearing out the current list of known bugs (18 atm) as well, plus rewriting any bits in which I can take advantage of new events or methods to make things simpler or faster. If you find any problems with the current version especially when it comes to calculated report value, I'd love to know so they'll be added to my checklist Link to comment Share on other sites More sharing options...
Programmdude Posted October 11, 2014 Share Posted October 11, 2014 One thing I have noticed, which has gotten worse in 0.25, is that when I takeoff it thinks for about a second that I am flying above launchpad/runway, when in reality if I try the experiments I am flying above kerbin shores. Either disabling these specific biomes, or a way of blacklisting certain biome/experiment combinations would be great. Link to comment Share on other sites More sharing options...
Mokmo Posted October 11, 2014 Share Posted October 11, 2014 I'm working on it as we speak. It's taking a bit since I'm rolling in all the features I had planned but didn't have time for and clearing out the current list of known bugs (18 atm) as well, plus rewriting any bits in which I can take advantage of new events or methods to make things simpler or faster. If you find any problems with the current version especially when it comes to calculated report value, I'd love to know so they'll be added to my checklistGlad to see you working on it When you say "current version", do you mean the recompile by Programmdude ? I am looking at his post with a raised eyebrow, mostly because it's his first one on the whole forum. Link to comment Share on other sites More sharing options...
troyfawkes Posted October 12, 2014 Share Posted October 12, 2014 Excited for the .25 release This is way up there on my must have mods list as of .24! Link to comment Share on other sites More sharing options...
Francois424 Posted October 12, 2014 Share Posted October 12, 2014 Just came to check... Was doing my usual roving and noticed not getting the "Ble-Blop" sound anymore, and then I notice it's gone from the toolbar. Then I remembered, "Oh right, 0.25 happened."I'll be waiting.One question: will this new version check into your stored experiments to see if you already have it before constantly reminding you that you can run the experiment ? Example: Fly over kerbin's shores. I do all the science and go back in. 3sec later "Ble-Blop" sound, for Kerbin's shore again.Thanks for this mod, 5th horseman made me discover it and it's insanely good ! Link to comment Share on other sites More sharing options...
xEvilReeperx Posted October 12, 2014 Author Share Posted October 12, 2014 One question: will this new version check into your stored experiments to see if you already have it before constantly reminding you that you can run the experiment ? Example: Fly over kerbin's shores. I do all the science and go back in. 3sec later "Ble-Blop" sound, for Kerbin's shore again.The old version shouldn't be doing that (unless you've configured it do so). Can you provide more detail? Specifically, which experiment(s) were being alerted and what your filter method was. This usually happens when you've configured SA to alert you for "not maxed" experiments -- SA is doing what it's supposed to, and any time you have a) a particular experiment available and using that experiment will result in a non-zero science result after calculating the value of any other similar samples onboard then you'll be alerted. You can use the min threshold to filter out small report values or step down the filter method to something like <90% which should be ideal for most cases unless you're trying to wring every last science point out of a particular experiment Link to comment Share on other sites More sharing options...
Francois424 Posted October 13, 2014 Share Posted October 13, 2014 (edited) Ok, I guess it makes sense. I still had 0.1 left and it was popping up because I did tell it to pop if no maxxed.I guess the way I was trying to set it up is to NOT notify me if I already took a sample on THIS mission, but to DO notify me in case I come across something not completed yet. I do want to complete these last 0.1 tho (why not, I mean I'm there and I have a lab) Thanks for the answer ! Edited October 13, 2014 by Francois424 Link to comment Share on other sites More sharing options...
AetherGoddess Posted October 13, 2014 Share Posted October 13, 2014 Ok, I guess it makes sense. I still had 0.1 left and it was popping up because I did tell it to pop if no maxxed.I guess the way I was trying to set it up is to NOT notify me if I already took a sample on THIS mission, but to DO notify me in case I come across something not completed yet. I do want to complete these last 0.1 tho (why not, I mean I'm there and I have a lab) Thanks for the answer !i'm kind of a completionist, so I usually set the global limit to 1 science. anything less then that, even if i'm recovering, it's worth the hassle, and the squelches all of the "you have .00000009 of a science point to do right now" type alerts. Link to comment Share on other sites More sharing options...
Francois424 Posted October 13, 2014 Share Posted October 13, 2014 i'm kind of a completionist, so I usually set the global limit to 1 science. anything less then that, even if i'm recovering, it's worth the hassle, and the squelches all of the "you have .00000009 of a science point to do right now" type alerts.Good Idea, I'll try that next time. Link to comment Share on other sites More sharing options...
Programmdude Posted October 13, 2014 Share Posted October 13, 2014 I only released my recompile since there were people asking for it and I was doing it for myself anyway. Another mod that I found useful recently is the [x] Science checklist, similar functionality in this mod would be nice too, so then I can be a completionist and get all the science. Link to comment Share on other sites More sharing options...
xEvilReeperx Posted October 13, 2014 Author Share Posted October 13, 2014 I guess the way I was trying to set it up is to NOT notify me if I already took a sample on THIS mission, but to DO notify me in case I come across something not completed yet.Well, it's looking at things on a per-sample basis already. "Mystery goo in low orbit over Kerbin's shores" is completely separate from "Mystery goo in low orbit over Kerbin's grasslands". At "not maxed", you'll be alerted any time taking a sample for that specific experiment + body + situation (if applicable) + biome (if applicable) would result in a report that, once recovered, would be worth a non-zero amount of science after accounting for any science already gathered for that subject plus any other duplicate onboard samples.There's surely a better way to convey what's happening in the UI so if you have any suggestions I'd be interested in them Link to comment Share on other sites More sharing options...
Francois424 Posted October 13, 2014 Share Posted October 13, 2014 (edited) Well I think I'll be OK once I set it to ignore < 1 science gains.A suggestion would be as follow: If I already have a sample stored on my craft (say flying at Kerbin's Shores), no matter what is left, do not alert me again.Not sure if doable, but that would be a great tool. I can set it to bug me all it wants, even for 0.1 science. But as soon as I have a sample of the place in question, no matter how much is left and what I have the alert set to, do not bother me again... at least for this mission or unless I dump the sample.Your mod is great tho, I love it Edited October 13, 2014 by Francois424 Link to comment Share on other sites More sharing options...
Recommended Posts