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Falki

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Everything posted by Falki

  1. I did, but that will come in a later update. Need to set priorities
  2. Note: if you're seeing these double descriptions on parts, some with 0 values, there's a leftover file from an earlier installation. To fix it go to "../BepInEx/plugins/OrbitalSurvey/patches/" and delete the file named "OrbitalSurvey_module.patch". Do NOT delete the file "orbital_survey_module.patch". Next, go to "../BepInEx/plugins/PatchManager/" and delete the "cache" folder. Restart the game. This should fix the problem.
  3. v0.4.0 "This was a triumph!" Scans now trigger Experiments in Exploration mode! Experiments trigger when mapping milestones are achieved at 25%, 50%, 75% and 100% of the scanned surface When an Experiment completes transmit the report to get some juicy science! To better fit the Exploration mode antennae have been revamped Each part can now do either Visual or Biome mapping, but not both Part progression is also added, higher tier parts will now have higher Field Of View, but also increased EC consumption Check part descriptions in the R&D and OAB to find out what part has what mapping mode Old saves will still work, but your in-flight vessels will be updated with the revamped parts Other Scans are now disabled if the part that requires deploying is not deployed Minimum scanning radius is now set to 1 pixel, meaning scanning should be always performed while inside the Min-Max range. This prevents confusion when vessel is inside the Min-Max range and map is not being updated/revealed Fixed a localization bug where language wouldn't default to English if the translation is missing - reported by @-dbv- German localization added - thanks to @-dbv-! Jool can now be scanned, it will be hard, will require a long time, but it's doable All constants are now defined as Patch Manager configs in ../BepInEx/plugins/OrbitalSurvey/patches/configs so they can be easily edited manually by players or overridden by other mods Notes: • Biome textures do NOT follow the newly added Science Regions, so they can't be used to pinpoint where a different Science Region begins. Update to Biome scanning is planned. • Expect performance issues when scanning tiny bodies. This is because the FOV radius of the scanner covers a large part of the body, so the texture changes are significant. Intermittent scans (toggle off/on when needed) can be used help with performance
  4. Higher gain antennae are needed. You unlock the first at Long-Range Probes node. While hovering parts in the OAB press the shift button to see if Orbital Survey is there or not.
  5. Do you mean like this? https://i.imgur.com/weREdnV.mp4
  6. Heya, could you add more info about this? I didn't really understand what the issue is. I can edit wings perfectly fine in the OAB and I don't know how this mod would interfere with it. Thanks.
  7. v0.3.2 Keybinding CTRL + I Added keybind CTRL + I (capital i) for toggling the UI. Use case: you FUBARed something and now can't get to the app bar to open the UI Tweaked yellow overlays to be more precise in being over the affected UI group
  8. Current and past orbits are planned in some later update. For Target orbit, I don't know, that might be out of scope of what this mods aspires to do. Maybe if it turns out not to be difficult to add and wouldn't case performance issues. BTW, I really like those displays, might redesign the UI with something similar later
  9. Oh and about not generating a map. You need to be well above Min alt, as close as possible to Ideal. You get a certain Field of View from your satelite at the Ideal alt and as you get lower or higher than that it's linearly being reduced until it's exactly 0 at the Min/Max Altitude. Depending on the body it can drop to 0 even before you're at the Min/Max alt due to rounding. I guess I could set a minimum pixel radius of 1, but eh, the intent is that you should aspire to be at Ideal alt
  10. Thanks for reporting this. It seems that the localization isn't working as expected. I thought that the language defaults to English if strings are missing for the selected language, but apparently it doesn't. I guess you could solve this by just adding German translations in the localization file that is located in ../BepInEx/plugins/OrbitalSurvey/localizations/orbital_survey_localization.csv If you do this I'd be happy to add German translations officially in the next version
  11. Yes, biomes changed, or rather it's that a new concept was introduced. Copy-pasting from another server:
  12. v1.6.1 Optimization this version brings optimization to several internal components, which will boost performance in some cases refresh times for entries have been increased: all entries except Stage Info now refresh at a 100 ms interval and Stage Info window refreshes every 500 ms if you're still having issues with performance when the GUI is open, you can manually tweak refresh times by going to Settings -> Mods -> Micro Engineer -> Update Frequency (ms) many thanks to the community that helped identify where the performance issues are and how to fix them, especially @QuiescentRabbitt, @MARL_Mk1, @munix, @ShadowDev
  13. Yes, what munix stated is probably the case. WIth 1.6.0 Micro Engineer uses a new API from UITK for KSP2 for creating windows. I made a mistake of not setting the latest version of UITK for KSP2 as required; I'll do it for the next version.
  14. SCANsat is a huge inspiration of course. There are plans to add everything you stated, though it will take time.
  15. v1.6.0 "The cake is a lie" Added 10 new entries: Surface category: (1) ScienceSituation: shows the current science situation; high/low orbit, atmosphere, etc. (2) ScienceRegion: shows the current science region Misc category: (3) ScienceExperimentState: shows if there are available experiments at the current location (4) AvailableSciencePoints: shows unspent science points Body category: (5) BodyAtmosphereMaxAltitude: altitude at which the atmosphere ends and Low Orbit begins (6) BodyLowOrbitMaxAltitude: altitude at which the Low Orbit ends and High Orbit begins (7) BodyHighOrbitMaxAltitude: altitude at which the High Orbit ends Target category: (8) Target_BodyAtmosphereMaxAltitude: same as above, but for Target (9) Target_BodyLowOrbitMaxAltitude: same as above, but for Target (10) Target_BodyHighOrbitMaxAltitude: same as above, but for Target Replaced former "Situation" and "Biome" entries with the newly added "ScienceSituation" and "ScienceRegion" since they're more meaningful for gameplay purposes. Old entries are still available in the Edit window for those who need them. Added new "For Science!" window - shows entries relevant to science accumulation Added "HideWhenNoData" property to some entries to hide them when they're not relevant (e.g. new Target Atmosphere/Low/HighOrbit entries for when the target is a vessel, not a body) Added support for upcoming UITK for KSP 2 changes (Window.Create(...)) NOTE: if upgrading from a previous version of Micro Engineer, newly created entries and For Science! window will NOT be automatically added. If you want them, you can either manually add them with the Edit window or just delete the MicroLayout.json file inside the plugin folder (..\BepInEx\plugins\micro_engineer) and restart the game. Also note that deleting the MicroLayout.json file will undo all customization you've done to that point (added/removed entries, created new windows, etc.) Happy sciencing!
  16. Thanks for the report. Micro Engineer is one of the oldest mods (in KSP2's time frame ) and could definitely benefit from a deeper code review at some point.
  17. There's a possibility to adjust global UI scaling in Settings -> Mods -> UITK for KSP2 -> Manual UI Scale, though be aware - this will change the scaling for all mods built with UITK. Oh and there's scaling for stock UI as well - Settings -> User Interface -> UI Scale
  18. v1.1.0 Keybind, new hair styles, fixed portrait Added keybind CTRL+H to open the GUI in KSC scene. Since APP button in the KSC scene broke with the KSP2 v0.2.0 patch, a keybind is added as a temporary fix Added 7 new hair styles (F&M) Fixed portrait aspect ratio which changed with KSP2 v0.1.5 + minor UI fixes due to Unity upgrade last patch
  19. They're not shrouded at the moment, although I'm toying with the idea of bodies being pixelated in Map view until they're scanned. Something like this: But there are some kinks I need to work out. Yes, there are plans for For Science!; so many plans, so little time
  20. Orbital Survey technically works with 0.2.0 but I haven't marked it as compatible since with 0.2.0 there was a change to parts not consuming resources when unloaded, so the effect is that currently scans don't consume EC when you exit flight view. A fix will be released with the next version of Space Warp which should happen momentarily soon.
  21. v0.3.0 "Overlay^2" Added Map3d planetary overlay Mapping UI's Body dropdown control now only shows celestial bodies that have scanning data - requested by Unknow P Further optimized analytical scanning. Discontinuity in scanning area (spotty scanning) should no longer be present. Added config settings for "time between scans". You can find them in Settings -> Mods -> Orbital Survey. If you're having trouble with performance during high warp, try increasing these values. Mapping UI window's position now persists in save game files Fix log spam if orbiting body isn't configured (e.g. Kerbol) Added support for future UITK for KSP2 v3.0.0
  22. Community Resources v0.2.0 for KSP2 v0.1.5 Community Resources adds additional resources other KSP2 mods can use. --------------------------------------------- Download: https://spacedock.info/mod/3484/Community Resources Source code: https://github.com/KSP2Community/CommunityResources Authors: KSP 2 Community Contact: KSP 2 Modding Society discord DESCRIPTION Goal of the Community Resources is to have a centralized point where custom resources are defined to avoid multiple mods defining same or similar resources and cause clashing issues. Some examples include: Water, Food, Oxygen, Argon and Lithium. This mod creates resources in the game, but to use them you need to have a mod that utilizes them, for example: Kerbal Life-Support System - by @Safarte CONTRIBUTING TO COMMUNITY RESOURCES This is a community project, so every mod developer is welcome to contribute and add resources their mod will use. Community Resources uses Patch Manager to create resources. To add a new resource, a patch needs to be written. TO START CONTRIBUTING REFER TO THIS WIKI: Community Resources Wiki For any help drop a comment in the KSP 2 Modding Society Discord INSTALLATION Note: it’s highly recommended to use CKAN to download Community Resources (or any other mod really) as it will take care of mod placement and installing dependencies and keeping sure that correct versions are installed. Automatic Grab the latest version of ckan.exe from here: https://github.com/KSP-CKAN/CKAN/releases Open CKAN and point to the location of your KSP2_x64.exe (commonly located in C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program 2) Select Community Resources from the list and click on Apply changes Manual Install BepInEx + SpaceWarp + Patch Manager (see Dependency chapter) Grab Community Resources .zip file from SpaceDock Extract the contents of the .zip into your KSP2 installation folder (commonly located in C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program 2) Mod folder will be placed in ...\Kerbal Space Program 2\BepInEx\plugins\ DEPENDENCY Patch Manager - v0.4.0 or later Space Warp + BepInEx - v1.6.0 or later
  23. v0.2.0 "I Hope You Brought Batteries" Scanning now consumes Electric Charge. Visual scans are 1 EC/s, biome scans are 2 EC/s Changed Eve's visual texture to the one that shows its seas - reported by @Michk Fixed closing window not properly updating the toggle button state - reported by @Unknow P
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