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Derrey

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Posts posted by Derrey

  1. On 1/28/2018 at 12:39 AM, linuxgurugamer said:

    @Derrey

    Any chance to get this updated for 1.3.1?  If not, would you mind if I adopt it moving forward?

    Hi. Are you still interested in adopting this mod? If you want to deploy a new version, I think I can add you as a member to the mod on curseforge.

  2. This was something I developed on my spare time during summer break. I am working on my bachelor thesis right now and studying cs has been very stressful the past year. The mod is not dead but I can't spare any time for now, sorry.

    [X] Science is a very good mod too as @KerbMav already said.

    Edit: I did a quick rebuild for 1.3 and I think it's working fine. Will be updating after some testing.

  3. @theoracle09 Thank you! :) 

    I think that KSP throws some kind of event when F2 is clicked and special Methods are called when they are implemented in a module. This behaviour is not implemented in my mod therefore the UI is not hiding when clicking F2. It's not a bug, but a feature request, I would say. You can add this to the issue tracker as a "enhancement" if you want and I'll have a look at that.

    Merry Christmas to you all! :D 

  4. Hi @divinity_chimera,

    What's the problem? Is it not possible to recover the experiments because they are not listed anywhere in the UI or are they simply not registered as deployed? I thought that my mod would be compatible with the DMModuleScienceAnimateGeneric module, but that seems to be wrong :(

    Looks like I might have to do some bugfixing soon.

  5. @BlackHat Thank you for your suggestion. I made that an extra window so people who want to have a look at the biomes can do that without having the experiments UI visible all the time. I'm thinking about implementing some options so you can chose wether you want the Info to be an extra UI or not.

  6. This is already fixed, but I didn't release it yet. I made some bugfixes and smaller feature enhancements. Found a way to implement DMagic Module support today. Will be testing the next days and a new release is coming soon!

  7. 5 hours ago, DracoSilverpath said:

    Just as a note on additional science mods...it might be a good idea to set it up in such a way that the compatibility additions are added via seperate configs, istead of in the main one.  This would make it easier to update an individual mods' details and not have to mess witht he rest of the mod itself. Mods such as UKS, Contract Packs, etc do similar things to this, and it makes it very versatile and easy to edit :) 

    The code got kind of messy when I tried to integrate SCANsat. It's working but I have to refactor it for sure. I'm plotting it out atm.

     

    4 hours ago, 5thHorseman said:

    Very cool idea. One thought, could you add an "all" button? Most of the time you enter a new biome and most if not all of the experiments become available anew.

    Yeah, sure. I can add a "deploy all" button in the next release :)

  8. ExperimentTracker

    Made by Derrey

    MerxjR2.png

    This mod lists all experiments and helps to deploy them fast and easy.

     


     

    How do I use the ExperimentTracker?

    This mod adds a button to the flight scene. When active, a GUI is shown which lists all science experiments that can be deployed.

    You can deploy an experiment by simply clicking on it.

    Finished experiments can also be reviewed (left click) and resetted (right click).

    When inactive, the GUI is not shown and the button indicates whether there are experiments (yellow) or not (red).

    A click on "Info" toggles a GUI which shows some informations about the current biome, etc.

     

    Mod compatibility

    This mod should be compatible with every science mod that uses the standard ModuleScienceExperiment interface or DMModuleScienceAnimate from DMagic.

    Tested compatibility:

    • Universal Storage
    • Orbital Science

     

    Where can I download the mod?

    You can download the mod here and follow the 'How to install' guide or let CKAN install it.

    The source code is available on GitHub. The mod is made available under the Apache License - 2.0.

    For KSP 1.1.3 download the mod here.

     

    How to install:

    1. Download the .zip file.
    2. Unpack the .zip file.
    3. Copy the /ExperimentTracker/ folder to your KSP installations GameData/ folder.

     


     

    Changelog:

    Spoiler
    • v1.1.3
      • Rebuild for KSP 1.2
    • v1.3
      • "Deploy all" button.
      • Support for Universal Storage and Orbital Science modules.
    • v1.2
      • Various bugfixes for career mode and GUI.
      • Finished experiments are now also listed in the GUI.
    • v1.1
      • New Info-GUI.
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