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[1.8.x] AutomatedScienceSampler - V1.3.5 - 18.10.2019


SpaceTiger

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1 hour ago, MisterFister said:

Please be advised that the CKAN metadata for this mod sends us to your github instead of this thread.  Please also note that none of the links on your site function.

This was done on purpose. What browser are you using ?

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On 30/04/2016 at 9:42 AM, SpaceTiger said:

As an added bonus the settings are now saved per craft!

Can we have an option to turn this off? I was about to come and report it a a bug, but seems it's a feature. It's a PITA having to re-check all those boxes every time I launch a new flight.

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37 minutes ago, specter177 said:

Is there a simple way to add science containers to all command modules, not just the manned ones?

This is totally untested but I'm pretty sure it'll work. And if not, a few tweaks should probably do it. You'll need ModuleManager but who doesn't have that installed? Copy the code and paste it into a file with a *.cfg extension, anywhere in your GameData folder.

@PART[*]:HAS[@MODULE[ModuleCommand]]:HAS[!MODULE[ModuleScienceContainer]]
{
	MODULE
	{
		name = ModuleScienceContainer
		reviewActionName = Review Stored Data
		storeActionName = Store Experiments
		evaOnlyStorage = True
		storageRange = 1.6
	}
}

 

Edited by 5thHorseman
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14 hours ago, SpaceTiger said:

This was done on purpose. What browser are you using ?

I use Exploder, Firefux, and Chrome.  I checked all three yesterday with the same result before reporting this issue, but I checked all three just now and on all three your site seems to be working well.  Hmm.  Report retracted?

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40 minutes ago, severedsolo said:

Can we have an option to turn this off? I was about to come and report it a a bug, but seems it's a feature. It's a PITA having to re-check all those boxes every time I launch a new flight.

I'll add this tomorrow. I had this planned but somehow slipped my mind.

17 minutes ago, MisterFister said:

I use Exploder, Firefux, and Chrome.  I checked all three yesterday with the same result before reporting this issue, but I checked all three just now and on all three your site seems to be working well.  Hmm.  Report retracted?

It had issues with internet Exploder but was working fine with Firefox, Chrome and Edge as it was designed around those browsers. We fixed those issues it had with Internet Explorer.
We weren't even aware that people were still using Internet Explorer.
 

 

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1 minute ago, SpaceTiger said:

I'll add this tomorrow. I had this planned but somehow slipped my mind.

It had issues with internet Exploder but was working fine with Firefox, Chrome and Edge as it was designed around those browsers. We fixed those issues it had with Internet Explorer.
We weren't even aware that people were still using Internet Explorer.

I will say that Exploder (though I affectionately call it that, with tongue firmly planted into my cheek) is my go-to browser.  Since I began using it in 1995, I am 100% certain that there have been exactly three websites that would absolutely not run in that browser.  I keep Firefux and Chrome installed for my own convenience in separating my bookmark lists and login cookies as between my various professional endeavors from my porn personal uses, of course, and for troubleshooting purposes as I demonstrated here.  :)

As for Edge, I'm on the fence.  I'm sure it's a marvelous browser, I'm just intending to ride the Win7 train a bit longer.

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37 minutes ago, SpaceTiger said:

I'll add this tomorrow. I had this planned but somehow slipped my mind.
 

While I won't object to a turn it off, how about making a new vessel by default behave like the previous one?  That should give you basically the best of both worlds.

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8 hours ago, Loren Pechtel said:

While I won't object to a turn it off, how about making a new vessel by default behave like the previous one?  That should give you basically the best of both worlds.

This is definitely an option that i plan on implementing.

Edited by SpaceTiger
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The main feature now that I would like to see (that is the one thing really that keeps me holding out for a Science Alert update), is the alert popping up to run science while flying in TW.  Most biomes are not that bad, but there's a few that are annoyingly small, and if you happen to not know the exact second to drop out of warp, you miss it.  That's the one niche that so far only Science Alert (to my knowledge) has filled that no other mod does.  Whether I click or the ASS autocollects, I don't really have a preference, but the ability of the plugin to nuke warp and allow grabbing every bit of delicious science.  Still, great work so far, and you've made the game so much better.  I look forward to seeing future possibilities.

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On 5/1/2016 at 1:54 PM, 5thHorseman said:

This is totally untested but I'm pretty sure it'll work. And if not, a few tweaks should probably do it. You'll need ModuleManager but who doesn't have that installed? Copy the code and paste it into a file with a *.cfg extension, anywhere in your GameData folder.


@PART[*]:HAS[@MODULE[ModuleCommand]]:HAS[!MODULE[ModuleScienceContainer]]
{
	MODULE
	{
		name = ModuleScienceContainer
		reviewActionName = Review Stored Data
		storeActionName = Store Experiments
		evaOnlyStorage = True
		storageRange = 1.6
	}
}

 

Thanks!

15 minutes ago, falcon2000 said:

The main feature now that I would like to see (that is the one thing really that keeps me holding out for a Science Alert update), is the alert popping up to run science while flying in TW.  Most biomes are not that bad, but there's a few that are annoyingly small, and if you happen to not know the exact second to drop out of warp, you miss it.  That's the one niche that so far only Science Alert (to my knowledge) has filled that no other mod does.  Whether I click or the ASS autocollects, I don't really have a preference, but the ability of the plugin to nuke warp and allow grabbing every bit of delicious science.  Still, great work so far, and you've made the game so much better.  I look forward to seeing future possibilities.

Or allowing collection during time warp.

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20 minutes ago, falcon2000 said:

The main feature now that I would like to see (that is the one thing really that keeps me holding out for a Science Alert update), is the alert popping up to run science while flying in TW.  Most biomes are not that bad, but there's a few that are annoyingly small, and if you happen to not know the exact second to drop out of warp, you miss it.  That's the one niche that so far only Science Alert (to my knowledge) has filled that no other mod does.  Whether I click or the ASS autocollects, I don't really have a preference, but the ability of the plugin to nuke warp and allow grabbing every bit of delicious science.  Still, great work so far, and you've made the game so much better.  I look forward to seeing future possibilities.

And a related issue--detecting when EVA science is available.  You can't warp while doing an EVA and it wouldn't be safe anyway--Kerbals aren't good at holding on.

However, I'm thinking this might be better served by a separate mod that simply kills warp upon entering the biomes on a checklist.

Finally, another thing comes to mind:  How about a mode that collects any science that's not on board regardless of need?  (For use with a mobile lab but it shouldn't require the presence of the lab--you might have the lab in orbit and send down a lander.) 

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4 hours ago, falcon2000 said:

The main feature now that I would like to see (that is the one thing really that keeps me holding out for a Science Alert update), is the alert popping up to run science while flying in TW.  Most biomes are not that bad, but there's a few that are annoyingly small, and if you happen to not know the exact second to drop out of warp, you miss it.  That's the one niche that so far only Science Alert (to my knowledge) has filled that no other mod does.  Whether I click or the ASS autocollects, I don't really have a preference, but the ability of the plugin to nuke warp and allow grabbing every bit of delicious science.  Still, great work so far, and you've made the game so much better.  I look forward to seeing future possibilities.

So what you wish for is an option to kill time warp if experiments are available ?

 

4 hours ago, Loren Pechtel said:

And a related issue--detecting when EVA science is available.  You can't warp while doing an EVA and it wouldn't be safe anyway--Kerbals aren't good at holding on.

However, I'm thinking this might be better served by a separate mod that simply kills warp upon entering the biomes on a checklist.

Finally, another thing comes to mind:  How about a mode that collects any science that's not on board regardless of need?  (For use with a mobile lab but it shouldn't require the presence of the lab--you might have the lab in orbit and send down a lander.) 

I'm not sure if there is an easy and simple way to detect EVA science while not in EVA. I'll have a look into this.

I can definitely add an option to collect at least one sample per experiment.

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actually on that note, can at some point we get options to automatically transmit all science (highly useful for, say, the Dmagic parts, many of which can transmit with no loss, or if you've patched the simple stock experments (the barometer, thermometer, siesometer and gravoli detector) to transmit at 100%) and an option to dump things into a lab automatically?

I know I'm fond of building mobile 'Science rovers' that can be landed or built in-situ near 3-4 biomes with a bunch of Science stuff tacked on for relatively hassle-free lab setup.

mainly that transmitter though- even with a filter for 'transmit all' and 'transmit only lossless' (IE, do everything, goo, Jr.s, whatever, or only the ones that don't benifit from recovery like the Dmagic Magnetometer or Laser scanner)

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1 hour ago, SpaceTiger said:

So what you wish for is an option to kill time warp if experiments are available ?

 

I'm not sure if there is an easy and simple way to detect EVA science while not in EVA. I'll have a look into this.

I can definitely add an option to collect at least one sample per experiment.

At least for detecting EVA science - both xScience and ScienceAlert do this, might be able to get some inspiration there... Actually, ScienceAlert for inspiration is a great idea all around, I miss that mod's functionality! =)

Part of its utility is most definitely stopping warp so you can do science, though that could also be accomplished by allowing science during warp, if that's possible.

Edited by AccidentalDisassembly
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1 hour ago, AccidentalDisassembly said:

Part of its utility is most definitely stopping warp so you can do science, though that could also be accomplished by allowing science during warp, if that's possible.

I think I'd rather allow during warp than dropping out of warp (if possible). Dropping out of warp suddenly (with no step downs) can cause issues with orbits being thrown out (although I don't know if the new 1.1.1 fix to stop orbits wobbling when rotating has anything to do with fixing this too.)

It wouldn't be possible to step down because you need to be quick when a small biome is underneath you.

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14 hours ago, Loren Pechtel said:

However, I'm thinking this might be better served by a separate mod that simply kills warp upon entering the biomes on a checklist.

Just saw on CKAN this morning a mod called "BIOMATIC" (I may have spelled it wrong, but you'll find it easy enough) which does pretty much exactly this. Haven't tried it myself yet, but there you go. Wish granted. :)

Edited by Shadriss
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11 minutes ago, Shadriss said:

Just saw on CKAN this morning a mod called "BIOMATIC" (I may have spelled it wrong, but you'll find it easy enough) which does pretty much exactly this. Haven't tried it myself yet, but there you go. Wish granted. :)

I haven't tried it yet (Mechjeb currently doesn't support 1.1.2 and I really hate playing without it's orbit info window!) but it certainly looks like what I was picturing.

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9 hours ago, Mechtech said:

actually on that note, can at some point we get options to automatically transmit all science (highly useful for, say, the Dmagic parts, many of which can transmit with no loss, or if you've patched the simple stock experments (the barometer, thermometer, siesometer and gravoli detector) to transmit at 100%)

mainly that transmitter though- even with a filter for 'transmit all' and 'transmit only lossless' (IE, do everything, goo, Jr.s, whatever, or only the ones that don't benifit from recovery like the Dmagic Magnetometer or Laser scanner)

I'm currently looking into how to do this.

9 hours ago, Mechtech said:

and an option to dump things into a lab automatically?

This sounds easy enough.

However these changes might take a bit since i still have to update CraftHistory for 1.1.x.

9 hours ago, AccidentalDisassembly said:

At least for detecting EVA science - both xScience and ScienceAlert do this, might be able to get some inspiration there... Actually, ScienceAlert for inspiration is a great idea all around, I miss that mod's functionality! =)

Part of its utility is most definitely stopping warp so you can do science, though that could also be accomplished by allowing science during warp, if that's possible.

I know of ScienceAlert. I think it is checking every available experiment in the game on any ship changing event and from the looks of it xScience does the same thing. On the other hand AutomatedScienceSampler only checks the experiments attached to the vessel.

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Some exceptions are occurring with ASS under what (I think) are reproducible-ish circumstances. Lots of mods, so there's always the possibility of interaction...

LOG: https://dl.dropboxusercontent.com/u/59567837/output_log_ASS_Craftbits.txt

Conditions under which the exceptions seem to happen:

1. Take a multi-stage vessel (like command pod on top of rocket), launch it, go on mission, collect lots of science (transfer to pod). Don't put science instruments directly on pod.

2. Return to Kerbin, and decouple the part of the vessel that had the science instruments from the command pod itself, as before reentry. Exceptions begin sooner or later, I think definitely by the time you're well into the atmosphere... out of range of other craft maybe? Not sure about that one, it seems to happen nearby as well, as in #3.

3. Do the same thing, but with a plane: if you crash the plane and its science-y parts are detached from the cockpit (breaks into bits), exceptions begin.

Exceptions seem to stop on recovery and/or scene change.

Edited by AccidentalDisassembly
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7 hours ago, AccidentalDisassembly said:

Some exceptions are occurring with ASS under what (I think) are reproducible-ish circumstances. Lots of mods, so there's always the possibility of interaction...

LOG: https://dl.dropboxusercontent.com/u/59567837/output_log_ASS_Craftbits.txt

Conditions under which the exceptions seem to happen:

1. Take a multi-stage vessel (like command pod on top of rocket), launch it, go on mission, collect lots of science (transfer to pod). Don't put science instruments directly on pod.

2. Return to Kerbin, and decouple the part of the vessel that had the science instruments from the command pod itself, as before reentry. Exceptions begin sooner or later, I think definitely by the time you're well into the atmosphere... out of range of other craft maybe? Not sure about that one, it seems to happen nearby as well, as in #3.

3. Do the same thing, but with a plane: if you crash the plane and its science-y parts are detached from the cockpit (breaks into bits), exceptions begin.

Exceptions seem to stop on recovery and/or scene change.

New update out to fix this issue. This was caused by ASS not rechecking the available experiments when staged. Once those parts went out of range they get unloaded/destroyed causing the NullReferenceException.

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a question/ request:

make this compatible with Station Science. This mod includes 6 orbital experiments thats intended to need large stations and hundred of days in orbit with several active scientists to complete. Will this do them instantly trough code magic (like For Science! did on my station) or will this mod let those keep running as long as they need?

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