SpaceTiger

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  1. KerboKatz presents to you: AutomatedScienceSampler Do you think that science in kerbal is tedious ? Clicking on all those tiny tiny parts and pressing "run experiment"? Did it bother you that it took you longer to do all those things than actually enjoy the game ? Well wait no longer we got the all around solution for you! This handy little(/big) plugin will do all those tedious tasks for you and more! It works out of the box with DMagic Orbital Science and can be easily updated to work with other science plugins as well! Old content: Future features: Known bugs: Credits/Inspiration: We would like to thank WaveFunctionP for creating ForScience and giving us inspiration for this mod. It was initially a fork of his work but got completely reworked for the 1.1 update and has very little in common with the old source therefore the rename. Thanks to DMagic and his DMAPI for his DMagic Orbital Science mod. Without it things would have been more complicated FAQ Q: How do i install this mod ? A: The zip files are all structured so that you only have to extract them into your kerbal folder and overwrite the folder. Q: How do i uninstall this mod ? A: I'm sorry that you want to do that. Just remove the "AutomatedScienceSampler" folder in your "GameData\KerboKatz" folder. If you aren't using any of our other mods you can remove the "KerboKatz" folder too. If you have a few minutes please tell us what you didn't like about this mod. So we can improve it. Q: Does this mod work with other mods ? A: In short: yes. In long: This mod was only tested under stock and with DMagic Orbital Science. I'm not aware of any other science mod that doesn't use the stock methods. If you are experiencing compatibility issues please report them here. Q: This mod isn't working ?!!!! A: Make sure you got the KerboKatzUtilities. If you do so please post your output_log so we can investigate your issues. Q: I installed with CKAN and it's not working! A: Even though we let CKAN generate meta files for our mods we don't actively check if its actually working or has the newest version. In cases with issues that can't be reproduced with a manual install, it's suggested to take it to the CKAN guys. Q: How do i access this mod? A: If you don't have any other mods created by us you are going to have a new toolbar icon. If you do have another mod installed you will have a green cat icon, by clicking on it it will pop up another "toolbar" with all of our active mods listed in it and you can chose this mod out of the list. By left-clicking on the icon you activate/deactivate the automatic science gathering. By right-clicking the settings menu will pop up and you can change all the settings you want there. Q: I have issues with this mod. A: Please post your output_log, detailed description and reproduction steps so we can investigate your issues. Q: I have a suggestion for this mod. A: Just post it in this thread. We always like new ideas. But please be aware that some things might not be doable. Q: I like your mod how can i thank you ? A: Just post something in this thread. We like reputation points too . If you feel like it you can donate to us too. How to get support: As a first step make sure you have the latest version and installed everything correctly. If you still encounter the bug open the settings menu and turn on the debug option, this will enable the logs and it isn't recommended to play with this option on unless you try to reproduce a bug. Following that please restart kerbal as this will log everything happening from the very beginning. Now reproduce the bug with as little steps as possible. Once you successfully reproduced the bug shutdown kerbal and write down the reproduction steps. Once done upload your logs to file host, for example DropBox and include a link to your file in your post. These steps are necessary for us to reproduce the bug that you are experiencing. It is very hard to fix a bug without being able to reproduce it or understand how it is happening. If you like our mods please consider a donation: Or Support us on Download from our website. License: All rights reserved Requires: KerboKatzUtilities: 1.4.0 -> License: All rights reserved. (included in the downloads) Want your own mod to be supported in ASS? It's very simple really! 1. You need this file as a base. 2. Put it in a new project as if you were creating a new plugin for Kerbal. 3. Reference all the needed assemblies: Assembly-CSharp, UnityEngine, KerboKatzUtilities, AutomatedScienceSampler as well as your mod. 4. Adjust all the methods to your wish!. 5. Don't forget to modify "GetValidTypes"! 6. Compile it and distribute it with your mod or send it as a pull request on GitHub so it can be included in future releases. If you need any assistance don't be shy and just ask here in this thread.
  2. Did you ever... work on a craft for hours and kerbal crashed making all your work for nothing ? used the undo hot key but it didn't do what you expected and now hard work is again for nothing ? want to have an older version of your craft but never saved it ? want to group up your crafts in the load menu ? Well we got the answer for your troubles. Presenting CraftHistory. Saving your craft file after every change of the craft or periodically. If you don't want your crafts to be saved and only want to use the categories feature of this mod you can simply disable it. Right clicking will open the settings menu where you can chose between 3 different methods when to create a history entry. Left clicking will open the categories your current craft is in. FAQ Q: How do i install this mod ? A: The zip files are all structured so that you only have to extract them into your kerbal folder and overwrite the folder. Q: How do i uninstall this mod ? A: I'm sorry that you want to do that. Just remove the "CraftHistory" folder in your "GameData\KerboKatz" folder. If you aren't using any of our other mods you can remove the "KerboKatz" folder too. If you have a few minutes please tell us what you didn't like about this mod. So we can improve it. Q: This mod isn't working ?!!!! A: Make sure you got the KerboKatzUtilities. If you do so please post your output_log so we can investigate your issues. Q: I installed with CKAN and it's not working! A: Even though we let CKAN generate meta files for our mods we don't actively check if its actually working or has the newest version. In cases with issues that can't be reproduced with a manual install, it's suggested to take it to the CKAN guys. Q: How do i access this mod? A: If you don't have any other mods created by us you are going to have a new toolbar icon. If you do have another mod installed you will have a green cat icon, by clicking on it it will pop up another "toolbar" with all of our active mods listed in it and you can chose this mod out of the list. By left-clicking on the icon the main window of this mod will pop up. By right-clicking the settings window will pop up. Q: I have issues with this mod. A: Please post your output_log, detailed description and reproduction steps so we can investigate your issues. Q: I have a suggestion for this mod. A: Just post it in this thread. We always like new ideas. But please be aware that some things might not be doable. Q: I like your mod how can i thank you ? A: Just post something in this thread. We like reputation points too . If you feel like it you can donate to us too. If you like our mods please consider a donation: Or Support us on Download from our website. License: All rights reserved. Requires: KerboKatzUtilities: 1.4.0 -> License: All rights reserved. (included in the downloads)
  3. The engineers at KerboKatz were busy pondering the issues of their tech again. KerboKatz is presenting you our small collection of utilities to make your life less of a hassle. Our engineers are brainstorming day and night for more ideas. If you got an idea just inform them in this thread . What this mod pack contains: AutoBalancingLandingLeg (Currently not maintained) EditorCamExtension (Currently not maintained) FPSLimiter FPSViewer FillSpotsWithTourists (Currently not maintained) ModifiedExplosionPotential PhysicalTimeRatioViewer RecoverAll DestroyAll KerbalScienceExchange DailyFunds FPSLimiter: The engineers found a dramatic issue with their life simulator which was running way too fast while they had their backs turned to it. Thinking about how the world wants to reduce power consumption to be "green" they quickly found a fix for it. This small tool was created after i was browsing the forums and a post came to my attention which wanted to "stop the fan from running". Of course this tool doesn't stop the fan (warranty void by reading this!) but it does something way more "healthy" and useful. It limits the fps (frames per second) while kerbal is running in the background causing it to use less CPU & GPU cycles. In the end the CPU & GPU run cooler and the fans spin down . FPSViewer: Some of you wished a simple and easy way to display the current game fps. Left-Clicking will toggle the fps on/off Right-clicking on the menu entry will get you to the settings. Here you can set if you want it to be always displayed on top of everything. Something else you can do here, is reset the min/max fps counter, this is especially useful to benchmark a specific scene. ModifiedExplosionPotential: This little mod is very simple and modifies the explosion potential in order to create bigger or smaller explosions. For example an empty fuel tank won't look much like an explosion. On the other hand a full tank will explode in a flashy explosion. Can't really show what this does in a picture. PhysicalTimeRatioViewer: This little plugin displays a simple layer much like FPSViewer to compare ingame vs real time speed. Wanted to know by how much the time slows down with that 1000 part craft ? Now you can find out! Do you want to view/change the MaxDeltaTime ? This is the mod for you! RecoverAll & DestroyAll These mods initial had their own thread. But since they are so small we decided we would merge it with this pack! What it does: Basically,as the name implies, allows you to recover/destroy all vessels with a single push of a button. These mods only show up in the tracking station. KerbalScienceExchange With this tiny tool you can exchange your science for funds or vice versa. DailyFunds This tool gives you 100 funds per day for every positive reputation point you have. FAQ Q: How do i install this one or all of these mods ? A: To install only one of the mods pick the respective archive on the download sites. You can mix them up too if you want to use multiple of them. The zip files are all structured so that you only have to extract them into your kerbal folder and overwrite the folder. Q: How do i uninstall one of these mods ? A: I'm sorry that you want to do that. Just remove the respective folder in your "GameData\KerboKatz\SmallUtilities" folder. If you aren't using any of our other mods you can remove the "KerboKatz" folder too. If you have a few minutes please tell us what you didn't like about this mod. So we can improve it. Q: One of these mods isn't working ?!!!! A: Make sure you got the KerboKatzUtilities. If you do so please post your output_log so we can investigate your issues. Q: I installed with CKAN and it's not working! A: Even though we let CKAN generate meta files for our mods we don't actively check if its actually working or has the newest version. In cases with issues that can't be reproduced with a manual install, it's suggested to take it to the CKAN guys. Q: How do i access these mods ? A: In general right-clicking opens their settings menus. By left-clicking you will usually toggle a function like the fps layer(FPSViewer) or toggle between VAB and SPH mode(EditorCamExtension). Some of the mods on the other hand don't have any settings or toggle able functions and they only work on specific cases like when you are on the launchpad(FillSpotsWithTourists) or during the flight scene start up(DisableTempGauges). Another case are mods(Afterburner) only add part modules in those cases ModuleManager is required to add these modules to parts. And then there are mods that do things in the background without doing having any in-game settable settings and only work in specific scenes like ModifiedExplosionPotential. Q: I have issues with one of these mods. A: Please post your output_log, detailed description and reproduction steps so we can investigate your issues. Q: I have a suggestion for one of your mods or an idea for a new mod. A: Just post it in this thread. We always like new ideas. But please be aware that some things might not be doable. Q: I like your mods how can i thank you ? A: Just post something in this thread. We like reputation points too . If you feel like it you can donate to us too. If you like our mods please consider a donation: Or Support us on Please be aware that all of these mods need the KerboKatzUtilities unless otherwise stated. Ideas: Known bugs: Download from our website. License: All rights reserved. Requires: KerboKatzUtilities: 1.4.0 -> License: All rights reserved. (included in the downloads) Not maintained:
  4. [1.3.0] KerboKatz - SmallUtilities - 04.06.2017

    Right-click on the RecoverAll or DestroyAll icon which will bring up the settings. There you have to select which types of craft you want to be visible. Following that you can close that window and use the main window again to recover or destroy everything that fits the specified categories. See the first post. Need your logs to be of any help.
  5. [1.3.0] CraftHistory - 2.2.0 - 04.06.2017

    When you don't have the parts unlocked through research or they aren't available in your game at all cause of a removed mod.
  6. [1.3.0] AutomatedScienceSampler - V1.3.3 - 04.06.2017

    @Gordon Dry to me it looks like this is an issue with ProceduralParts/SmartTank as this sort of exception apears all over the log file and not just for ASS. I'll add a check for this in the next version of ASS, but stock and other mods will still show the very same exception. Could you create an issue for this on GitHub?
  7. [1.3.0] KerboKatz - SmallUtilities - 04.06.2017

    The database reload isn't available in stock KSP and as such we didn't test if it's causing any issues. I added an issue on GitHub to fix this issue in the future, see here. This seems very reasonable and well thought. Could you post this as an issue on GitHub?
  8. [1.3.0] AutomatedScienceSampler - V1.3.3 - 04.06.2017

    Full logs with debug option enabled would help narrow this issue down. If possible add it to the issue in GitHub here. Its the default results window and as such i don't think that it's possible. I'll have a look at it later see here.
  9. [1.3.0] AutomatedScienceSampler - V1.3.3 - 04.06.2017

    We didn't get to test it yet fully so the pre-release is a way of us to tell you that we didn't test it fully and it may contain bugs. It should be fully stable but just in case. We dont have any eta on how long it will take to test it all.
  10. [1.3.0] CraftHistory - 2.2.0 - 04.06.2017

    Did you ever wonder which of your craft files couldn't be loaded with the option "hide unloadable" being off ? With the latest pre-release you will now know for sure! As a side note its compatible with KSP 1.3
  11. [1.3.0] KerboKatz - SmallUtilities - 04.06.2017

    Weren't sure if this worked in 1.3 ? The time of doubt is now over! We just released a new pre-release. If you encounter any issues please let us know, preferred way is over GitHub. It shouldn't increase or decrease it in any way. All it does is just increase/decrease the modifier from the stock explosions and with that being said it doesn't use SmokeScreen.
  12. [1.3.0] AutomatedScienceSampler - V1.3.3 - 04.06.2017

    We just released a pre-release. It works with KSP 1.3 and thanks to @DMagic science experiments can now be stored in any IScienceDataContainer. Please be aware that this release wasn't fully tested and may contain bugs such as throwing exceptions, lighting your Kerbals on fire or ejecting your Kerbals into space!
  13. Lot's of Science

    For that a bug report would be nice, so we can figure out what isn't working and fix it. So please drop by in the thread and give us reproduction steps
  14. [1.3.0] KerboKatz - SmallUtilities - 04.06.2017

    The whole idea behind the toolbar was to not use too much space with all our mods so I do agree that it should be optional and not on by default. Edit: To clarify I mean that by default the KerboKatz toolbar should be used and the user can decide not to use it.
  15. [1.3.0] KerboKatz - SmallUtilities - 04.06.2017

    They are both public so I don't see why not.
  16. [1.3.0] KerboKatz - SmallUtilities - 04.06.2017

    There is a way but only one of our mods actively allow it to be changed. If you look at IToolbar you will see that it has "useKKToolbar", set it to false and the mod will use the normal toolbar. You have to call "ToolbarBase.SetDirty();" as well for the changes to take effect.
  17. [1.3.0] AutomatedScienceSampler - V1.3.3 - 04.06.2017

    I didn't even think about that! Thanks! @Nago I put this in the tracker. We are always happy to hear feedback!
  18. [1.3.0] AutomatedScienceSampler - V1.3.3 - 04.06.2017

    Sadly that can't be done. IScienceDataContainer doesn't expose any reference to the part it is on. This would make it very difficult to figure out where the results would go. Do you have a quick-save and logs for us so we can investigate? Yes, it does work in 1.2.2! On another note: a new release is out that should patch issues with rerun-able experiments not triggering properly. As we got no way to reproduce the tool-tip issue yet, there is no patch for that.
  19. [1.3.0] KerboKatz - SmallUtilities - 04.06.2017

    A new patch is up that works around an issue where the main menu wouldn't show up when FPSLimiter was installed!
  20. [1.3.0] CraftHistory - 2.2.0 - 04.06.2017

    The idea behind the double click is that if you want to rename or delete a folder you can do it quickly without loading all its contents first. But i do agree that there could be a better way to handle this(have different colors/use the context menu). See issue #6 Wouldn't having a second selector make the UI even more cluttered? We are am open for suggestions how this can be handled better. On another note: Release of 2.1.0 adds sorting by craft age!
  21. [1.3.0] AutomatedScienceSampler - V1.3.3 - 04.06.2017

    That's an interesting bug. A reproduction case would be really helpful in figuring out whats going wrong there. As for that exception, it has nothing to do with ASS as we don't touch the cameras in game.
  22. Request - File Explorer

    Have a look at CraftHistory! Sorting by date is a feature that is planned.
  23. [1.3.0] CraftHistory - 2.2.0 - 04.06.2017

    This isn't possible right now, but it should be doable in the next patch. Didn't think this use case through. I create an enhancement request on the issue tracker.
  24. [1.3.0] AutomatedScienceSampler - V1.3.3 - 04.06.2017

    There isn't anything else you can do other than try to reproduce it with the minimum amount of mods. Yes, that was the option i was talking about.
  25. [1.3.0] AutomatedScienceSampler - V1.3.3 - 04.06.2017

    Sadly i can't find anything useful in these logs. Could you try to reproduce this bug with the minimum amount of mods ?