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.
Released on 2018-09-16
Thanks to github user @dariasc for this: Change SurfaceSampleObserver requirements: Changed to go inline with the current status. https://wiki.kerbalspaceprogram.com/wiki/Research_and_Development#Levels
Released on 2018-09-06
Following from 4x4cheesecake: Science Alert now works along Kerbalism Stored experiments are detected in all loaded vessels Removed unnecessary line from AssemblyVersion.tt: <#@ assembly name="EnvDTE" #>
Released on 2018-07-10
Thanks to github & forum user @jefftimlin for this fix: The BiomeFilter class attempted to generate a clean biome texture for the purposes of more accurate biome detection, however it's expensive and complicated. Completely removed all of the complex code from this class to avoid the threading issue entirely, and just made it use the ScienceUtil.GetExperimentBiome function, which seems to work well. It makes the code faster, simpler, and safer. Fixed an array index out of bounds problem in RequiresCrew.cs, which I found while debugging, which would intermittently produce errors in the logs. Added Collect All button to collect all science into any/all containers
Released on 2018-06-15
Added two colors to the buttons: Yellow if the experiment needs to be reset before rerunning it Red if the experiment cannot be reset
Raw stats are from the beginning of time until now. Each follower and download entry represents one hour of data. Uneventful hours are omitted.