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DMagic
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Everything posted by DMagic
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Does it work ok with the standard parts, or without any MM additions? The scanName field has always been there, just not for the maptraq, it probably wouldn't break anything if it wasn't included. Which version of RPM, the official release? Did you replace the SCANsatRPM folder from the official release with that included in this release? It won't work at all with the old version of SCANsatRPM. ORS might come first because it doesn't have the plugin dependency issues that Kethane does. I'm going to see about coming up with an ORS overlay today, so I should know soon enough how feasible it is.
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[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
DMagic replied to DMagic's topic in KSP1 Mod Releases
I've never used model {} nodes with animated parts before, but I don't believe that's how it works. I would create a new part.cfg that would refer to both your SIM bay mesh file and my mesh file for the interior parts. KSP should still be able to find the animations within each mesh file, but the animation node would need to be added to my part.cfg file. I'll have to see how my parts looks in the new wedge before I decide about adding that module. -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
DMagic replied to damny's topic in KSP1 Mod Development
Have you tried version 5? Or the latest release of version 6? It sounds like either the plugin isn't loading correctly or something is corrupted. It's also possible that something else is affecting SCANsat, but I'm not sure what could do so. -
[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
DMagic replied to DMagic's topic in KSP1 Mod Releases
That animation is up to Daishi to implement (though I suppose it's probably possible to include on my end through a plugin), but even if it is included I might not use it. My parts don't quite fill in the space and would kind of awkwardly float if the outer wall wasn't there. -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
DMagic replied to damny's topic in KSP1 Mod Development
The right-click menu shows options but the parts don't deploy? These are the animated parts, the RADAR, SAR or multispectral scanner? This doesn't sound like something specific to toolbar. Do you see anything in the debug menu (alt+F2) when you click on the right-click menu buttons or the toolbar buttons? -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
DMagic replied to damny's topic in KSP1 Mod Development
You also need to make sure you put the SCANsat folder in the right location: Kerbal Space Program/GameData/SCANsat -
I pulled out the following Celestial body index numbers for the default pack of Krag's Planet Factory. If anyone wants to make a config for those planets these are the Body_Index values you need to use.
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[PLUGIN+PARTS][0.23] SCANsat terrain mapping
DMagic replied to damny's topic in KSP1 Mod Development
Looks good. Screenshots make for better educational tools than text, so it's good to show as much as possible. I imagine you can fit asteroids, flags, and anomalies (just the KSC and maybe island airfield?) on a single screenshot. -
[0.23] Crowd-sourced Science Logs: SCIENCE NEEDS YOU!
DMagic replied to codepants's topic in KSP1 Mod Releases
This was brought up in discussion elsewhere, but this really should use a module manager config rather than asking users to overwrite the stock ScienceDefs.cfg file. Or at least offer both forms. The format isn't that complicated, and it obviously requires module manager. It would only require the one-time hassle of making the required edits to the replacement science reports file, and presumably changing how the submission form decides where to put reports. I use this format for my own mod, a sample of which is shown below. @EXPERIMENT_DEFINITION[*]:HAS[#id[seismicScan]] { %RESULTS { AsteroidSrfLandedClassA = Many weak seismic reflections are detected from several directions, indicating that this tiny asteroid is composed of loosely packed, stony material. AsteroidSrfLandedClassA = Only diffuse, scattered seismic waves are detected from this small asteroid. AsteroidSrfLandedClassB = Vibrations from the spacecraft are still detectable on this asteroid. AsteroidSrfLandedClassB = Several strong, but highly localized seismic reflections are detected, suggesting the presence of small veins of metallic minerals. AsteroidSrfLandedClassC = Seismic waves quickly diffuse through the interior of this asteroid, this suggests that it is primarily composed of loosely packed materials. AsteroidSrfLandedClassC = Faint seismic reflections are detected from the disturbance created by the spacecraft grappling the asteroid. AsteroidSrfLandedClassD = Very strong seismic waves are detected, along with several weak signals, suggesting that the asteroid has a dense, metallic interior underneath a loosely packed surface. AsteroidSrfLandedClassD = Localized, strong seismic reflections suggest that this asteroid has a dense, metallic interior. AsteroidSrfLandedClassE = Several distinct seismic waves are reflected from the interior of this large asteroid. AsteroidSrfLandedClassE = The strong seismic reflections detected from within this asteroid likely originate from veins of metallic minerals. } } This simply adds more science reports to the seismic scan without deleting anything. I believe it's also possible to completely replace the stock reports with custom reports, but someone more familiar with module manager should probably confirm that. This would also allow for easier targeting of mod science reports. -
This should also work with any planet mods. However, I can't guarantee that those mods won't overwrite the values set by my mod with its own set of science parameter values. It all depends on when the mod starts up. Mine starts at the main menu, but if something else, Real Solar System for example, starts later it could rewrite the values. If you want to add more planet definitions (using Krag's planet packs for instance) you can add extra Body {} nodes at the bottom of the config file. Do note that all Body {} nodes should be placed before the final }, they must be within the larger Custom_Science_Params {} node. You will need to figure out which Body_Index value corresponds to which planet in the planet pack. I think that Alternis Kerbol and Real Solar System use the same planets and Body_Index values, but you'll have to figure out how to handle those. If anyone comes up with working config files for other planet packs or for planet reshuffling mods like Alternis I'll be happy to include them in the first post.
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Some of them will work to some degree, but not properly. If you want to deploy the experiment using the derived ModuleScienceExperiment class you'll need to use something similar to what xEvilReeperx uses for ScienceAlert. And if you want to get an accurate count of stored experiments and transfer them properly you'll need to reference the IScienceDataContainer interface, not ModuleScienceExperiment or ModuleScienceContainer.
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Limiting science gain via ModuleManager config.
DMagic replied to Superfluous J's topic in KSP1 Mods Discussions
I made a release thread for this: http://forum.kerbalspaceprogram.com/threads/80220-Celestial-Body-Science-Multiplier-Editor It seems to be working fine. Also be aware that flying low and in space low values aren't actually used. But someone could easily implement them with a mod (if they don't already) so I left them in. -
Go to my [thread=120731]Mod collection page[/thread] for new updates and information on this mod. Download on CurseAlternate MediaFire Download Warning: The contract system uses the "RecoveredDataValue", specified below, extensively for calculating rewards, penalties, deadlines and other factors when generating new contracts. I would recommend not changing this value if you are playing on standard career mode. This is a simple plugin and config file for editing the default celestial body multipliers. These are the values that determine the science points given based on your current experimental situation. They include: surface landed, flying low, in space low, etc... Installation Place the ScienceParamLoader folder into your GameData folder and edit the ScienceParams.cfg file. The config file can be placed anywhere in the GameData folder, the default location is: Kerbal Space Program/GameData/ScienceParamLoader/ScienceParams.cfg Extra config files are provided in the Alternate Config Files folder. Only one config file should be placed in the GameData folder. Take the desired ScienceParams.cfg file and copy it over the default file found in the directory shown above. Usage The current values are set to their defaults. To change them simply alter the numerical values for the desired experimental situation and celestial body. A restart is required to change the values. Do not alter the Body_Index value, this is used internally to identify each planet. The Body Name field is only provided for reference, and has no effect. Be aware that KSP does not seem to use the FlyingHighDataValue or InSpaceHighDataValue for anything, the FlyingLow and InSpaceLow values seem to be used for both situations. To reset the values either delete the config file or edit the values back to their defaults and restart KSP. A sample of one of the config file entries. There are separate entries for each celestial body. Body { //Body Name = Kerbin Body_Index = 1 LandedDataValue = 0.3 SplashedDataValue = 0.4 FlyingLowDataValue = 0.7 FlyingHighDataValue = 0.9 InSpaceLowDataValue = 1 InSpaceHighDataValue = 1.5 RecoveredDataValue = 1 FlyingAltitude = 18000 SpaceAltitude = 250000 } Feel free to include this file with any of your mods, Module Manager config packages, or anything else. Just make sure that you don't change the location where the plugin and config file are stored. Source is available on Github. Changelog: v3: - config file can now be placed anywhere in the GameData folder - uses xEvilReeperx's KSPAddonImproved to allow starting after the mainmenu, should overwrite any science parameter values set by other mods (Real Solar System in particular) v2: - minor update; more tolerant of config file errors - included alternate config file with entries for default pack of Krag's Planet Factory License: 2-Clause BSD The KSPAddonImproved attribute is provided by xEvilReeperx; it also uses KSPAddonFixed The KSPAddonFixed attribute is provided by Majiir.
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The Scientific Committee on Advanced Navigation proudly presents: SCANsat [v20.4]* *a fork of damny's SCANsat v5 SOURCE@GitHub | WIKI@GitHub | LICENSE[BSDv2] | DOCS@GitHub | ALBUMS@imgur | ISSUES@GitHub | BEST_ORBITS@KSP Forums DOWNLOAD [ZIP]@GitHub | DOWNLOAD [ZIP]@SpaceDock | DOWNLOAD [ZIP]@Curse Forge This part-containing add-on allows you to scan the surfaces of planetary bodies to produce various kinds of maps and mine relatively small amounts of sweet, juicy, 110% fresh-squeezed science (in career mode). Localization is supported and several translations are provided with the download package Spanish | Russian | Chinese | German | Portuguese | French By @Deltathiago98 | By @Ser and @RarogCmex | By @Summerfirefly | By @h0yer | by Orlando | by don-vip KNOWN ISSUES BUG - Scanning ground track indicators sometimes display when they should not NOT-BUG - Very large map exports produce .csv files that cannot be opened by Excel; they must be opened in another text editor and rows must be copied 1 million at a time FAQ What does SCANsat do? It allows you to scan and generate various kinds of maps (currently: low- and high-resolution altimetry, and a biome map) for each planetary body. For some really nice looking maps created based on SCANsat data check out Cyriak's ORBAT-Kerbol map collection (Psycho8890 onReddit). Refer to the included KSPedia entry for more information about SCANsat and its various functions Watch this quick video by TinyPirate for a quick overview of what SCANsat does. How do I get support All support requests must be accompanied by a complete description of the problem and the output_log.txt file from the KSP_Data folder (and/or pictures if relevant) File reports in this thread or the dev thread depending on which version you are using Issue reported in the GitHub issue tracker are given higher priority How does SCANsat affect gameplay? It allows you to see surface details from orbit from an interactive, zoom-able map. This will help you plan your missions (for example, landing near a divider between two or three biomes) and provide critical information you need to attempt a safe landing (for instance, the slope map will help you avoid treacherous hills) How do I scan for resources? Resource scanning has three basic modes of operation. The first two methods do not interfere with, or replace the stock resource scanning operations. In the default mode resources are scanned using the stock, M700 Survey Scanner, the large detector dish. When a planet is scanned from a stable, polar orbit all resources will be available for viewing, both in the stock planetary resource overlay, and on SCANsat maps. When the Instant Resource Scan option is toggled off in the settings menu SCANsat resource overlays will only be generated by standard SCANsat scanning. See the short picture tutorial below on how to activate and control resource scanners. This does not interfere with the stock scanning mechanism, and planetary resource overlays are still available and not affected by SCANsat. When Disable Stock Scanning is selected all of the stock surface resource scanning and display mechanisms will be replaced by SCANsat modules. This applies to the scanning process, the right-click resource abundance display, and the high resolution resource zoom map found on the M4435 Narrow-Band Scanner. A few options are available that affect SCANsat resource overlays: The biome lock restriction can be turned on or off. When turned on surface resource scans using the stock Surface Scanning Module are required before accurate resource values can be determined from orbit. The zoom map, instruments window, and overlay tooltips have optional restrictions based on the presence of a narrow-band scanner onboard an orbiting vessel. By default resource overlays on zoom maps are limited to regions of a planet's surface that have a M4435 Narrow-Band Scanner or equivalent part in an orbit that passes over the center of the zoom map, the same applies to overlay tooltips. The inclination of the vessel in orbit must be within at least 10o of the latitude at the center of the zoom map. Instruments Window readouts will only display if resource concentration if a narrow-band scanner is on the current vessel. All of these restrictions can be turned off in the resource settings window. Do I need to attach a part to my vessel to use SCANsat? Parts are needed for the actual scanning functionality to work. Nothing is needed to display already scanned maps, or for background scanning to continue. What does the "field of view" mean? When a sensor is at or above its "best" altitude (but below its maximum altitude) the field of view is half of the width of the swath mapped by the instrument, if it were in orbit around Kerbin. In other words, a field of view of 5° would map swathes which are 1/36th (10°) of the planetary surface wide. The field of view is scaled for smaller bodies so that more of the surface is covered. What does the "best" altitude mean? At or above the best altitude, the sensor will operate with its listed field of view. Below this altitude the sensor suffers a linear penalty. A 10° FOV instrument with a best altitude of 500km would only have a 5° FOV at 250km. [Career Mode] Does SCANsat give us science points? Yes! For each type of map, if you scan at least 30% of the surface, you can analyze Data for partial science points; up until the maximum value at 95% map coverage. [Career Mode] Is it integrated into the tech tree? Yes! This link tells you which nodes unlock which parts in the tech tree. [Career Mode] Are SCANsat contracts available? Yes! Contract support is handled through third party addons: Check the Contract Configurator thread for more info. [Career Mode] How are FinePrint contract waypoints integrated into SCANsat? FinePrint waypoints can be displayed on SCANsat maps, their visibility is controlled using the waypoint icon on the left side of the map. The zoom map has an additional, three-or-four arrow icon that is used to select a custom target site on the planet's surface. Its visibility is also controlled by the waypoint icon. MechJeb Landing Guidance integration is also handled through this system. See the short picture tutorial below for more details. All FinePrint survey contracts and satellite contracts that ask for an orbit over a specific location have waypoints that can be displayed on SCANsat maps. These are the same as the waypoints visible in the map view. Place the mouse cursor over the point at the bottom of the waypoint to see its name in the readout at the bottom of the map; the zoom map is helpful for this. Waypoint names are also indicated in the Instruments Window when your vessel is within range of one; this indicates that you can perform the requested experiment to complete the contract. Can you add <some feature or change> to SCANsat? Probably! First, check the issues page to see if it's already been requested. If not, add a new issue. Even better, attempt to add the feature yourself and submit a pull request. We'll catch the bugs for you! Will this version break my existing scans from earlier versions of SCANsat? No! This version (14.0) is completely backwards compatible, and you current scanning state (which is stored in persistent.sfs) will be safe and sound. CHANGES INSTALLATION Download using the above download link. Place the SCANsat folder in your Kerbal Space Program\GameData folder. Install Module Manager if you want to use any of the SCANsat resource scanning mechanisms. [OPTIONAL] If you want to use the toolbar (you do!), download and install blizzy's Toolbar. [OPTIONAL] If you want to IVA w/ SCANsat (you do!) , downoad and install RasterPropMonitor. GameData Folder Structure GameData SCANsat\Plugins\SCANsat.dll ModuleManager.4.x.x.dll
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[PLUGIN+PARTS][0.23] SCANsat terrain mapping
DMagic replied to damny's topic in KSP1 Mod Development
This is a known bug and has already been fixed. For now you just have to reset the big map by changing the size a little bit (drag the little # icon on the bottom right). SCANsatRPM is used by Raster Prop Monitor, if you don't have RPM installed SCANsatRPM won't do anything, the SCANsatRPM.dll plugin should fail to load. Are you configuring the toolbar after installing SCANsat v6? Are there options for the SCANsat buttons available, but without icons, or does nothing show up? Is SCANsat placed in the right location? The icons won't load if it isn't in the right place: Kerbal Space Program/GameData/SCANsat/ -
[0.23] Crowd-sourced Science Logs: SCIENCE NEEDS YOU!
DMagic replied to codepants's topic in KSP1 Mod Releases
Asteroids don't really have biomes or situations. They can give different results based on which planet you're currently orbiting. So you should be able to make an asteroid sample report with the id: asteroidSample@MunSrfLanded, or something along those lines. There's not really any way to make reports specific to the asteroids themselves. This is somehow a very contentious issue. The general consensus seems to be that one space is correct, and a lot of word processors and online content management systems will autocorrect two spaces down to one. But it's still possible to find people who insist that two spaces is correct, or better, or something like that. -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
DMagic replied to damny's topic in KSP1 Mod Development
I should have lots of time this weekend. I'll get on KSPModders by then. -
Limiting science gain via ModuleManager config.
DMagic replied to Superfluous J's topic in KSP1 Mods Discussions
If it works I'll make a post in the release forum. And yes, it ignores values that don't apply to the planet, or rather, the situations when those values might apply just don't ever come up on those planets. -
Limiting science gain via ModuleManager config.
DMagic replied to Superfluous J's topic in KSP1 Mods Discussions
Let me know if this breaks anything. You should be able to reset values to their defaults by deleting the mod folder, the .dll, or the .cfg file. Edit the values in the ScienceParams.cfg file to whatever you want. http://www./download/6m5s5w55665vo68/Science_Param_Loader.zip using System; using UnityEngine; using System.IO; namespace ScienceParamLoader { [KSPAddonFixed(KSPAddon.Startup.MainMenu, true, typeof(ScienceParamLoader))] public class ScienceParamLoader: MonoBehaviour { private string path = Path.Combine(new DirectoryInfo(KSPUtil.ApplicationRootPath).FullName, "GameData/ScienceParamLoader/ScienceParams.cfg").Replace("\\","/"); public void Start() { paramLoader(); } public void paramLoader() { ConfigNode node = ConfigNode.Load(path); CelestialBody body; int i; float f; if (node == null) print("Science Param config file not found"); else { ConfigNode paramNode = node.GetNode("Custom_Science_Params"); foreach (ConfigNode bodyNode in paramNode.GetNodes("Body")) { if (Int32.TryParse(bodyNode.GetValue("Body_Index"), out i)) body = FlightGlobals.Bodies; else continue; if (float.TryParse(bodyNode.GetValue("LandedDataValue"), out f)) body.scienceValues.LandedDataValue = f; if (float.TryParse(bodyNode.GetValue("SplashedDataValue"), out f)) body.scienceValues.SplashedDataValue = f; if (float.TryParse(bodyNode.GetValue("FlyingLowDataValue"), out f)) body.scienceValues.FlyingLowDataValue = f; if (float.TryParse(bodyNode.GetValue("FlyingHighDataValue"), out f)) body.scienceValues.FlyingHighDataValue = f; if (float.TryParse(bodyNode.GetValue("InSpaceLowDataValue"), out f)) body.scienceValues.InSpaceLowDataValue = f; if (float.TryParse(bodyNode.GetValue("InSpaceHighDataValue"), out f)) body.scienceValues.InSpaceHighDataValue = f; if (float.TryParse(bodyNode.GetValue("RecoveredDataValue"), out f)) body.scienceValues.RecoveryValue = f; if (float.TryParse(bodyNode.GetValue("FlyingAltitude"), out f)) body.scienceValues.flyingAltitudeThreshold = f; if (float.TryParse(bodyNode.GetValue("SpaceAltitude"), out f)) body.scienceValues.spaceAltitudeThreshold = f; print("New Science Paramaters set for [" + body.theName + "]"); } } } } } -
Limiting science gain via ModuleManager config.
DMagic replied to Superfluous J's topic in KSP1 Mods Discussions
Thanks, that's close enough. I can have something ready to go in a little while. -
Limiting science gain via ModuleManager config.
DMagic replied to Superfluous J's topic in KSP1 Mods Discussions
Yeah, I saw that. I really hope Squad gets around to fixing its broken-in-many ways KSPAddon module. I'll check that out if I can't find a way around it, though I think it might work fine from the main menu, and as far as I know there's no way to entirely skip that when loading. I'm pretty sure that I've got a working method, I just need a config file with all of the default values. The values seem to be reset when you quit and reload, so there's no danger in breaking anything:wink: I don't suppose anyone wants to fill out a text file with all of the default values for me. I think the values here are accurate. This is the format they should be in (these default values aren't correct), don't worry about the body index. Body { //Body Name = Kerbin Body_Index = 1 LandedDataValue = 1 SplashedDataValue = 1 FlyingLowDataValue = 2 FlyingHighDataValue = 3 InSpaceLowDataValue = 1 InSpaceHighDataValue = 2 RecoveredDataValue = 1 FlyingAltitude = 18000 SpaceAltitude = 250000 } -
Limiting science gain via ModuleManager config.
DMagic replied to Superfluous J's topic in KSP1 Mods Discussions
You're just looking for a way to alter the celestial body science parameter values, the In Space Low, Srf Landed, Srf Splashed multipliers, the altitude cutoffs, etc...? Theoretically this is simple. Just create a config file with each planet and the default value for each science param value (though I'm pretty sure that it uses the same value for in space low and in space high, or flying low/flying high. A simple addon could load up this cfg file, check the values, and replace the default science params. This should remain persistent during the game, I assume they would get reset after either backing out to the main menu or quitting. I'll see if I can come up with something. The only sticking point that I can think of is figuring out when to run it (mainmenu, spacecenter, flight scene) and making it so that autoloading plugins don't break it. -
[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
DMagic replied to DMagic's topic in KSP1 Mod Releases
The chances are very good. Daishi is still working on making an empty US wedge, so I'm waiting for that before I continue. But I already have a rough outline for a goo pod and I plan on making wedges for the materials bay and the atmospheric sensor too. Thanks, it can be hard to figure some of this stuff out using things like Wikipedia. It tends to be either too complex or too vague to be of any real help. So I put together this and the RPWS chapter from a lot of different sources and hopefully condensed it all into something understandable. -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
DMagic replied to damny's topic in KSP1 Mod Development
Storing the entire map and only displaying part of it crossed my mind, but I didn't think about sharing the cache with the regular big map. That's worth looking into. And playing around with the RPM .cfg files I think the IVA maps can reasonably be shrunk a little bit without really sacrificing quality. Some of these maps are really big, the rectangular one in particular is poorly handled and ends up taking much more time than in should to render.