Jump to content

alartor

Members
  • Posts

    45
  • Joined

  • Last visited

Everything posted by alartor

  1. I guess you could always Alt+F12 those rewards out... Like, subtracting the corresponding amounts of Funds, Science and such... Tedious, I know, but should work...
  2. Yes, your understanding is correct. This mod does not affect the science already done, which is stored "by KSP itself", as you say, to put it some way. It just checks the science already done and displays it for you, as well as offers you a window with buttons to conveniently run experiments on your current vessel. Installing, updating or removing this mod should not impact at all the science already done in your save. Happy sciencing! Enjoy!
  3. Awesome! Everything looks OK now. Thank you very much!!!
  4. @R-T-B , thank you very much, I really appreciate it! I have seen that the version number for your fork is smaller than the latest "official" release (1.0.13 vs 1.10.0). That shouldn't cause any issues, right? I also noticed that your version is lacking the "Translations" folder, the "LowGravityLanding*.png" ribbons, and the "DeepAtmosphere.png" ribbons in Mun(?) and Eve. Finally, the ribbons for "Rover.png" and "FirstRover.png" are slightly different (for all bodies - going in a rover seems to no longer be considered to be in the EVA category?). I'm guessing you might have used an earlier version of Nereid's for your fork (I'm seeing in github the latest there is 1.9 ?). I assume there is no problem with just copying over those files from Nereid's 1.10.0 version... Anyway, just mentioning it in case you want to double-check and update your fork. At any rate, thank you very much for your work! Cheers!
  5. That'd be great, thanks in advance! Edit: PS: FF worked fine for me 1.10.1 through 1.12.3, haven't tested against 1.12.5 yet...
  6. Hi, thank you very much for the update and all your work on this awesome, must-have mod! I have noticed it comes with Module Manager 4.1.4 bundled; I assume it should work OK with the latest version of Module Manager (4.2.2), right? I also noticed that there are a number of Thumbs.db files in several of the included subfolders... I'm assuming all those just sneaked in, and it is safe to delete them? Thanks again! Cheers to one of the (if not THE) best mod for KSP!
  7. Just a heads-up: in the file changelog.cfg this last VERSION is stated as "version = 2.1.10.22" (instead of 2.1.10.21); I guess that's OK but might cause some confusion... Once again, thanks for all your work and your great mods! Cheers!
  8. Sounds a lot like the old "eclipse / shadow" issue... (see for instance this post). To date I am not aware of a fix for this... I'll seize the chance to thank blackrack for his truly amazing work, although those clouds will probably never fly on my laptop, with a Radeon RX Vega M... xDDD I'll have to stick to the "integrated" config... Cheers!
  9. ?labreK odnalbah somatsE¿ xD
  10. Does that keep happening, or was it a one-time thing? If I'm not mistaken, the first time the mod is "loaded", it will calculate some stats, like the max elevation point in every planet, and store it in a file, which would explain the RAM usage and load time - this is supposed to happen just one time per "save", as the data will already be available after this...
  11. Just a quick message while I wait for the stream to begin to mention that I was able to get working OK all the outstanding topics, and a couple more thingies... =D
  12. OK, I have point #2 above fixed and working OK... Working on the rest of the stuff now... @linuxgurugamer, some of the post-build commands are failing (all of them "system cannot find file", probably version file-related and probably because I don't have JQ installed. However, I can build and test the .dll OK; is that enough, or do you recommend that I install JQ? Also, what would be your preferred way of me relaying the changes to you? Should I try creating a branch and/or a pull-request to your GIT (I haven't used that for a while, and back then I seldom used the command-line version...). Would probably do that when I have all the topics sorted out... or discarded, heh (but different branches/PRs for each topic, of course). If it is easier for you, maybe you can do a quick walk-through of the branch/PR creation during your twitch stream this coming Tuesday... Thanks!
  13. @linuxgurugamer I've been testing the latest version, 6.0.1, and it's working OK (thank you very much!). However, the following topics are still outstanding (I checked the source code and the first 3 are actually still listed in the TODO.txt file of the current "master" in github): #1.- "Min Science Slider" goes from 0.001 straight to 0.5; it'd be great if it could be set to values in-between, such as 0.004 or 0.005 (or even better, the possibility of inputting a numeric value!). Anyway, I finally realized I can simply edit the settings.cfg file and manually set it there, which sorts out the problem. (in fact, and due to the wonders of floating point arithmetic, the value needed is 0.0049, heh). #2.- The amount of science for subsequent runs of an experiment is not correctly calculated after the first run of that experiment in the current vessel (this is what I referred to as ``the inaccurate amount reported in the "Hear and Now" window´´), which in fact implies that [x]Science will sometimes asume the remaining science from an experiment is below the threshold specified when it is actually still above it. #3.- It'd be awesome if the progress bars for each experiment both in the main and in the "Here and Now" windows could show 2 decimal digits precision, but I'm guessing that would make worse the "overflowing" topic I mention in the #4 below... so possibly better leaving this as is. #4.- Also, the text "overflowing" the button (or the numbers overflowing the progress bar) as in the picture in my previous post is still happening. For the text on the button, maybe simply using a smaller font might suffice... The quickest way I can think of for verifying this (as well as topic #2 above) when starting a science (or career) from scratch is to cheat a pod with two Mystery Goo into *HIGH* Kerbin orbit and running both Mystery Goo experiments. Note the "Here and Now" window will read that next run of the experiment would yield 0.865 science. Recovering the pod, then launching it again and cheating again into *HIGH* Kerbin orbit will show the numbers overflowing the bar in the "Here and Now" window, which also will read a different number for the science yield of the next run of the experiment (0.799 if I remember correctly). #5.- Oh, almost forgot... When trying the "Hide Min Science Slider" option, it does hide it but the window stays with the same size (I think the person that requested this, what they wanted was to actually have the window take up less space, so...). Also, if there are any available experiments then buttons start overlapping... (see screenshots below). Sometimes after scene changes the window goes "back to normal" and gets smaller, but if you unselect the "Hide slider", then select it again, the issue comes up again. All in all, the only thing I would really need fixed would be #2, the rest are mostly "cosmetical". I think I am going to try my hand at installing the IDE and see if I can first build and then fix any of these things, hopefully before your next coding stream this Tuesday, or the following one if not. I'll get back to you with what I can get done, if anything at all, heh. And of course, and more importantly, thank you very very much for all your help, and for all the time you dedicate, to this and to all the mods you create and maintain!
  14. Humm... did you include a kOS part in your vessel build? Please excuse me if you already did that, and I am "overexplaining"... The thing is that you need to include a specific part in your build for kOS to run; there are several of them and are unlocked at different science tree nodes (if on Science or Career mode). I can't remember right now the specific names of the parts, so you will have to navigate the available parts (or the science tree) to find them... Hope this helps! Also, this might help: CheersKevin tutorial on kOS (youtube) Edit #1: added "overexplanation" paragraph ;O) Edit #2: added youtube link.
  15. So... after a bit more testing, I realized there's a side effect we hadn't thought about: Not really sure about the best way to sort that out, aside from making the bar wider... He's working on it, I think that will be available in the next release...
  16. @linuxgurugamer, after testing the temporary version you provided (thank you very much!), it is working mostly OK but there are a few details that could be improved... I took the liberty of downloading the source code to see if I could be of any help; please note I am not familiar with C# and don't know the KSP API's at all, so please excuse if I say something terribly stupid below... Kind of long-ish post, so I'll try the "spoiler" functionality... I apologize for not being able to test all this myself, as I have no idea about the SDK needed for this. I'm also sorry to keep nagging with all this; it's just that it would be a huge help to me to be able to know whether I need to repeat an experiment or not in order to reach the max amount with the precision used in the Archives... And as always, thank you very much for your patience and your time! Cheers! alf (alartor)
  17. Hi, I've been testing this and I think it is not working. Also, as I might be the only kerb--, human, interested in this feature, I would totally understand if you decide it's not worth it to invest any more time in it. That being said, here's what I found: I did set "Low Min Science" to "True" (via the settings window in-game, not editing the .cfg file), and saw that I could place the slider to 0.001: so far so good. But after a couple of tests, I saw that the "Here and Now" was still behaving the same as before, i.e. experiments did not show up when there was less than 0.1 science points left, instead of 0.001 So, I did the following test: I threw together a Probe Core (a Probodobodyne Okto) with the Infrared Telescope, plus 8 Science Containers ("Experiment Storage Unit"), and a number of Solar Panels and Batteries for good measure, then I associated the "Collect All" action of each Sci Container to a different action group to speed up the collection and repetition of the experiment (I can send the craft file along if needed, please advise of the preferred method). I cheated this into High Orbit around The Sun (aka Kerbol), and run the Infrared Telescope experiment several times, collecting the data to a different Sci Container each time (I think this is the quickest way to test this functionality): clicked on the button on the "Here and Now" window, run Action Group 1, clicked button again, run AG2, clicked again, run AG3, etc. etc. I noticed the following couple of things: - after 6 runs of the experiment, the "Here and Now" window no longer showed the experiment as available (i.e. as having Sci points left to harvest); however, after cheating the craft back to Kerbin and recovering, I could see in the Sci Archive that it still had 0.05 sci points left to harvest. - in the Vessel Recovery dialog window, the amount of Sci points for each run of the experiment was different from what MOAR[x]Science! had been displaying in the "Here and Now" window: Run # Recovery window Sci points (correct) Here and Now window Sci points (not accurate) 1 30 30 2 9.5 9.5 3 3 2.4 4 1 0.6 5 0.3 0.1 6 0.1 0.0 (total: 43.95 out of 44 Sci points). Another thing that I noticed is that on the MOAR[x]Science! main window, amounts are still displayed with just one decimal digit (I guess changing this to 2 or 3 decimal digits might be harder to implement), and (if the appropriate settings are selected) the experiment was removed from the window when less than 0.1 sci points were left to harvest. Note: the 0.1 threshold is actually after rounding, so it is actually when there is less than 0.05 sci points... Again, I would totally understand if you think it is not worth it to look further into this. Whichever the case, thank you very much for your time and all your hard work! Cheers! alf (alartor)
  18. First of all, thank you very much for all your amazing work on this KSP mod (and others), and the jaw-dropping visuals that you bring to the game! So, I am encountering an issue where, while in a "shadow zone" (eclipse, dark side of a planet, and such), *ALL* sources of light are blocked out (even lights on the vessel that are turned on). I have been looking up and down through several threads and I think it's the same issue mentioned here (yep, I too can only see is my flag). Maybe it's just my mind feeling numb after all the searching and trying to understand, so please excuse me if I ask again something already answered... (I did try, I assure you!) I am using EVE-Redux 1.11.6.1 with BoulderCo config 1.2.2.1, as well as Scatterer 0.0835 (and KSP 1.12.3.3173) - all latest versions at the time. Is this issue unavoidable, or is there some setting I can change to avoid it? If a way to avoid this is using something other than the BoulderCo visual config, can someone suggest another one that is light-weight and has the night city-lights thingy? Thanks again! alf (alartor)
  19. First things first, as always, thank you very much for maintaining this mod! So, there are a couple of things that I would find really really useful, and I was wondering if you'd be so kind as to take a look into the possibility of implementing them... a) The mod does not include information on the "Recovery of a vessel" experiments (from flight above Kerbin, from the surface of Minmus, etc etc). Being kind of a "different" type of science experiment, maybe it's not easy, or even possible, to include? b) In the Science Archive, and I think throughout the game in general, a precision of 0.01 science units is used. Being a slave to my own OCD and loving the sight of a full bar and a 0.00 units left to "science-out", I could really use that same precision in MOAR [x] Science!, instead of the current 0.1 that can be set as the minimum in the slider to configure the amount of science left in an experiment for the mod to consider it complete. Would it be possible to have this setting go to 0.01 instead, or even lower? - Yes, the floating point and diminishing returns in the "not-100%-in-one-go" experiments is driving me crazy! xD Again, thank you very much for all your dedication to KSP modding! Cheers! alf (alartor) PS: I just remembered about your Patreon, so I added these on the survey; I hope I filled it correctly... :O)
  20. Hi, I finally got some time to get back to playing a bit of KSP and try out the PlanetInfoPlus functionality, and I love it! And having all this info in the Map view, not just the Tracking Station, is the icing on the cake! Thanks Snark! I did notice a small bug, though. The Near Space Alt. entry is specified in meters, but the units are written as "km". It's no biggie, as anyone paying a little attention (or none at all) will probably just interpret it correctly without even noticing, but I'm just mentioning it in case you want to fix that in a possible future release (but most probably not worth a release just for this, heh). I also took a quick look at the .cfg files in the PIP mod folder, but didn't see anywhere I could (or knew how to) apply a quick workaround... Again, thank you very much for a really useful mod! Cheers!
  21. Or even just for opening said file in a text editor outside KSP, read it and try to reach the point "by hand", heheh. A more pedestrian approach on my side (i.e. the player), but no other mods would be needed... And I must say it again: thanks Snark! Amazing job implementing all those features and suggestions, and in such little time!! (and thanks to all the people contributing suggestions and ideas how to implement them, too)
  22. I might be wrong here, but maybe the idea was that not only Max Elevation is displayed, but maybe include the option to also display (configurable, maybe?) the location on the celestial body surface of said Max Elevation (so that you can try to plant a flag there? Heheh) instead of just discarding it after having done the computation-heavy effort that, even if just as a subproduct, finds it (well, I'm not really sure if the algorithm finds it or just computes the elevation, heh). I would find it interesting, but might not be worth the effort of implementing it (or taking up some valuable display space in the GUI). And again, thanks for this really useful mod!
×
×
  • Create New...