Superfluous J Posted July 18, 2014 Share Posted July 18, 2014 Minor request: Could we get "EVA Report" at the very top of the list? That way, I don't have to skip over it to get to the Crew Report, and then come back.I know, 1st Kerbal problems or what, but hey it's always the last one I click, so it should be at the very top. Link to comment Share on other sites More sharing options...
elfindreams Posted July 19, 2014 Share Posted July 19, 2014 So I just decided to install the plugin (just found it) and got my first alert on a crew report available... awesome. But I also noticed I was getting no EVA reports despite having a bunch of EVA that needed to be done and after testing I was definitely passing over areas where EVA needed to be done.So I quit out, started up a new session, went to a ship that was in orbit over areas I needed to EVA time warped for a while, then saved and quit out.The KSP.log, output_log.txt, settings.cfg (from the plugin) and savefile are available: https://docs.google.com/a/elfindreams.com/folderview?id=0B8a1K8EUgZmVczBjZzNXc3JiQzg&usp=drivesdkSo the plugin is definitely /working/ but just not on the EVAs. Link to comment Share on other sites More sharing options...
elfindreams Posted July 19, 2014 Share Posted July 19, 2014 (edited) So I just decided to install the plugin (just found it) and got my first alert on a crew report available... awesome. But I also noticed I was getting no EVA reports despite having a bunch of EVA that needed to be done and after testing I was definitely passing over areas where EVA needed to be done.So I quit out, started up a new session, went to a ship that was in orbit over areas I needed to EVA time warped for a while, then saved and quit out.The KSP.log, output_log.txt, settings.cfg (from the plugin) and savefile are available: https://docs.google.com/a/elfindreams.com/folderview?id=0B8a1K8EUgZmVczBjZzNXc3JiQzg&usp=drivesdkSo the plugin is definitely /working/ but just not on the EVAs.Huh, it must be conflicting with something, I just put out a craft with a couple of goo, a couple of materials labs a command module and a kerbal onto the runway where I know I have done no science whatsoever. No alerts.I then tried to run the experiments and got data from them all.EDIT: on a lark I disabled SCANsat Integration and everything is working including the munar EVA reports. Edited July 19, 2014 by elfindreams Link to comment Share on other sites More sharing options...
xEvilReeperx Posted July 19, 2014 Author Share Posted July 19, 2014 EDIT: on a lark I disabled SCANsat Integration and everything is working including the munar EVA reports.It actually sounds like it's working as intended. If you have SCANsat integration enabled, ScienceAlert won't alert you about biome-dependent experiments if you don't have the experiment area's biome scanned yet.That said, I haven't tested ScienceAlert against SCANsat in 0.24 and I'm still updating (taking the opportunity to refactor a bit) so it's possible something broke. I'll check it out Link to comment Share on other sites More sharing options...
DMagic Posted July 19, 2014 Share Posted July 19, 2014 SCANsat has been updated and will probably break the SCANsat integration here, though the changes should make it simpler and maybe cheaper to implement. Both versions use the same method for external SCANsat coverage checking, so it should be a simple enough fix. Link to comment Share on other sites More sharing options...
elfindreams Posted July 19, 2014 Share Posted July 19, 2014 It actually sounds like it's working as intended. If you have SCANsat integration enabled, ScienceAlert won't alert you about biome-dependent experiments if you don't have the experiment area's biome scanned yet.That said, I haven't tested ScienceAlert against SCANsat in 0.24 and I'm still updating (taking the opportunity to refactor a bit) so it's possible something broke. I'll check it outAh, that's a neat feature... I hadn't thought that was what it was... cool. Probably is working as intended then. Link to comment Share on other sites More sharing options...
Alshain Posted July 20, 2014 Share Posted July 20, 2014 Ah, that's a neat feature... I hadn't thought that was what it was... cool. Probably is working as intended then.Another thing to be aware of is by default SA will only tell you about the first (see: most lucrative) science that can be gained on ones like Goo that can be done multiple times. You can change that behavior though. Link to comment Share on other sites More sharing options...
MaLuS Posted July 21, 2014 Share Posted July 21, 2014 looks to be an interesting mod and badly needed, can anyone confirm its working in .24? Link to comment Share on other sites More sharing options...
SMILIE Posted July 21, 2014 Share Posted July 21, 2014 looks to be an interesting mod and badly needed, can anyone confirm its working in .24?Works for me, also with a bunch of mods installed! Link to comment Share on other sites More sharing options...
ClLaw Posted July 21, 2014 Share Posted July 21, 2014 looks to be an interesting mod and badly needed, can anyone confirm its working in .24?I've been using this in .24 x64 and haven't noticed anything out of the ordinary. Using with a multitude of mods that have been updated also - still working Link to comment Share on other sites More sharing options...
xEvilReeperx Posted July 22, 2014 Author Share Posted July 22, 2014 It's been updated to 0.24 and some requested features have been added. Let me know if you find any issues! Link to comment Share on other sites More sharing options...
Superfluous J Posted July 23, 2014 Share Posted July 23, 2014 (edited) Cheers for the quick turnaround and adding my request! [EDIT]I found a minor visual bug. When I have this set to the in-game toolbar, everything is fine. When I flip it to Blizzy's toolbar though the bottom flickers. The rest of the button bar looks okay and the buttons work fine.I took some video and grabbed still images from it. Below are two sets of images, the top are from the launchpad and the bottom are from orbit. The left-right images were framegrabs from consecutive milliseconds in the video. Edited July 23, 2014 by 5thHorseman Link to comment Share on other sites More sharing options...
vardicd Posted July 23, 2014 Share Posted July 23, 2014 Okay, I have a question, its not a bug {I think} but I've noticed with your mod I'm seeing science I can't figure out how to get. if I sit on the launch pad, science alert pops says eva science, hit the button, kerbal pops out no science available. If I go to the science archieve, it shows eva report while flying over the launch pad. 0%, but anytime I'm in 'flight' over the launch pad, KSC, or runway, it just says in flight over kerbin's shores. How in the kracken's name do I get the in flight over KSC, Launchpad, and runway science?. Link to comment Share on other sites More sharing options...
xEvilReeperx Posted July 23, 2014 Author Share Posted July 23, 2014 I found a minor visual bug. When I have this set to the in-game toolbar, everything is fine. When I flip it to Blizzy's toolbar though the bottom flickers. The rest of the button bar looks okay and the buttons work fine.I'll look into this, thanks. Okay, I have a question, its not a bug {I think} but I've noticed with your mod I'm seeing science I can't figure out how to get. if I sit on the launch pad, science alert pops says eva science, hit the button, kerbal pops out no science available.What's most likely happening is that ScienceAlert is alerting you for EVA science available while on landed on the LaunchPad. When you pop out on EVA (and are holding onto a ladder/not on the ground), the game considers you to be flying. The static object "biomes" only count if you're landed on them so there is no way to get something like "eva report while flying over LaunchPad/KSC/etc".I'll find out if the way ScienceAlert does things is somehow adding an impossible entry like that to the science archives. Fixing it shouldn't be hard if that's the case. Thanks for the feedback! Link to comment Share on other sites More sharing options...
Ratzap Posted July 23, 2014 Share Posted July 23, 2014 Thanks for updating this, it's one of the mods I was starting to miss from 0.23.5. Link to comment Share on other sites More sharing options...
vardicd Posted July 23, 2014 Share Posted July 23, 2014 I'll look into this, thanks. What's most likely happening is that ScienceAlert is alerting you for EVA science available while on landed on the LaunchPad. When you pop out on EVA (and are holding onto a ladder/not on the ground), the game considers you to be flying. The static object "biomes" only count if you're landed on them so there is no way to get something like "eva report while flying over LaunchPad/KSC/etc".I'll find out if the way ScienceAlert does things is somehow adding an impossible entry like that to the science archives. Fixing it shouldn't be hard if that's the case. Thanks for the feedback!Yeah I'm aware of the flying while holding a ladder cheat/bug, but I'm talking about in the R+D building, in the archives, it shows an empty science report for EVA report while flying over KSC/Launchpad/and runway. but I can't figure out how to do those science reports. anytime I'm flying, or on a ladder flying over those areas all I can get is flying over kerbin's shores. I tried to take a screenshot, but apparently screenshots don't work in my game/since .24 released.I don't know your mod is adding this to the game or if it's a hidden thing you're not supposed to be able to see in the stock game. Link to comment Share on other sites More sharing options...
vardicd Posted July 23, 2014 Share Posted July 23, 2014 Finally got my screenshots saving again, so here we go:This is the science report in question, flying over Launchpad.For just a second as you exit the craft, the science alert goes off and says EVA report, but then immediately goes away, and the only EVA report is:Flying over shores. It's a relatively minor thing, I'll admit, but my OCD goes off and I must collect every bit of science. I can't have even.1% of science uncollected. Link to comment Share on other sites More sharing options...
SMILIE Posted July 23, 2014 Share Posted July 23, 2014 Finally got my screenshots saving again, so here we go:http://i.imgur.com/9CQiZJv.jpgThis is the science report in question, flying over Launchpad.http://i.imgur.com/Lz9lO2d.jpgFor just a second as you exit the craft, the science alert goes off and says EVA report, but then immediately goes away, and the only EVA report is:http://i.imgur.com/Yg29oQQ.jpgFlying over shores. It's a relatively minor thing, I'll admit, but my OCD goes off and I must collect every bit of science. I can't have even.1% of science uncollected. The same thing happens for me too, I just got used to it and ignore it Link to comment Share on other sites More sharing options...
xEvilReeperx Posted July 23, 2014 Author Share Posted July 23, 2014 For just a second as you exit the craft, the science alert goes off and says EVA report, but then immediately goes awayCould you set this situation up again? Press Alt+F2 to bring up the debug menu and then hop out on eva to get the report to temporarily appear again. There should be a mention of which experiment(s) exactly ScienceAlert thought was available along with some other info. It'll look like this:[Log]: ScienceAlert, Experiment evaReport@KerbinSrfLandedLaunchPad just became available! Total potential science onboard currently: 0 (Cap is 2.4, threshold is Unresearched, current sci is 0, expected next report value: 2.4)Knowing that would be a big help in tracking this down Link to comment Share on other sites More sharing options...
OtakuD Posted July 24, 2014 Share Posted July 24, 2014 (edited) I really LOVE the scansat integration, but something I wish it did was tell you what science was remaining to be done on a planet. Unless I'm missing something I would love to be able to see somewhere, maybe on the Science Archive screen, all the biomes I have now scanned which have unperformed experiments. Is this something that can be done or is there another mod that will do this? Edited July 24, 2014 by OtakuD Link to comment Share on other sites More sharing options...
vardicd Posted July 24, 2014 Share Posted July 24, 2014 Could you set this situation up again? Press Alt+F2 to bring up the debug menu and then hop out on eva to get the report to temporarily appear again. There should be a mention of which experiment(s) exactly ScienceAlert thought was available along with some other info. It'll look like this:[Log]: ScienceAlert, Experiment evaReport@KerbinSrfLandedLaunchPad just became available! Total potential science onboard currently: 0 (Cap is 2.4, threshold is Unresearched, current sci is 0, expected next report value: 2.4)Knowing that would be a big help in tracking this down I just got off work, and sleep must happen, will look into this later today. Link to comment Share on other sites More sharing options...
Advacar Posted July 24, 2014 Share Posted July 24, 2014 I really LOVE the scansat integration, but something I wish it did was tell you what science was remaining to be done on a planet. Unless I'm missing something I would love to be able to see somewhere, maybe on the Science Archive screen, all the biomes I have now scanned which have unperformed experiments. Is this something that can be done or is there another mod that will do this?There's a Science Library mod somewhere. Perhaps that's what you're looking for? Link to comment Share on other sites More sharing options...
DMagic Posted July 24, 2014 Share Posted July 24, 2014 Flying over shores. It's a relatively minor thing, I'll admit, but my OCD goes off and I must collect every bit of science. I can't have even.1% of science uncollected. That report shows up there because the science archive is not setup so great. It just checks for any existing science subjects stored in your persistent file and displays them. When Science Alert checks to see if a location has any science worth collecting it has to generate that science subject (I think?), and once it's been generated, regardless of whether or not you've actually collected any data, it will always show up.Even if a particular result isn't possible, say you created some code that generated a "FlyingHigh" science report for the Mun, it would still show up in the archives.SCANsat support (6.1 minimum)?Definitely won't work with older versions of SCANsat. Link to comment Share on other sites More sharing options...
xEvilReeperx Posted July 24, 2014 Author Share Posted July 24, 2014 Oops! How'd question mark get there? Speaking of, it was incredibly easy to add thanks to your changes so thanks again for those. Link to comment Share on other sites More sharing options...
Bags77 Posted July 24, 2014 Share Posted July 24, 2014 I'm using this mod since a few days and it's really a big help! Many thanks for the great work. But sometimes I just have to disable it because it can't switch between recoverable and transmittable data.My problem is that i often use unmanned one-way probes to collect the first bits of data. These probes are not supposed to ever see Kerbin again and therefore the recoverable part of the science is irrelevant for these probes. I would really love another global option where i can set if this ship is supposed to return to Kerbin (recovery part of the data is relevant like it is now) or if the ship is only supposed to transmit science (only transmit part of the data is relevant). Link to comment Share on other sites More sharing options...
Recommended Posts