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Z-Key Aerospace

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Everything posted by Z-Key Aerospace

  1. That sounds like an absolute nightmare. My plans for the future are Finishing the settings on the Here&Now window. Including 3 buttons. Then adding Body information window. Atmosphere height, "Space High" height, etc Maybe also vehicle information window. There was a mod called something catchy like "Resource Info in Tracking View." Could easily include science info too. Looking for splashed biomes with code, maybe having a map so you can find them. Only add possible situations to the checklist window. I'm happy to accept code provided you don't re-factor everything in sight. (Although that may be what is needed in this case!)
  2. I have recompiled for KSP1.3.0 Just adding stock toolbar fixes by Gyse. I'll test those changes and get it published soon. Edit: http://themoose.co.uk/ksp/Protractor2.11.zip Source is on GitHub https://github.com/thewebbooth/protractor License is GNU GPL license 3
  3. New version 2.13 is out for KSP1.3.0. Should be on CKAN soon.
  4. I have working versions of [x] Science!, Tac Fuel Balancer and Protractor for KSP1.3. I'll get them tested and released over the weekend, with any luck. BTW I'm planning to add a filter to remove "Baikerbanur" as it will be coming up as "Shores" not "Grasslands." It won't stop you getting the science but it will stop [x] Science! getting it wrong.
  5. You cant add to the list only restrict it. If you want to put splashed at mountain or splashed at highlands back you can remove the filters. Actually I think that lot should already be in the latest version.
  6. I'm downloading KSP 1.3 and I'll get a new version out soon. Clear the text filter, set the filter button to "All" and hover the mouse over the science count. You will get a tool tip with some more stats in it. I removed those, people were reporting them impossible. I have seen some suggestions that there are possible in very small areas. If you want to give the a go edit "science.cfg." I'm happy with the situation as-is. I do have some code that will look for splashed biomes. I may or may not add it to [x] Science! somewhen. Will do.
  7. Fed up of waiting for 1.2.9 gonna release this any way. I've stopped coding it for the moment. I left some logging in but I think that may be a good thing for a moment. I don't really use Orbital Science so it's only had so much testing. V5.6 - 04-Apr-2017 Built against KSP V1.2.2 * Situation bug on checklist window in KSC scene, now correctly becomes blank. * Reading stored setting for checklist filter button correctly * Orbital Science support for Here&Now trigger buttons * Only using stock calls for triggering science if we can't use DMagic ones (seems to be best) Get it while it's hot. Don't tell other authors of weird science mods or they will all want one. So [x] Science! still isn't going to correctly predict the under water stuff from DMagic. Anything that more-or-less complies with stock will work as it always did. It's just that you can now press the button to trigger it from Here&Now. When I get back to this, I have a couple more setting bugs to fix and I want to start storing the position of the Here&Now window.
  8. So I've been working on a new version. It was going to be a bug fix version and I have fixed it for the preview KSP 1.2.9. However, if there is enough time, I think I am going to call it the "I swore I'd never do it edition." Any how I have fixed a bug where the Checklist window shows the last situation your spaceship was in after you have returned to KSC. I tried to find a reported exception that was supposed to occur if you open the Here&Now window before the science checklist window. I couldn't see that so any more information would be wonderful. I'd like to fix... Selected filter buttons in checklist window aren't being saved correctly. Here&Now seems to be popping for biomes based on recovered science not recovered+on board science. So the longer 1.2.9 takes the better. However I have been distracted by this... Imgur (http://imgur.com/a/jN3Qs) I really did say I was never gonna do it. I'm really not coding special cases into [x] Science! for every mod out there that re-writes the rule book. (I'm using a little bit of reflection code that someone called ntwest pull requested ages ago, but I think it may actually have been lifted from another mod)
  9. I couldn't find them so I wrote a thing to turn them off. You can put them back if you remove the last few lines from "science.cfg" which you will find in /gamedata/[x] science/ We had a discussion on this very thread. Sounding Rockets is artificially restricted to the home-world by [x] Science! You can put them back if you remove the relavant few lines from "science.cfg" which you will find in /gamedata/[x] science/
  10. Need to get on with real work but the new [x] Science! is ready to go. I'll get it uploaded ASAP. Just quickly then... Ui scaling Difficult science filter Text filters in science.cfg Updated help For the difficult science just tick the box in the settings window. For the text filtering - add a line to science.cfg in the appropriate section. You can use "|" and "-" for OR and NOT. To check your filter type it into the science report window filter 'cos it is the same parser. Any science left in the report window will be filtered out. So both the new filters only remove a hand full of science in stock solar system (at least once you have the astronaut complex upgraded,) but they were annoying me. Difficult science is Anything flying low or high at a star Anything flying low at a gas giant EVA report in space near a star (kerbals always explode) With initial astronaut complex - EVA not on homeworld With initial astronaut complex - EVA on homeworld in flying high, space near or space high. - Remember to press space-bar to make kerbals jump. You can restore difficult science by turning the tick-box off in the settings window if your name is Whackjob or Scott Manley or something. The difficult science should apply to modified solar systems. The text filters will be dependant on the actual body names. Thanks go to jsmcconn for the code he submitted. BTW here is a good idea TEXT_FILTER=-Dres "Never visiting Dres"
  11. I received a nice set of changes in a GitHub pull request which I should have hammered into shape soon - it also included 1800 white space changes, Grrrrr! Any how, tab-war not withstanding, some one called jsmcconn did actually do a good job of Ui Scaling and I should have that in a new version soon. I was going to make the next release a bug-fix version, I know there are plenty to squash but I think I may try and add a couple of new filters. Bugs are all well and good but I need to assuage my OCD. I'd like to add a configurable text filter to science.cfg so you can eliminate "Kerbin Splashed Highalnds" and "Kerbin Splashed Mountains." Current filters work with replacement star systems. I want to filter for the stock Kerbin. I'd also like to have a tick-box to remove "Difficult Science" eg flying at stars, flying low at gas-giants and may be most EVA reports before the Astronaut Complex is upgraded. Stuff that may be technically possible and some one will want to try, but most of us aren't going to. Been meaning to add this forever.
  12. I'm not really into LTech but I'm sure _some_ experiments were showing up last time I checked. I'm using [x] Science's "science.cfg" to filter these from LTech - Is that the problem? // --- LTech -------------------------------------- // LTech contains some weird stub experiments that aren't supposed to show up hullcampicture = AvoidAll // WaitWhat = External camera error = AvoidAll // Error = SkyLab science.cfg gets applied in "BodySituationFilter" and that is called in ScienceContext::RefreshExperimentCache Apart from that, [x] Science! will never generate accurate science situations for things that don't actually relate to a KSP situation - so Orbital Science's underwater stuff, and the telescopes that need any polar position. They either don't show up or the science checklist gets spammed with situations that are not actually possible. What ScienceContext::RefreshExperimentCache does is zoom round all the experiments in all biomes in all bodies and makes all big list of all the possibilities according to a bunch of rules. I'd start with turning on the debugging in ScienceContext::UpdateExperiments - that will tell you if [x] Science! even believes your thing is an experiment. If it's not in that list it won't even get considered. Then it's down to whether it actually applies to a biome or not. I seem to remember that I filtered LTech's photos and SkyLab because they didn't actually correspond to Biomes. One day the Here and Now window will have buttons. For now just close the window and it'll stop bugging you, reopen it when you need it.
  13. I Updated [x] Science! for KSP 1.2.2 but spacedock doesn't list that version yet. I'll try and upload it again tomorrow.
  14. Given that antennas just look so spacey I wanted to get this working. I made some replacement configs to persuade the parts to work in KSP 1.2.1. I hope no one is going to mind but I thought I'd release them. Download the latest official version http://spacedock.info/mod/98/Antennas, then bung my new configs over the top. https://themoose.co.uk/ksp/AntennasPatch.zip (just the part config files) This adds tags, moves the parts into the new communication category and adds 1.2 style antenna power values. The Yagis both relay. The little helix is really low power and won't combine. Apart from that I didn't really spend time thinking about it. If anyone knows about antennas or has any suggestions, let me know. Oh, I tried to sort out the attachment nodes, too. The patch is by Z-Key Aerospace, please don't pester DTPhantom about it. License is CC-BY-SA-NC 4.0.
  15. On windows with 0.1.5 I get black screens with the hc_navcam and hc_booster but aerocam seems to work. EDIT... Decided to, you know, actually bother to check my log file, thought I might make the effort. Does this help? [LOG 20:01:52.237] [AddonLoader]: Instantiating addon 'MovieTime' from assembly 'HullCamera' [LOG 20:01:52.264] Shader Custom/MovieTime is loaded [LOG 20:01:52.265] 1 shader is null [LOG 20:01:52.266] MovieTime: LoadTextureFile exception: Could not find file "C:\Games\KSP\KSP_Real\GameData\HullCameraVDS\Textures\dockingdisplay". It's windows 7/64, if that makes a difference. The docking port cameras _do_ also seem to be black.
  16. I just pushed out a version of [x] Science! for KSP 1.2.1. Unfortunately I left a KSP-AVC XML file in the archive which causes a problem with CKAN. With Spacedock and CKAN as they are I can't upload a replacement archive. I've tried to add a 'b' to the end of the spacedock version number in order to persuade it to take the new archive so hopefully the new version (which is exactly the same except for the missing file) should be appearing instead soon. Sorry about any error message you get in the mean time. Once upon a time I hosted my own archives and published to CKAN by uploading config files to Git Hub. When Kerbal Stuff disappeared the CKAN guys added me to "netcan" and put a stop to that. Fair enough - I'm sure it was all just more work for them. All the same, I really miss the lack of control when something like this happens.
  17. Should be https://themoose.co.uk/ksp/[x] Science!.version, seems OK to me The underwater stuff uses custom biomes too. KSP just does "splashed" I'll fix the scope in the next version. Some progress... Bug fix - Icons invisible after going to MAIN MENU and back again Display situation on Here&Now Window + MouseOver - number of experiments stored Progress bars for experiments on Here&Now window. I'll try and do the window position and settings buttons before I release the next version. EDIT: Also added a ScreenMessages.PostScreenMessage() when entering a biome/situation. It only shows the message if Here&Now is open, and there is work to be done, and we either play a noise or end timewarp (or both.)
  18. It's always done that. Install Blizzy. There may be an easy way to fix it but I'm tempted to just rip out the code and replace it with the stuff I know. That would involve more than just a bug fix, more of a project fork. If that happens, it isnt gonna happen just yet.
  19. Download for KSP1.2 http://themoose.co.uk/kspProtractor2.9.zip Source https://github.com/thewebbooth/protractor Changes http://themoose.co.uk/ksp/ProtractorChanges.md Fixed and Compiled against KSP 1.2 Includes some unreleased changes by Addle New parts by Sam Hall Fix for Contract Configurator/Toolbar/KAC bug This is an unofficial build by Z-Key Aerospace. All bugs are by me. Please don't pester the authors if you have trouble with this build. License is GPL3.
  20. OK the new version of Contract Configurator has finally dropped onto CKAN so I need to get my finger out. Please avoid it if you can 'cos it breaks everything. TAC Fuel Balancer, [x] Science! and Protractor are all affected by Contract Configurator. That's all three mods. I'll do some testing but I really do need to go to bed at a sensible hour. I don't take releasing a new version of a mod lightly so you'll have to wait for a little longer. All three at once is kinda scary. For you guys the good new is that TAC Fuel Balancer is the easiest fix so I'll try and get that one out first.
  21. OK the new version of Contract Configurator has finally dropped onto CKAN so I need to get my finger out. Please avoid it if you can 'cos it breaks everything. Turns out the weird assembly in Contract Configurator breaks the standard KAC Wrapper too. Protractor links to Toolbar and KAC. That foxed me for a while. The new version of Contract Configurator breaks [x] Science!, TAC Fuel Balancer and Protractor! I'll do some testing but I really do need to go to bed at a sensible hour. I don't take releasing a new version of a mod lightly so you'll have to wait for a little longer. All three at once is kinda scary.
  22. OK the new version of Contract Configurator has finally dropped onto CKAN so I need to get my finger out. Please avoid it if you can 'cos it breaks everything. I'll get [x] Science! out asap. It would have been today but I promised to update Protractor which I also haven't done yet. Turns out the weird assembly in Contract Configurator breaks the standard KAC Wrapper too. Protractor links to Toolbar and KAC. That foxed me for a while. BTW TAC Fuel Balancer is affected by Contract Configurator too. That's all three mods. I'll do some testing but I really do need to go to bed at a sensible hour. I don't take releasing a new version of a mod lightly so you'll have to wait for a little longer. All three at once is kinda scary.
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