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DMagic

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Everything posted by DMagic

  1. I know what's causing this. I attempted to limit these contracts to only areas that would give you science, but I didn't properly account for instruments that don't transmit at 100%. Though in the case of the goo science it shouldn't be generating them at all if you've already collected science. I'll have to look at it again. You collected all of the available science for Minmus orbit with the mystery goo? If you have less than 40% it shouldn't be generating the contract.
  2. I've seen both of these things, it helps when your making mods and have to restart 200 times a day. The no-helmet thing I only saw once (and it was kind-of creepy), but the search light thing I've seen a number of times. Edit: I guess the reason these threads keep getting closed is because these have all been addressed about 50 times a little further down the list: http://forum.kerbalspaceprogram.com/threads/88286
  3. Are you saying you want a single scanner that can be used for karbonite, ore, substrate, minerals and aquifer? You should use a single SCANsat module (overwrite the karbonite version) with "sensorType = 376960", you should also get rid of the animation name.
  4. Thanks. Version 0.3 is up; get it at KerbalStuff. The interface has been cleaned up and looks a little better. Icons are used rather than text wherever possible. The full reward properties are shown for each contract and their parameters. Various other minor improvements have also been made.
  5. It seems to be ok. It doesn't do much, so there shouldn't be much problems caused by KSP updates.
  6. Version 3 is almost ready, just need to check a few more things and probably make a few more tweaks. It's a little bit less ugly, and contains a lot more information. The fully expanded window might be getting a bit cluttered, I need to make sure everything is readable and makes sense.
  7. The instruments window hasn't been touched. I never even really looked at its code, but as far as I can tell it only works with active sensors on-board your current vessel, or with an active MapTraq; the MapTraq may not be necessary in v7. In any event it doesn't work very well and will be improved upon later.
  8. Version 0.2 has been released: Download From KerbalStuff I added some sort options and made the window expandable horizontally. It can show the time remaining for each contract and the Funds rewards for each contract and each parameter if they have any. I also fixed a few things here and there, but it's still very utilitarian. Just ignore that it still says v0.1 on the title bar of the window, I forgot to change that. The plan is to continue expanding on the widest mode, showing all of the available Funds, rep and science rewards and penalties. I also want to find a simple way to update the list. Currently it only updates when the contract manager reloads, this prevents the expiration time from updating and means that completed or failed contracts will stay on the list until you change scenes or re-load. Updating it more often would allow for more accurate expiration timers, and it would allow for more options on what to do with completed/expired contracts. I'm thinking that I could add a little confirmation box next to a finished contract that could be used to clear it from the list. After that I'll get to the aesthetics.
  9. Yeah, the stock window can get a little rough when you're trying to test out a dozen contracts, this makes it a little nicer. I never planned on releasing it with DMagic Orbital Science, I just showed it there because I didn't want to make a new thread. That one was posted to KerbalStuff just before me. I guess I wasn't the only one who wanted to do something about the stock contract window.
  10. I believe the values can be found in GameVariables. I suppose you could just print out all of the floats in there to see their values, though I think the actual calculations are more complicated than that. It looks like agency mentality (which I haven't really looked into at all) also plays a factor.
  11. It would appear that not one, but two people have beaten you to it; myself and some other guy. Both are work in progress mods, but they give you a bigger window to monitor contracts. Version 2 will have several sorting options (I like the idea of sorting by altitude range for testing), an expandable window to show more info and some other improvements.
  12. You can use my regular parts and the regular US parts, but not my US parts right? Can you go into the R&D center and check if the parts are available in the tech nodes but not purchased yet? The only other problem I can think of would be some Module Manager issue. My US parts won't be available if Module Manager isn't installed and working correctly, but US comes with it, so that shouldn't be a problem.
  13. No, I didn't do anything specifically to disable or prevent standard contracts (this is possible to do, but that's not going on here). Do you get stock contracts if you accept all of my available contracts? That should clear out room for regular contracts. I've tried to limit the amount of my contracts that can be active at any time, most only allow for one active contract, the magnetic surveys allow for two because they can last so long, and the standard science collection experiments allow for three. I should probably lower that last one. I think this is primarily a Squad problem. Only so many contracts can be displayed at once in the mission control center so any time you start adding mod contracts it tends to squeeze out the stock versions. I'm still not entirely clear on how the contract system decides on which types to generate though. I'll look into it more and see if I can figure out some way to prevent crowding out stock contracts.
  14. See release thread for further updates: [thread]91034[/thread] Download from KerbalStuff Alternate download from MediaFire The drag-able, expandable, moveable, Toolbar-able, persistent, collapsible window for all your contract monitoring needs. ** Toolbar is required; it will not function at all without it. It displays all active contracts and their parameters; the parameters can be collapsed by clicking on the contract title. Notes are viewable by clicking on the [+] icon to the left of the relevant parameter. The colors change based on the contract and parameter state. The vertical size, position and visibility (whether it's turned on/off by the Toolbar) are persistent; a settings file is located in the addon folder to store this data (technically you could edit the settings file to make it visible without Toolbar, but that's not practical). This is very much a work-in-progress. I would like to know if anyone finds anything missing from this window that the stock contract window can do. I think most critical bugs have been worked out, but if anyone finds anything let me know. Also let me know if there are any problems with the font sizes or colors. ChangeLog: v0.4 - Contracts window settings stored on a per-game basis, rather than a global settings file - Window options stored for each game scene - Contracts can be moved back and forth between the standard display and a hidden list - Toggle between the two lists using the 'eye' icon along the title bar - Hide or reveal contracts using the 'eye' to the right of the contract title -Sort based on contract type - Any part test contracts with an altitude component will be sorted based on minimum altitude - Tooltips for many buttons added - Toggle tooltips with button on the footer bar - Reset contracts display - Use reset button on the footer bar - A confirmation dialog box will appear - Does not affect contract status, only updates appearance on the window - Use in case of errors/duplicate contracts displaying - Proper handling of sub-parameters - Improvements to editor click-through - VAB part tooltips should not appear or be selectable through the contracts window v0.3.1 - Fixed debug options causing infinite fuel to be turned on v0.3 - Various aesthetic improvements - Replace several text buttons with icons - Cleaner interface - Use stock reward icons - More compact form - More information presented in expanded mode - Information periodically updates - Improvements to dragging, click-through, and resizing. v0.2 - Folder structure changed, delete and copy new version into GameData folder - Sort options - Variety of sort methods - Ascending and descending order - Horizontally expandable - Three modes included - Default compact window - Middle version shows time to expiration (doesn't update until the contracts reload) - Wide version shows Fund reward amounts - Removed some click-through issues This addon uses TriggerAu's KSP Plugin Framework code Released under the MIT License Source is available at GitHub
  15. Do you mean the two links at the top? They point to: https://github.com/S-C-A-N/SCANsat/releases/tag/v7.0rc4 and https://github.com/S-C-A-N/SCANsat/releases/download/v7.0rc4/SCANsat_v7rc4.zip for the direct link If you see something different you should check your browser settings, maybe it's not refreshing for some reason.
  16. That's something I need to get around to fixing. I think I know how to do it now, so it shouldn't be a problem. You're report did lead me to discover two new bugs with external collection and reset though, so it was worthwhile to look into it. You did read the release post and changelog right? v0.8.3 - Update for KSP 0.24.2 - **Experimental Release** - Seven new contract types - New contracts may be buggy, consider this an experimental release - Procedural generated based on career mode progression - All science based missions - Note that all contract reward and penalty amounts are extremely unbalanced; this will receive further attention later ... and Decoupling/undocking is something that I'm not entirely sure about, but it should still work. Edit: Now that I look at it again, this might screw things up; I'll need to test things out, but I probably need to change it to handle this. But as long as the the orbital eccentricity and orbital inclination parameters stay complete (their text is green in the contracts window) it should work. These magnetic survey contracts are by far the most complex, they require constant passing of data between different objects and are sensitive to errors and things like loading order. Most contracts do check for this; the anomalies are different though. I'll change this to make sure they don't give you anything in the Jool system until you've visited there at least once.
  17. Well, I did say some contracts might be difficult to complete in the time given , you just have to get really creative. What do you mean "pull science out of them"? They work fine for me. The popup message telling you that the experiment will be non-functional doesn't appear when you collect science on EVA, but the experiment stops working after that. Regular transmission also works the way it's supposed to with non-repeatable experiments.
  18. Version 0.8.3 is released. Direct download from KerbalStuff*. *Note that the default download is still v0.8.2. This release may contain contain some bugs and definitely needs much more balancing. Rewards and penalties are essentially random currently; there are also some missions that may be difficult to complete in the allotted time. There is an included settings file in the DMagic Orbital Science/Resources folder. At the top are values that can be used to raise or lower the rewards, advance payments, science and penalty amounts. Below that are the experiments; more can be added but they must follow the format of the included config nodes, and they must be standard science experiments. At the bottom are the mission descriptions. The only other thing I'll note is that missions with long orbital requirements can be carried out in the background. Once the right conditions are met, you can just leave the vessel in orbit until the contract finishes. Otherwise these contracts should be self-explanatory, if they aren't this is a problem, so I won't go into any more descriptions for the time being. Change Log: v0.8.3 - Update for KSP 0.24.2 - **Experimental Release** - Seven new contract types - New contracts may be buggy, consider this an experimental release - Procedural generated based on career mode progression - All science based missions - Note that all contract reward and penalty amounts are extremely unbalanced; this will receive further attention later - Incorporate Diazo's action group changes - Magnetometer functions as crude anomaly detector - Fix magnetometer connection nodes - Properly detect atmospheric experiments
  19. I've seen this before, but never been able to replicate it. I don't know why it causes such serious errors, but it appears to be caused by ORS failing to load the resource map texture for some reason. The best way to handle this is probably getting ORS to make sure that its maps are actually loaded before it starts doing stuff with them.
  20. The last action in the log file is activating the multispectral scanner, but the crash is attributed to RemoteTech, and the crash seems to occur soon after transmitting data through RemoteTech's transmitter. I've seen a few of these inconsistent crash files and they all come from Windows x64 versions, so I'm not sure there's anything I can really do.
  21. It's not strictly necessary, you can right-click on any SCANsat part and click Start Scan, or whatever the current button says, that should open the small map. But there is no way to open the maps on a vessel without a SCANsat part. The toolbar isn't required, but it is recommended. Yes, it will show up in the settings menu in all versions, but it won't scan or display. The settings menu just loads all of the ORS resources from any ORS config files that are present; the actual scanning is handled differently and requires explicit support. I downloaded rc4 from the link on the first post, both from the direct download link, and from the GitHub page, and everything worked fine. I downloaded Final Frontier and it worked ok on x64, I got some debug spam (the NRE pointed to Event-something something) when I loaded an old vessel, but that all went away after launching a new vessel. Karbonite works fine too. Note the version numbers plastered all over the maps, if those don't say v7rc4 then the .dll is the wrong version (there is an issue on Linux where the version number shows up differently, but that's not the case here), Karbonite won't work, and it's likely that other problems may arise, too. And as the person who was actually making those changes to the assembly version I am quite certain that the files included in the latest release are not wrong.
  22. The version label is hard-coded, there's no way it could be mislabeled by the user without a great deal of effort. And any version prior to v7rc4 won't work with Karbonite.
  23. Your log files indicate that you have a copy of SCANsat v7.0 release candidate 2.5 in your GameData/SCANsat/Plugins folder. Delete the entire SCANsat folder and start over, make sure you don't have any other copies of SCANsat.dll hanging around either. [SCANlogger] Assembly: SCANsat found; Version: 1.0.6.0; Informational Version: v7.0rc2.5; Location: SCANsat/Plugins
  24. Just a little bit longer. It's a known issue, I don't think there's anything I can do on my end, but PapaJoe is aware of it. No clue, but probably fine. After extensive testing over the weekend I came up with a list of all of the bugs and issues that needed fixing for my new contract types. I think I've worked through all of them, at least all of them that don't require an overhaul of how I handle asteroid science... I still want to run through some things again to make sure it's all at least working mostly right, but I'll try to release a test update tomorrow. I'm sure there are plenty of ways to break my contracts that I haven't though of. The rewards and other parameters aren't balanced at all, that's something which other people probably have a better idea of than me, so that will need work too. Another thing I noticed, that I'm sure pretty much everyone who has tried out career mode has noticed, is that the stock contract window isn't that helpful. It's ok for checking things at a glance, but I don't like that it's so small, can't be expanded, and can't be moved. Consider this a very early preview, just imagine that it's a week from now and it looks prettier and has better functionality. Right now it performs the basic task of showing you all of the your active contracts and changes color accordingly when they complete. I need to add toolbar functionality (which is simple), make a little grabbing icon to expand the window in the corner (fairly easy), and make the contract parameters collapsible like in the stock window (maybe not so easy, I have no idea really). After that I'll release it as a stand-alone addon for testing. This is as much an effort to learn how to make a UI from scratch* as anything else, but I do want to add some more functionality. My plan is to have three modes (three widths for the window, basically): the compact standard mode, basically what you see above; an expanded mode that shows the expiration dates of each contract; and an extra expanded mode that shows expiration and acceptance dates, and reward amounts for contracts and their parameters. I also want to make it sortable by a variety of such factors. I don't want to add the ability to accept and browse contracts, the Mission Control Center is really best for that, I just want something to better handle displaying of active contracts. *scratch being the nickname I've given to TriggerAu
  25. Yep, pretty much ready. Not that I expected any issues, but I've been testing this too just to make sure. The threshold values look good for Karbonite on the planets I've checked so far. I like the detector, too.
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