#Orbital Survey
1 messages · Page 2 of 1
I tried removing first my surveying sats, then all my other vessels including comm vessels that never surveyed.
Now I only have the one newly created vessel, and I still get the message.
So either it isn't fixed, or existing games are forever affected, or this message can be caused by other things than Orbital Survey. One of the three
To be honest, I don't really know. That's why I marked it as a speculative fix. What I think was happening is that when you press the science button it then "starts" the experiment, but not really because the experiment can't be started as it's triggering automatically. And that causes the experiment to get locked in a running state. With the new release I completely removed experiments from parts so it's no longer possible to trigger the experiment with the push of the button
If you launched a previously saved vessel, then the experiments could still be inside the parts. Maybe if you try to launch a completely new vessel.
I was trying to figure out what people would need to do to fix a saved game so we could tell other people
I only have a new vessel now
I couldn't reproduce the spam with a new save, but in my current save nothing could remove it.
I deleted all of the existing ones and created a new one
(but it did use a blueprint that was created before the upgrade if that matters)
What I mean by "new" is completely new, not one loaded in the VAB then launching it... did you launch a completely new vessel?
Yeah that's what I mean, it's not new-new 🙂
I launched a new vessel, but didn't design it from scratch
ah ok
yeah, I'm going to live with the spam. 🙂 I've put a lot into my designs
I could swap out new copies, but the blueprint is the actual work
that's understandable
you could probably just remove the antenna, save it, and reapply it
ah yeah, that is worth trying.
I’m pretty sure the issue is in the serialized module, which should be clear when you add a new part
Yes, that's my thought also
Hmmmm... it didn't resolve the issue, and I even tried removing the antenna completely , so there are no Orbital Survey capable antennas. Either something still exists from the sats I destroyed or exists on the blueprint even though I removed the antenna. GTGN, but later I may try to reproduce separate those use cases by creating a virgin blueprint.
In my advanced playthrough save I delete all the vessels, then launched a new vessel from an existing blueprint and I couldn't reproduce the log spam
ok, I've been doing some more testing. When I create a simple virgin vessel from scratch, I don't have the problem. But even after removing all antennas on the affected blueprint (and confirming there is no communications section under part manager), I still have the problem.
I'm testing in a very methodical way. I teleport the vessel from the launch pad into low earth orbit, create a hoffman transfer to the mun with flight plan, execute it, then warp to SOI change. Its durring the warp to SOI change that I see the problem. Then I revert back to VAB, so I am at the same point as before.
I restored back to before I deleted my other satellites including the ones that were actively surveying, and again I only had the problem with the more complicated, now antennaless vessel. The simple from scratch vessel had no messages pop up.
I even switched to one of my existing survey sats and hit maximum warp. No problem. It's like it's tied to this one blueprint.
It's possible this is the only blueprint that I enabled orbital survey inside the VAB. For the others, It's possible I only enabled the survey after launching. I'm not sure.
But the good news (I think) is that I currently think you only need to worry about the current vessel when you see the message. I don't currently think one probably needs to delete other vessels like com sats or even other surveyors.
I'm going to try some of my other more complicated designs and see if they are affected. If it is just this one, it might not be a big deal to recreate it. It might actually be fun, maybe I can improve things
So I tried several other complicated builds and none of the other ones had an issue. One was a mothership that included the affected vessel. None of them had problems, including that mothership. Then I reverted to a save point and detached the affected vessel from the mothership. At that point, I did have the issue. This is despite the fact that the affected vessel does not have any antennas. It's very weird.
So for me, it's seems contained to just one of my designs, and only that design when not docked to another ship. I may just try rebuilding that design from scratch.
I had hoped to find more clear cut rules that would help others in squashing the spam, but it's weird enough that I'm not sure I succeeded.
Ok, I attacked the problem a different way, taking my affected vessel and deleting parts off it until I didn't have the issue. After some experimentation, I found if I deleted the OSCM-01 "Mini-Lab" the problem went away. I have no idea why that part would be important, except it was near where I had my antenna before I removed it. I'm trying adding it back to see if the problem comes back.
Yeah, it makes no sense, removing the mini-lab seems to resolve the issue, but adding it back brings back the issue. And the mini-lab isn't being used. Also EC never goes down to zero. So I don't know why removing the mini-lab helps.
This virgin vessel has the issue, teleported to 1000k Kerbin orbit and just high warp:
it's just the mini-lab a core and a power supply
I wonder if this might be community fixes rather than this mod, doesn't that do something with unpausing automatically when you change a biome?
uninstalling community fixes, kerbal life hacks didn't resolve the issue. Neither did uninstalling Orbital Survey. It makes no sense. Can anyone else replicate having the issue with the minilab? This is the spam I get. This is the same as the bug you were trying to squash, right?
Could this be a bug in stock?
heh, I was approaching it the same and for me it was the WSRL-01 Radiation Survey part. When I remove it, everything is fine. Interesting.
I don't touch any other science part with Orbital Survey. Weird. It could be a stock bug
and yeah, it happens with the Mini Lab as well
yeah, pretty sure it is stock with these parts. I disabled all mods using spacewarp (only Spacewarp and UITK for KSP 2 active) and created a brand new campaign in sandbox mode and built the above vessel. Teleported to 1000k orbit and timewarp spams with the experiment interrupted.
alright, thanks for testing and confirming this 👍
Just wanted to add to this and also confirm its stock parts, I found that if you simply go to the crafts with either radiation or orbital labs and run and then cancel the experiments and maybe also hibernate them, the notifications stop
In fact im also able to confirm that hibernation isnt needed either
so essentially, launch your probe, do its science and mapping, then start and cancel both the orbital lab and radiation experiments or whatever one you have
and fixed 🙂
Out of curiousity, does everyone who has the notification glitch happen to have the The Community Fixes and Kerbal Life Hacks mods installed? I wonder if the notification bug comes from those mods instead because of how they automatically unpause the surveys
I was testing this in my dev environment which has a limited set of only essential mods, so no Community Fixes and Kerbal Life Hacks and the bug still manifests.
ah ok
I can confirm that running the experiment on radiation part and canceling it fixes the problem. Thanks for the info!
np! my only concern with that is I am unsure if it lasts after a game restart
I was able to replicate the bug without those two enabled. It also lasts after a restart. Good catch on the start / cancel method of suppressing it! I'll definitely use that the next time I get it.
sweeet
Hi @frail pier , I was looking at @quiet grove save game from Orbital Survey 0.9.3 to 0.9.4, and I see the saved experiments are in LowOrbit; I suppose this is the reason why they are not showing in Science Arkive, but I'm not sure why they are blocking the Experiment in Orbital Survey too; shouldn't it be "repeatable"? Anyway @quiet grove I'd try to remove the experiments from the save game or just to rename them to HighOrbit
{
"ExperimentID": "orbital_survey_visual_mapping_high_25",
"ResearchLocationID": "Jool_LowOrbit_JoolNorthernTropic",
"ResearchReportType": "DataType",
"FinalScienceValue": 150.0
},
{
"ExperimentID": "orbital_survey_visual_mapping_high_50",
"ResearchLocationID": "Jool_LowOrbit_JoolNorthernTropic",
"ResearchReportType": "DataType",
"FinalScienceValue": 150.0
},
{
"ExperimentID": "orbital_survey_visual_mapping_high_75",
"ResearchLocationID": "Jool_LowOrbit_JoolSouthernTropic",
"ResearchReportType": "DataType",
"FinalScienceValue": 150.0
},
{
"ExperimentID": "orbital_survey_visual_mapping_high_100",
"ResearchLocationID": "Jool_LowOrbit_JoolEquator",
"ResearchReportType": "DataType",
"FinalScienceValue": 300.0
},
They're not repeatable. Once they're triggered they cannot be redone.
Easiest would be to rename them to HighOrbit, like you suggested.
Another is to remove experiment data from Orbital Survey's save data. It should look like something like this:
"Bodies": {
"Jool": {
"Biome": {
"DiscoveredPixels": "",
"IsFullyScanned": true,
"ExperimentLevel": "Full"
}
}
},
Deleting the Biome and/or Visual nodes will enable the scans to be performed again.
Sounds reasonable!
I changed the save like this:
{
"ExperimentID": "orbital_survey_visual_mapping_high_25",
"ResearchLocationID": "Jool_HighOrbit_JoolNorthernTropic",
"ResearchReportType": "DataType",
"FinalScienceValue": 150.0
},
{
"ExperimentID": "orbital_survey_visual_mapping_high_50",
"ResearchLocationID": "Jool_HighOrbit_JoolNorthernTropic",
"ResearchReportType": "DataType",
"FinalScienceValue": 150.0
},
{
"ExperimentID": "orbital_survey_visual_mapping_high_75",
"ResearchLocationID": "Jool_HighOrbit_JoolSouthernTropic",
"ResearchReportType": "DataType",
"FinalScienceValue": 150.0
},
{
"ExperimentID": "orbital_survey_visual_mapping_high_100",
"ResearchLocationID": "Jool_HighOrbit_JoolEquator",
"ResearchReportType": "DataType",
"FinalScienceValue": 300.0
},
{
"ExperimentID": "orbital_survey_biome_mapping_high_25",
"ResearchLocationID": "Jool_HighOrbit_JoolEquator",
"ResearchReportType": "DataType",
"FinalScienceValue": 150.0
},
{
"ExperimentID": "orbital_survey_biome_mapping_high_50",
"ResearchLocationID": "Jool_HighOrbit_JoolSouthernTropic",
"ResearchReportType": "DataType",
"FinalScienceValue": 150.0
},
{
"ExperimentID": "orbital_survey_biome_mapping_high_75",
"ResearchLocationID": "Jool_HighOrbit_JoolEquator",
"ResearchReportType": "DataType",
"FinalScienceValue": 150.0
},
{
"ExperimentID": "orbital_survey_biome_mapping_high_100",
"ResearchLocationID": "Jool_HighOrbit_JoolNorthernTropic",
"ResearchReportType": "DataType",
"FinalScienceValue": 300.0
},
but the Science Arkive is still showing these experiments as not finished
I'd really prefer to avoid having to redo the scanns
Try it with just Jool_HighOrbit, like so:
"SubmittedResearchReports": [
{
"ExperimentID": "orbital_survey_visual_mapping_high_50",
"ResearchLocationID": "Jool_HighOrbit",
"ResearchReportType": "DataType",
"FinalScienceValue": 120.0
}
],
Thanks, this worked!
this is cool
no idea if this has been asked/answer but are there plans for a topography mode
Yeah, something to do with the height maps is in the pipeline. I didn't get to that yet.
cool
probably wouldnt of found olympus on my own without its own region without it
Yeah, some regions are so rare that they could be considered discoverables/spoilers
It would be nice that the game has science scalar values for regions as well. Gathering science from Olympus and from the ocean region shouldn't reward the same amount of science IMO
I like some sort of slope reading for picking landing spots. A relative angle from horizontal would be great with a heat map for slope and a readout with mouse over to be able to pick where to put the surface waypoint