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[1.4.1] Magico13's Modlets (Sensible Screenshot, Dated QuickSaves, etc.)


magico13

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What is a modlet? Simple!

Literally, that's what it is. A modlet is a very small, generally one purpose mod designed with a very specific goal in mind. There's generally no configurability, just a single .dll, and probably one file of source code. They're very simple, straightforward additions to the game. Some example modlets are Claw's Stock Bug Fix Modules or Malah's Quick Mods

This thread is where I will be posting my "modlets", the first of which is Field Experience.

The downloads are generally available on SpaceDock and GitHub.

 

Sensible Screenshot v1.2.4 (2018-03-20) [KSP 1.4.1]

Requires (and includes) MagiCore.dll

Description: Have you ever tried to back up your Screenshots folder and run into issues with screenshots with the same names? Well, consider that problem solved! Sensible Screenshot renames your screenshots to use a name based on the date and time taken so you always have unique file names!

With update 1.1.0 you can now also include a large amount of in-game data (like the KSP version, SaveGame name, or even Active Vessel name or biome, or parent body, or situation, or.... the list goes on! (check down below for the full list).

Additionally with 1.1.0, you can now convert your screenshots into .jpg files automatically to reduce their file size, if that's something you're concerned about!

Warning: It might not get things exactly right if you take a lot of screenshots all at once. If you only take 1 a second (or less) it should work perfectly but if you take more than 1 a second they might be in the wrong order.

If you're looking for a mod like this that takes screenshots on a timer or automatically at special events, check out linuxgurugamer's Automated Screenshots mod!

License: GPLv3. Also included in the zip file.

Installation: Merge the included GameData folder with the one in your KSP directory, overwriting any files.

Download (SpaceDock)

Download (GitHub)

Variables:

Spoiler

[date] = Parsed DateString
[UT] = Current in-game time in seconds
[save] = Name of current save game
[version] = KSP version
[vessel] = Active Vessel name
[body] = Current primary celestial body name
[situation] = Active Vessel situation (PRELAUNCH, FLYING, ORBITING, etc.)
[biome] = Current Active Vessel biome
[year] = Current in-game year (as seen in top left during flight (1, 2, etc.))
[day] = Current in-game day (similar to year)
[hour] = in-game hour
[min] = in-game minute
[sec] = in-game seconds
[year0] = As [year] but zero padded to three digits (001, 002, etc)
[day0] = As [day] but zero padded to three digits (001, 002, etc)
[hour0] = As [hour] but zero padded to two digits (01, 02, etc)
[min0] = As [min] but zero padded to two digits (01, 02, etc)
[sec0] = As [sec] but zero padded to two digits (01, 02, etc)
[MET] = Active vessel's mission elapsed time. Would normally be HH:MM:SS, but the colons are replaced with the ReplaceChar (windows doesn't like colons)

 

 

Config Options (and defaults, don't include anything after the # symbol in your configs):

Spoiler


DateString = yyyy-MM-dd--HH-mm-ss #This can be any valid format from this website: https://msdn.microsoft.com/en-us/library/8kb3ddd4(v=vs.90).aspx
FileNameTemplate = screenshot_[date] #The template for the filenames. This is where you put the variables.
ConvertToJPG = False #Set to True if you want to convert to .jpg instead of using .png (.png is larger, but probably faster)
JPGQuality = 75 #Set between 1 and 100 to choose the .jpg quality. Higher=better quality but larger size
FillSpaces = False #Set the True to automatically fill in any spaces in the filename, good for OSes that don't like spaces in the file names
ReplaceChar = _ #Set this to the character(s) you want any spaces to be replaced with. If you set it to an OS forbidden character, it will definitely break things

 

An example (somewhat ridiculous) filename setting and result:

Spoiler

In config file: screenshot_[date]_KSP[version]_[save]_[vessel]_[body]_[biome]_[situation]_Y[year]_D[day]_H[hour]_M[min]_S[sec]_UT[UT]
Resulting file name: screenshot_2015-04-30-22-22_KSPv1.0.0_SaveGameTest_Kerbal#X_Kerbin_Shores_PRELAUNCH_Y1_D10_H5_M7_S36_UT212856.png

 

Imgur album comparing .png quality and file size to .jpg: http://imgur.com/a/tLYE5

 

Changelog:
Spoiler

v1.2.4 - (2018-03-20)
- Updated to KSP 1.4.1

v1.2.3 - (12/12/2016)
- Updated to KSP 1.2.2

v1.2.2 - (07/29/2016)
- Updated to KSP 1.1.3
- Config file location changed from /GameData/SensibleScreenshots/settings.cfg to /GameData/SensibleScreenshots/PluginData/settings.cfg

v1.2.1 - (05/03/2016)
- Updated to KSP 1.1.2

v1.2.0 - (09/24/2015)
Now requires (and includes) MagiCore.dll
- Uses MagiCore to share filename conversions with Dated QuickSaves.

v1.1.2 - (08/18/2015)
- Added zero padded options for in-game time and added [MET]

v1.1.1 - (06/29/2015)
- Possibly fixed issue with climbing RAM usage over prolonged use when converting to .jpg
- Added option to keep original .png when converting to .jpg

v1.1.0 - (04/30/2015)
- Added config file (settings.cfg) with several configurable parameters (will appear after first load, settings apply at the start of every scene change)
- Output file name defined in config file
- Date string configurable to any valid format (https://msdn.microsoft.com/en-us/library/8kb3ddd4(v=vs.90).aspx)
- A bunch of in-game things can now be defined in the file name, check forum for full list
- Screenshots can be automatically converted to .jpg files (with variable quality). 75% quality uses about 1/10 of the size of a .png (200kB vs 2MB)
- Added a bit of debug logging when converting or renaming a screenshot
- You can have spaces be automatically filled with a character of your choice

v1.0 - (04/28/2015)
- Initial Release

 

Dated QuickSaves v1.1.5 (2018-03-20) [KSP 1.4.1]

Requires (and includes) MagiCore.dll

Description: Are you ever afraid to load a quicksave because you don't know how far back it will take you? Do you overwrite useful quicksaves by accidentally pressing F5? Do you like installing all the mods that might eventually have a use to you some day? Well, Dated QuickSaves is a mod you should get! It adds the current in-game date and time to the filename when you make a quicksave during flight. This serves to remind you how far back the save will take you and also automatically prevents overwriting quicksaves with an accidental tap of F5. Just press F5 in flight and Dated QuickSaves takes care of the rest. Use F9 to load the latest quicksave as normal, and Alt-F9 to load the dated quicksaves, where you can review the date before losing all your precious missions.

Currently there isn't a limit on how many saves are made, so you'll want to clear them out eventually. If there is demand I can add a config option to limit that. Changed in 1.1.0. Additionally, it uses the current in-game time, rather than extracting the UT from the quicksave itself, so if that is an issue I can change it. One more thing, if people want an auto-backup of the main save when loading a quicksave, I can add that in as well if requested.

New in 1.1.0:

- You can now define the filename to use in the same way as Sensible Screenshot, above, including all the fun variables like vessel name or biome

- You can now turn on automatic autosaves in the flight scene at a configurable interval (in integer minutes)

- You can now set a limit on the number of quicksaves and autosaves to keep (only tracks new ones, so clear out the old ones manually. Set to -1 in the config to keep unlimited ones)

License: GPLv3. Also included in the zip file.

Installation: Merge the included GameData folder with the one in your KSP directory, overwriting any files.

Download (SpaceDock)

Download (GitHub)

Changelog:
Spoiler

v1.1.5 - (2018-03-20)
- Updated to KSP 1.4.1

v1.1.4 - (06/17/2017)
- Updated to KSP 1.3
- Display the new name of the save when renaming

v1.1.3 - (12/12/2016)
- Updated to KSP 1.2.2

v1.1.2 - (07/29/2016)
- Updated to KSP 1.1.3
- Config file location changed from GameData/DatedQuicksaves/settings.cfg to GameData/DatedQuicksaves/PluginData/settings.cfg

v1.1.1 - (05/03/16)
- Updated to KSP 1.1.2

v1.1.0 - (09/24/15)
Now requires (and includes) MagiCore.dll!
- Added ability to define the file names in a settings file (same as SensibleScreenshots for "variables")
- Added ability to have autosaves in a configurable interval.
- Can define the total number of quicksaves and autosaves to keep. Doesn't know about ones from older versions, so delete those manually!

Version 1.0 - 04/28/2015
- Initial Release

 

Ship Save Splicer v1.2.0 (2018-03-27) [KSP 1.4.1]

Description: Ever built a ship, base, or station in one save and wish you could transfer it into a new save? Perhaps you built a really awesome station around Kerbin in a save, then added the New Horizons mod and had to start a new save. With Ship Save Splicer you can export the station from one save and import it into another, even if they use wildly different mods (with the exception of required part mods).

Just enter the tracking station, select a craft from the left, and press the "SSS" button. The ship will be exported to the "Kerbal Space Program/Ships/export" folder, ready to be imported into a new save. To import a craft, enter the tracking station and don't select any vessels. Press the "SSS" button to bring up the importer in no-crew mode and select the vessel you want to import. It will then be imported without any crew members.

To import a craft with all of its crew, mod-click the "SSS" button (so Alt-Click or RightShift-Click) to bring up the importer in "crewed" mode. Importing vessels with crew has a much larger potential of breaking things, so make a quicksave beforehand! When importing with crew all the crew stats should transfer properly. If there's already a Kerbal with the same name in the Save (for instance, "Bob Kerman") then the imported Kerbal will be renamed with a roman numeral (ie, "Bob Kerman II").

As of 1.1.0 you can now convert exported vessels to craft files by Left-Shift clicking the button while in the Tracking Station. This is made possible by @Claw's InflightShipSave mod and the pertinent code remains under the original CC-BY-NC-SA license.

Shortcuts:
Click with vessel selected = Export vessel
Left-Ctrl+Click = Import vessel, no crew
Mod+Click with no vessel selected = Import vessel and crew
Left-Shift+Click = Convert exported vessel to .craft file

License: GPLv3. Also included in the zip file.

Installation: Merge the included GameData folder with the one in your KSP directory, overwriting any files.

Download (SpaceDock)

Download (GitHub)

Changelog:
Spoiler

v1.2.0 (2018-03-27)
- Enable importing crew members again. Note that you cannot import the same vessel with crew twice or it will throw an exception when leaving the tracking station. You must terminate one of the flights to be able to exit.
- Added more logging to SSS.

v1.1.4 (2018-03-20)
- Updated to KSP 1.4.1

v1.1.3 - (06/17/2017)
- Updated to KSP 1.3

v1.1.2 - (12/12/2016)
- Updated to KSP 1.2.2
- Changed to use Left-Ctrl+Click to import since KSP no longer allows deselection once a vessel is selected in the TS.
- Temporarily removed crew import since it's broken by a KSP change.

v1.1.1 - (07/29/2016)
- Updated to KSP 1.1.3

v1.1.0 - (05/11/2016)
- Updated to KSP 1.1.2
- Added ability to convert saved vessels to craft files. Left-shift click the button to open the convert GUI. Code made possible by Claw's InflightShipSave and that section of the code remains under the original license.

v1.0.1 - (05/04/2016)
- First release (I think)

 

EditorTime v1.0.5 (2018-03-20) [KSP 1.4.1]

Description: Makes time pass while you're in the editor. Pretty straightforward. Also includes a window to tell you the current time while you're in the editor. It's kind of like a super simplified Kerbal Construction Time, where instead of taking a calculated amount of time to build vessels, the amount of time it takes to build a vessel is dependent on how long it takes you to actually design itt. In the config file you can alter the timeRatio to make more or less game time pass per real life second so that 1 real second == 1 game second, or perhaps 1 real second = 1 game minute, or anything you can imagine.

Some possible hiccups (since mods don't expect time to pass in the editor):

1. Kerbal Alarm Clock alarms won't fire. I'll probably add a countdown timer to show you when the next alarm is set to fire (and will probably pop up a message to alert you).

2. Other mods that depend on time might not work correctly.

License: GPLv3. Also included in the zip file.

Installation: Merge the included GameData folder with the one in your KSP directory, overwriting any files.

Download (GitHub)

Changelog:

Spoiler

v1.0.5 (2018-03-20)
- Updated to KSP 1.4.1

v1.0.4 - (12/12/2016)
- Updated to KSP 1.2.2

v1.0.3 (07/29/2016)
- Updated to KSP 1.1.3

v1.0.2.1 (5/22/16)
- Fixed issue with config file not writing.

v1.0.2 (5/20/16)
- Updated to KSP 1.1.2

v1.0.1 (8/19/15)
- Fixed issue with wrong license being included in the zip

v1.0 (8/18/15)
- Initial release

 

Tree Toppler v1.1.3 (2018-03-20) [KSP 1.4.1]

Description: For those of you who want to play career mode but don't want to deal with the grind that is the Science system, Tree Toppler lets you unlock the tech tree without spending science. Best paired with the Stock setting that requires part purchases, you can turn your space program into a corporation rather than a research institution. When the "Topple" button in the lower left corner of the R&D screen is pressed, you're given four options:

 

  1. Unlock All Nodes: This will unlock all nodes, regardless of R&D center level. If you have the setting to require part purchases, it won't auto-purchase the parts. If you have that setting off, you'll get all the parts for free.
  2. Unlock Up To Level: This unlocks all nodes that you could purchase based on R&D center level. An un-upgraded R&D center can only purchase nodes costing up to 100 science, so any 100 science or more nodes won't be unlocked. Useful if you still want tech restrictions based on building upgrades, for progression purposes.
  3. Disable Costs: For those of you who are picky about which nodes you want unlocked, this setting will disable any science costs associated with nodes. If you can't afford a node, this will still unlock it. If you can afford a node, you'll get whatever science you spend back. This also unlocks a second set of options when selecting nodes to force unlock or force lock the nod, ignoring all prerequisites (including R&D level, science costs, and required parent nodes)
  4. Lock All Nodes: The opposite of unlocking all the nodes, this will lock all of them again, if that's something you want.

 

Note: The changes won't appear right away when unlocking/locking several nodes at once. Close the R&D screen, then reopen it to see the changes.

License: GPLv3. Also included in the zip file.

Installation: Merge the included GameData folder with the one in your KSP directory, overwriting any files.

Download (SpaceDock)

Download (GitHub)

Imgur Album (can't get it to embed for some reason)

Changelog:

Spoiler

v1.1.3 (2018-03-20)
- Updated to KSP 1.4.1

v1.1.2 - (06/17/2017)
- Update to KSP 1.3

v1.1.1 - (12/12/2016)
- Update to KSP 1.2.2

v1.1.0 - Not May 03, 2017 (Actually July 29, 2016)
- Update to KSP 1.1.3
- Added "Force Unlock" and "Force Lock" buttons when "Disable Costs" is active. Forces the node to (un)lock, ignoring all perquisites. Button placement was performed on 1080p display.

v1.0.1 - May 03, 2016
- Update to KSP 1.1.2

v1.0.0 - May 03, 2015
- Initial Release

 

Wwwwwwwww v1.0.2 (2018-03-20) [KSP 1.4.1]

Description: For when you need to walk for a long time and you don't want to hold the key yourself. Also capable of running. It basically just holds down "w", which is also how I came up with the name. Unfortunately I gave it one too many w's and it would have been better as Wwwwwwww (Wx8, or "weight" [or "wait"] which is great since people usually hold it down with a a weight (like a stack of coins) and they have to wait a long time to get where they're going. So just pretend it's called that instead. Or call it WNine. I don't care :P

Press "Left Control" and "W" while on EVA to keep walking forward. Press "Left Control", "Left Shift", and "W" on EVA to keep running forward. Press "W" to disengage. Takes two clicks of "W" (and of "Left Shift") to fully disengage sometimes

Download (SpaceDock)

Download (GitHub)

Changelog:

Spoiler

v1.0.2 (2018-03-20)
- Updated to KSP 1.4.1

v1.0.1 - (12/12/2016)
- Update to KSP 1.2.2

v1.0.0 - (09/28/2016)
- Initial release

 

NIMBY v1.1.1 (2018-03-20) [KSP 1.4.1]

Description:

NIMBY (or Not In My BackYard) is a modlet that restricts recovery of vessels to within a range of predefined "beacons". By default the only beacon is the KSC and recovery is limited to within 100km. If you try to recover from further, a message will pop up alerting you that you are too far away.

Additional beacons can be created through the Beacons.cfg file that is generated after the first run. Future plans for the mod include a UI to allow creating new beacons and parts that allow for mobile beacons (for bases and recovery ships).

Download (SpaceDock)

Download (GitHub)

Changelog:

Spoiler

v1.2.4 (2018-03-20)
- Updated to KSP 1.4.1
- Beacons.cfg moved to PluginData folder

v1.1.0 - (2017-08-08)
- Added Mobile Beacons. Requires Module Manager, a command module, a science lab, an antenna, and an Engineer Kerbal on the vessel.
- Fixed a bug where longitude was being used instead of latitude when calculating distances.

v1.0.1 - (2017-06-17)
- Updated to KSP 1.3


No longer maintained:

Spoiler

 

Field Experience v1.0.4 (July 29, 2016) [KSP 1.1.3]

Description: Ever feel like your Kerbals are learning things while out in space, but they don't seem to be getting any actual experience until they've been recovered? Ever feel like that's a silly way of having an experience system? About to send 6 kerbals to Duna, all of which are level 0 and won't change to a useful level until they come back? Field Experience is the modlet for you! This simple plugin let's kerbals earn experience as you go.

How does it work? It calculates what experience all kerbals who are currently "Assigned" should have when the save file is loaded (game loading or scene changes). As a result, you won't see level changes until you switch scenes or load a quick save.

A side effect of this "reactive" method is that if you uninstall the mod all that experience will be "lost" until you actually recover the kerbals.

License: GPLv3. Also included in the zip file.

Installation: Merge the included GameData folder with the one in your KSP directory, overwriting any files.

Download (SpaceDock)

Download (GitHub)

It's apparently good enough to be a "Featured Mod" on *!

Changelog:

Spoiler

Version 1.0.4 - 07/29/2016
- Update to KSP 1.1.3.

Version 1.0.3 - 05/03/2016
- Update to KSP 1.1.2.
- Set XP on Kerbal as well as level

Version 1.0.2 - 07/12/2015
- Fix for XP overestimation caused by not taking account of situations that had been done before.

Version 1.0.1 - 03/31/2015
- Fixed issue with previous experience being "forgotten". Removed time based experience checker in favor of only checking on scene change and on quickloads.

Version 1.0 - 01/18/2015
- Initial Release

 

Re3 - Repair. Reinforce. Redefine. (Early Alpha/WIP/Buggy) [KSP 1.0.2]

Description: Inspired by this reddit post, Re3 is a modlet that lets you take craft that are already in orbit, make changes to them in the VAB, and then push those changes to the vessel in orbit. This first proof of concept version has no restrictions, but the final version will require the vessel to be manned and will only allow you to remove docking ports, add/remove struts+fuel lines, and reposition parts. You could also replace broken solar panels (and unless I specifically block it, broken wheels and used parachutes as well). This current version WILL KILL ANY KERBALS on the ship. I'll do some tricks to get around that later.

How to use: Press Alt-F6 (Right Shift-F6 on Linux) while piloting the ship you want to edit to load it into the VAB, then press Alt-F6 when you're done making changes to send it back to orbit. It'll appear on the launch pad for a moment, then jump to orbit once physics starts loading.

License is GPL v3, download is hosted on my web sever for my own ease, here: DOWNLOAD

Changelog:

Spoiler

Version 1.0.4 - 07/29/2016
- Update to KSP 1.1.3.

Version 1.0.3 - 05/03/2016
- Update to KSP 1.1.2.
- Set XP on Kerbal as well as level

Version 1.0.2 - 07/12/2015
- Fix for XP overestimation caused by not taking account of situations that had been done before.

Version 1.0.1 - 03/31/2015
- Fixed issue with previous experience being "forgotten". Removed time based experience checker in favor of only checking on scene change and on quickloads.

Version 1.0 - 01/18/2015
- Initial Release

 

IgnoreFunding v1.0 (5/24/15) [KSP 1.0.2]

Description: Someone on reddit wanted a mod that would let you launch craft without having to pay for them, but only sometimes. I figured, hey, that's pretty easy to do, so I may as well do it :P When the mod is active (green background), craft don't cost anything to launch (but you still have to be able to afford them). When it's off (red background), everything works as normal.

Same goes for recovering vessels. If the mod is active then you won't get funds for recovering vessels, including through the KSC view or Tracking Station. That way you can remain funds-neutral.

The button texture is horrible, haha :D

One bug: The button doesn't appear on first load of the editor. You have to go into the editor, launch a vessel, then revert. The button should then appear and will remain visible in the editor from there on out.

What use could this have? The original request was because the person wanted to have another "entity" send military vehicles at the main KSC and they had to fend them off. They didn't want to have to pay for the enemy vehicles, for obvious reasons. You could also roleplay an alternate, competing space agency (though, science and reputation aren't held neutral. I can easily add that if requested).

Funds recovered through other means (StageRecovery) are not held neutral at this time. If that becomes an issue, let me know and I can add some workarounds.

License: GPLv3. Also included in the zip file.

Installation: Merge the included GameData folder with the one in your KSP directory, overwriting any files.

Download (my web server)

 

 

 

Common Dependency:

MagiCore

Description: A core utility mod initially designed so Sensible Screenshot and Dated QuickSaves can share "string translation" features. I'll probably add other common utilities into it and start requiring it in other mods. It should be included by default in Sensible Screenshot, Dated QuickSaves, Kerbal Construction Time, and ScrapYard, and CKAN should have it indexed separately. It will install to KSP_Folder/GameData/MagiCore/MagiCore.dll.

License: MIT. Also included in the zip file.

Installation: Merge the included GameData folder with the one in your KSP directory, overwriting any files.

Latest releases on GitHub

 

 

Suggested modlets and changes to existing modlets

New modlet ideas

 

Changes to existing modlets:

EditorTime
- Warp control
- Countdown to the next KAC alarm

Edited by magico13
SSS 1.2.0
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Sorry if this is a dumb question but do these files in the zip just go in the gamedata folder?

All you need to do is put the DLL file anywhere in the GameData folder, either in its own directory or by itself (like ModuleManager). I'll add some installation instructions to the OP to make that clear in the future, thanks :)

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Is this integrated with final frontier as well?

Probably not. This just calculates experience. If final frontier doesn't hand out ribbons until recovery, that's on them to change. There isn't a way for me to make other mods think the kerbals are recovered without probably breaking something, but Final Frontier could easily calculate ribbons while flights are active.

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It seems to me that awarding a ribbon should require the kerbal to return to the place where those things would, in a natural setting, be handed out. It just makes sense that way. Unless, of course, the winning kerbal must craft his own ribbon from the materials available to him upon receiving the right to have it. I mean, the KSC isn't running on unlimited funds now is it? Them ribbons cost something.

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  • 2 months later...
Field Experience seems awesome, few things have ever annoyed me like the fact that my engineer needed to return to Kerbin and go back again before I could repair a wheel...

That's basically the reason I made it. I was sending 6 kerbals to Duna on a long term mission and it seemed ridiculous to have to return them to Kerbin before they'd be able to improve their stats.

So let me get this straight. Re3 will basically allow us to set stations and large in-orbit-constructed vehicles AND reduce partcount by removing docking ports?

That's wonderful!

If I understand you correctly, that's the goal. I need to make it so it doesn't kill kerbals and I need to game-ify it a bit (require engineers on board, don't let you make totally arbitrary changes). It also has at least one bug that causes a bunch of null reference exceptions that I'd like to fix, but doesn't appear to actually break anything. The version that's up right now is essentially just a proof of concept and will let you change anything you want. The ultimate goal though is to take orbital constructed vessels and remove docking ports+add struts to increase structural stability. I figured letting you do small repairs like replacing broken solar panels and fixing fuel lines would be fair as well.

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It also has at least one bug that causes a bunch of null reference exceptions that I'd like to fix, but doesn't appear to actually break anything.

Are those nullrefs happening in events? (i.e. GameEvent events)

If so, I've noticed that those tend to call the same event multiple times with only one having valid data.

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Are those nullrefs happening in events? (i.e. GameEvent events)

If so, I've noticed that those tend to call the same event multiple times with only one having valid data.

It has to do with the docking port transforms. I haven't looked too far into it yet. It fires during Update if I recall correctly. And it doesn't always happen, even for the same ship. Everything appeared to still function correctly afterward, and they stopped when I left the editor, so I'm not too worried about it.

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Field Experience

Oh, why didn't I see this mod before I completed all my training? I could have just left all the guys on Minmus after the flag planting ceremony, instead of bringing them back to Kerbin and then sending them right back up to Minmus.

Oh well I'm installing this now so I won't have to bother with that again. Thanks!

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So, I added the Field Experience .dll to my GameData folder, and it's reset all of my currently active Kerbals' skill level to 1 (not 0). That's not supposed to happen, right? I'm on Linux x64.

Are they in orbit, or have they ever reached orbit? If so they have enough experience for level one.

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Yeah, some of them were at level two. I noticed it because Jeb suddenly didn't have access to the more advanced SAS options. deleting the .dll undid the problem.

Big fan of KCT by the way :P it really completes the career mode IMO and construction time should be a stock feature.

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They went from a higher level to a lower one when you added the .DLL? That's certainly not intended! I'll look into it. It's possible it's only taking account of the latest mission.

I think that's whats going on...I took the mod out and all kerbals on mission that were 1 star, went back to their original star level, 3 stars.

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There's an update to Field Experience to version 1.0.1. Pretty minor change (to a pretty minor mod) that should fix the issue with "forgotten" experience. I also removed the time based experience checker in favor of only checking on scene changes and quick loads, so you'll no longer see level increases during flight. If you really want it, I can add it back, but I figure people probably change scenes often enough that it wasn't needed.

Let me know if you find any other weird quirks. I was a bit worried that the experience would accidentally skyrocket to higher than it should be, but limited testing showed that to not be the case.

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  • 4 weeks later...

FieldExperience didn't require any changes in code to work with 1.0, but I haven't tested it. I expect that it works just fine with 1.0. I haven't tested Re3 yet either (or checked the code for working with 1.0 yet), but I imagine it probably works as well.

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I just added Sensible Screenshot to the first post. What does Sensible Screenshot do? I'm glad you asked!

Sensible Screenshot gives your (new) screenshots unique filenames based on the date and time they're taken. No more accidentally overwriting files or having multiple copies of the same screenshot when you go to merge Screenshots folders! If it picks up any interest I'll add a config file that will let you define the naming scheme yourself so you can use your favorite date format, or even include the active vessel name or save name in the filename.

Let me know what all of you think!

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