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DMagic
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[PLUGIN+PARTS][0.23] SCANsat terrain mapping
DMagic replied to damny's topic in KSP1 Mod Development
On the topic of parts, make sure to check out this post about fixing the hard-to-click multispectral scanner: http://forum.kerbalspaceprogram.com/threads/55832-PLUGIN-PARTS-0-23-SCANsat-terrain-mapping?p=1105732&viewfull=1#post1105732 It would be better just to get the Unity file and move the colliders, but failing that I think this will make it a little bit easier to use. -
[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
Update to V0.8 Download on Spaceport New update adds asteroid science; collect asteroid specific science reports with selected parts while grappled to or within 2km of an asteroid. - Parts with asteroid science support include the laser scanner, magnetometer, and Accelerometer/GravMax combination part (stock science parts cannot be used for asteroids). Four new parts added for use with Paul Kingtiger and Daishi's Universal Storage system mod. - Alternate versions of the magnetometer and RPWS are available - New, combined stock experiment parts also available. The PresMat and 2Hot are combined into one part, while the Accelerometer and GravMax are combined into another. - Any problems with my Universal Storage parts should be addressed here, not in the main US thread. Also be aware that it can be tricky to get the wedges to attach to the core properly, particularly if the core is almost full already. Note that the Universal Storage parts use Model {} nodes and must be kept in the correct location: .../Kerbal Space Program/GameData/DMagic Orbital Science/Universal Storage/ If the parts are moved anywhere else they will not load. Also note that several parts share the same textures, so don't delete individual parts unless you know what you are doing. The magnetometer and RPWS are functionally identical to the default parts. The combined experiment parts are slightly different than their stock counterparts though. Aside from the asteroid reports they have a different detection system for atmospheric flight, this allows for the collection of atmospheric science reports while aerobraking, on an escape trajectory, etc... The stock parts require that you be on a sub-orbital trajectory to collect atmospheric science reports. These parts also have working indicators for their respective readouts. The accelerometer uses something called a Pendulous Integrating Gyroscopic Accelerometer (PIGA); my version isn't completely accurate, but these types of mechanical integrators have been used in ballistic missile guidance systems, so if it's good enough for... um, Peacekeeper missiles, it's good enough for Kerbal science. The basic Universal Storage wedge that I'm using now is a placeholder part. It fits in fairly well with the regular Universal Storage parts, but I intend to replace it with a higher quality model and texture and to use Model {} nodes to reduce the RAM footprint. Also included is an extended magnetic field simulation. The magnetometer now provides a readout for every planet, moon and the sun. Check the first post of this thread for a full preview gallery of the update. Change Log: v0.8 - Added asteroid science system - Asteroid specific reports can be collected while grappled to, or within 2km of an asteroid - Reports and science values vary with asteroid class - Asteroid experiments are only counted once per asteroid class (your current planet and experimental situation are ignored) - Four new parts for use in combination with the Universal Storage mod - Replacements for magnetometer and RPWS; both are functionally identical to their default counterparts - Combinations of the four basic science experiments; PresMat/2Hot and Accel/GravMax - Asteroid reports available for Accel/GravMax - Slight changes in atmospheric detection; PresMat/2Hot measurements can be taken while aerobraking, on escape trajectory etc... - Magnetometer simulation extended to all planets and moons; should also work on mod planets - Simulation update frequency reduced; should be little/no chance for performance impact - A few minor bug fixes - Clarified limitations on Core Drill usage in the in-game part description - Additional science reports for asteroid science; typo fixes for old reports v0.7.5 - Updated for KSP v0.23.5 - New RPWS model and texture - Existing vessels should still work, but the RPWS might end up attached backwards - New telescope texture, some adjustments made to the existing model - Resized parts so that they are all more similar in scale - Added resource usage to drill, laser, anomaly scanner and magnetometer - Can be configured in the part.cfg file - Limited magnetosphere simulation for Kerbin - Values read-out in right-click menu, can be disabled in the part.cfg file - Several changes to plugin code - Exploits for drill fixed - Lab reset for anomaly scanner should work as it does for stock parts - Most parts moved onto universal science module - Several default science reports added, should work on any mod planets that include ScienceParams values - Drill should work on any planet with an atmosphere now - Added reports for Krag's PlanetFactory planets v0.7.1: - Added SCANsat BTDT function to alternate version of the anomaly sensor. - Can now be used for both custom anomaly science scanning and SCANsat scanning. - Part has a different name and must be purchased separately in the R&D center. - Added my own telescope module to the SCANsat version. - Details are the same as for the anomaly sensor. - Both parts are found in the alternate, SCANsat folder. - No changes to the default parts. v0.7: - New anomalous signal scanner. Designed for rovers and spaceplanes. - Used to detect and study anomalies. - Single use only; return to Kerbin for complete study of the science report, or transmit and reset with science lab. - New textures for the magnetometer and laser; they fit in better with the recent parts. - Fixed .cfg file and plugin bugs for the laser and magnetometer - Laser returned to its proper tech node - will require repurchase, but should not affect existing vessels. - A few minor changes in other part.cfg files; dropped the mass of the telescope. - New science reports for the anomaly scanner, fixed many typos in old reports. v0.6: - New biological activity core drill. Designed for rovers and landers. - Features multiple storage containers. - Can be used up to six times before needing to be returned to Kerbin or reset with a science lab. - Two different animation modes, used for rovers or landers. Animation dependent on the drill's orientation relative to its parent part - preview animation in the VAB/SPH - use cubic octagonal struts or other small parts to modify animation behavior. - New science reports for core drill. - Included support for Trueborn's Custom Biomes plugin. * Requires separate download - Reports for custom biomes for the laser, optical telescope and core drill. - Reduced values for some science experiments. v0.5: - New surface scanning laser instrument. Designed for rovers and landers. - Changes in magnetometer and telescope part names to address compatibility issues with other mods (will not be backward compatible without manually changing the names or installing the alternate part folder). Re-purchasing parts in the R&D center is required. - New model for magnetometer, includes added details to the instruments themselves, cleaner animation, and lower RAM usage due to more efficient use of textures. - Custom part modules for all parts to address animation and science collection issues: - Magnetometer and RPWS animations are fully reversible while playing, animation speed for these parts is increased as well. - Deployed previews are available in the VAB/SPH for all parts - Attempts to collect science where not possible will trigger a message with suggestions about where to use the instrument; will not play the deploy animation if the part is in the retracted position. - Transmitting or resetting the instrument will not trigger the retract animation. - Repeatedly pushing the collect data button/action group will not spam multiple results. - The laser has only a single, forward animation. Data is collected midway through the animation. - Edited existing science reports, and added several more. Added full set of surface reports for the laser. v0.4: - New textures for all parts. - Changed non-SCANsat telescope to be the default, for the SCANsat version replace the default scope folder with the alternate folder. - Tweaks to models and animations for the magnetometer and telescope. - Add Langmuir probe to RPWS model (should not break existing crafts). - Added surface reports for the magnetometer, including biome support where available. - Added biome support for non-SCANsat telescope in low orbit. - Rearranged tech tree placement; parts moved to earlier nodes. - Decreased science report values, added and edited science reports. - Added FxModule to part.cfg to force deployment before science reports can be collected. v0.3: Initial upload. -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
DMagic replied to damny's topic in KSP1 Mod Development
Yeah, I'm on Windows using Visual Studio. It sounds like debugging won't work in that case, I have VS Pro (thank you .edu email address, you save me so much money), but it's probably not feasible regardless. I made some attempts at getting profiling working, I got... something, but I think I will have to spend more time with that before I can do anything useful with it. I'm going to try to push out the next update for my mod tonight or tomorrow, after that I will have more time to check SCANsat more thoroughly. What are your plans for parts? The MapTraq obviously needs something done, I can get my BTDT scanner working properly fairly easily (I think), but I'll probably go back and make some changes to the model/texture first. I haven't heard much from MilkShakeFiend lately, but he said he had plans for remaking the parts and making a complete set. I have no problem making stand-in parts if that is still the case. Also, I agree about using Trigger Au's framework. I have poked around in that a little bit in my attempts to build a GUI and it's all very well documented and clearly laid out. -
[0.25] RasterPropMonitor - putting the A in your IVA (v0.18.3) [8 Oct]
DMagic replied to Mihara's topic in KSP1 Mod Releases
No, it's not a question of SCANsat supporting RPM, it's RPM that must support SCANsat. Since V6 is still in development RPM probably won't be updated to support it yet (which I think would break compatibility with older versions). I would hold off on updating if you want RPM integration. -
[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 don't think it's a very complicated fix, and it's possible that it will affect other custom science experiments too, so it would be a good thing to see if it can be done. -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
DMagic replied to damny's topic in KSP1 Mod Development
Has anyone else noticed the old buttons-switching-to-KSP-style bug (from black to light grey) popping up again, either with my version or v6? I'm wondering if it's always been there, or if something was changed in the latest version. I've only seen this happen once, and I couldn't get it to repeat on a different computer, so it's probably something related to what damny originally described, some other mod interfering with the GUI.style. I think it was fixed with all of the "GUI.skin = null" lines, but there was a lot added to SCANui.cs in the Nov 2 upload that was supposed to fix this problem, so it's hard to say. -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
DMagic replied to damny's topic in KSP1 Mod Development
I would let Mihara take care of it. RPM is very actively being developed, and having two versions floating around probably wouldn't help things. -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
DMagic replied to damny's topic in KSP1 Mod Development
You can recompile RPM from the source available on Github. You just need to point it at this version of the SCANsat.dll. Then you need to replace all three of the RPM.dll files with the newly generated versions. But it's probably best to stick with version 5 of SCANsat until something more official is released and Mihara can update RPM. Also, it should be noted that the changes made simply allow RPM to access what it needs to be able to easily turn on (ie with IVA buttons) the default SCANsat map windows. To actually be able to do this would require changes on the RPM side of things. -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
DMagic replied to damny's topic in KSP1 Mod Development
Right before I start watching Game of Thrones, like the not-download just finished as I'm typing this. It's a real conundrum... Edit: Do you have some other method of including the asteroid icons on the map (I only looked at the code)? Or was that intentionally left out? -
[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 tried this out and I see what you mean. The problem lies in Ship Manifest's code, it can see my experiments, but it isn't using the right methods to actually check if there are any results stored in the part or to remove them. xEvilReeperx's ScienceAlert has a way of working around this, but that is something that has to be done on Papa_Joe's end. The reason it may have worked in the past is that I was using a different, but less flexible method of collecting science reports before the latest version. -
[WIP] Reorganized Tech Tree Alpha 0.2.0 Added NFT and MFT
DMagic replied to Jonnothin's topic in KSP1 Mod Development
With the default pack of Custom Biomes I think there is around 300k science available (not counting the infinite, but impractical asteroid science). So 130k should be fine given all of the extra science that come with the other mods. I'm not actually sure how much mine adds, I should probably figure that out sometime. -
Thanks. I suppose it would help if I weren't an idiot. @ or %RESULTS seems to work fine, it's just that I had inexplicably commented out the default seismic scan results in the ScienceDefs.cfg file and there are no other Kerbin specific results, so it was giving me the fallback result and making me think the rest were deleted too.
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Does anyone know if it's possible to add science reports for the stock science experiments? I've been trying several variations on the code below @EXPERIMENT_DEFINITION[*]:HAS[#id[seismicScan]] { %RESULTS { KerbinSrfLandedLaunchPad = New seismic scan! } } This version (and switching the % for @) successfully adds the new result, but deletes the old ones. I've also tried adding :Final and putting {} or [] after RESULTS, to no avail. I can just copy over all of the results in the stock ScienceDefs.cfg file, which is what I've seen others do, but I was hoping for something more elegant.
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The Open Part Mod - Week of 4/25 project started
DMagic replied to StarVision's topic in KSP1 Mod Development
Set the shader in Unity to KSP Specular (or bumped specular, emissive specular, etc...) then you can adjust the specular slider and color to get the desired amount of shininess. It's possible to use a single texture for both the diffuse texture and the specular map. To set it up you need to add an alpha channel to your texture then fill it in as desired. In Photoshop this is easy to do, just click on the 'channels' tab of the layers window, add a new channel and call it 'alpha 1'. Photoshop's built in .png plugin (which is the format I always use) is kind of terrible for saving alpha channels, so I always use SuperPNG. For my textures I generally copy the final diffuse texture and paste that into the alpha channel as a starting point. This will give you a texture with your diffuse map on the RGB channel, and a black and white version of that on the alpha channel. You can then alter the alpha channel texture as needed. Fully white sections of the alpha channel allow for max shininess in the shader, fully black means no shine. For a more complete look at alpha channels in .png files check out this thread: http://forum.kerbalspaceprogram.com/threads/69137-How-to-correctly-edit-a-PNG-file-with-alpha-channel Here's an example of one of my diffuse textures on the left, and a copy of the alpha channel on the right. Note the white circle at the top, that's for the mirror of my telescope so it's set at max shininess. -
The Open Part Mod - Week of 4/25 project started
DMagic replied to StarVision's topic in KSP1 Mod Development
I didn't try to replicate what you're seeing, but I saw that the origin for your part is not at zero. Select the object in Blender, select origin to geometry (object tools on the left), then move the whole object to position 0,0,0 (push 'L', transform values are at the top). Import that into Unity, don't import any animations, export that to a .mu file and put it in KSP. I put this in for the attachment node: node_attach = 0.0, 0.1, 0.0, 0.0, 0.0, 1.0, 0 The 0.1 value could use some tweaking, but doesn't matter for my purpose. The 1.0 is the more important value here, fiddling with that will make the part attach to the parent part at different angles and is dependent upon how you orient the part in Unity. -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
DMagic replied to damny's topic in KSP1 Mod Development
From my repository? You can't, it only has the changes I've made which are already available from this thread, and no one else has an updated fork of the original code available yet. -
The Open Part Mod - Week of 4/25 project started
DMagic replied to StarVision's topic in KSP1 Mod Development
Is it supposed to be animated? If so get rid of the "always animate" options, get rid of the animator component, replace with an animation component (and if you're using Unity 4.3, don't, go back to Unity 4.2). If it isn't supposed to be animated get rid of the animation all together. This could also be a part.cfg file problem. How are your nodes setup? -
Are you in career mode? Did you go to the R&D center to purchase the parts from already researched tech nodes? The old Parts folder is almost never used, anything updated since last summer shouldn't use the old system. And this pack was updated for the new, GameData system, so that's where they should go.
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[WIP][23.5] RealSimpleScience (26.04.14 V0.04)
DMagic replied to Sandworm's topic in KSP1 Mod Development
This is something I've been working on and thinking about for a while. In the past I've always hard-coded any planet-specific experiments, but I want something that is more easily configurable. I've come up with a method that works the same way the biome and situation masks do, you can select any combination of planets to limit your experiments to. The only real difference is that with those there are only six options to select from, whereas with my planet system there are eighteen (there are sixteen planets, but I have two more options that cover asteroids and mod planets). It's actually fairly difficult to accurately type in eighteen ones or zeroes into a binary-to-decimal converter, so I need to come up with some better way of handling that. Also, let me know if you run into any problems using resources that don't exist, it should be easy to fix if they cause a problem. -
The Open Part Mod - Week of 4/25 project started
DMagic replied to StarVision's topic in KSP1 Mod Development
I think you're probably ok with 900 triangles, you don't need to worry about getting rid of every extra face, it might be more trouble than it's worth. As for orientation, up in Blender is unfortunately not up in Unity, the z- and y-axes are switched. My solution to this is to always export my models as .fbx files to import into Unity (which defaults to 0.01 scale, so make sure to fix that). The Blender .fbx exporter has the option to swap the z- and y-axes (I think it is selected by default) so that everything is oriented properly. You can also try rotating the entire model 90o on the x-axis (and applying it with Ctrl-A?) then put the Blender file directly into Unity. -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
DMagic replied to damny's topic in KSP1 Mod Development
I made a one line fix to allow the "Open Map"/"Start Scan" button to open the small map. This is the only way to open the map without the toolbar, and you have to close it manually. With toolbar installed it doesn't do this, it might be nice for the MapTraq, but I think it would be annoying for the other scanners to constantly be opening the small map. There is also a fix to prevent non-animated parts from showing the "Extend" option in the editor, but that has nothing to do with the toolbar stuff. Also, someone earlier said something about allowing for the other windows to be opened from IVA controls with RPM. That would have to be done on RPM's side, but I changed some of the access modifiers in SCANui to allow for that kind of control if you want to include that too. I wouldn't recommend releasing two versions. If the toolbar-optional version works ok (and it should, the changes are relatively minor compared to the toolbar dependent version) then I think it would be best to only incorporate that version into the final release. With toolbar installed it works exactly the same as the other version. -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
DMagic replied to damny's topic in KSP1 Mod Development
I forked damny's SCAN repository and made two dev branches. One has the code of my currently released toolbar version. The other has the code for the toolbar optional version (and a few other changes), the master branch is unchanged. I haven't really tested it much, but it works, as in, the game doesn't crash and the SCANsat code gets loaded, but there is no way to open the maps (I guess this could be good for a really die-hard RPM user:cool:). The changes necessary to allow the right-click buttons/action groups to open the map are not too major, so I don't think it would difficult to incorporate this version instead of my other one. -
[WIP] DMagic Orbital Science: New Science Parts - V0.8.2 (7/17/2014)
DMagic replied to DMagic's topic in KSP1 Mod Development
I'm glad you like them, and I really like those pictures. I've been meaning to update the gallery I use to show off these parts and that first picture is a nearly perfect example of the kind of vessels I have in mind. Is it ok if I borrow that picture and include it in my gallery? -
[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
Are you still having this problem? I've seen things like this happen before, usually it's because I've changed something and the plugin doesn't get loaded, but that shouldn't be an issue in the released version. On occasion I've had parts that can't be selected or right clicked, but work fine the next time I load the game. I've never really been able to figure out why that happens or if it's something that exists in the currently available version. My only suggestion would be to try deleting and reinstalling my mod or trying my mod on a clean KSP install. Are you saying Ship Manifest is only not working with my parts after 0.23.5, or that SM has had problems in general after 0.23.5? Does this happen with all parts, or just some of them, I suspect that it might not see anything for the drill, which is to be expected? I looked at SM's code and it seems like it should be working ok, but I'll have to actually try it out in-game to really figure anything out. -
Asteroids should be science "biomes".
DMagic replied to Dunbaratu's topic in KSP1 Suggestions & Development Discussion
To some extent asteroid already are considered a biome. The standard way of storing science data is with the format: experiment id @ planet name * situation name * biome name. Asteroid follow this basic pattern; an asteroid report looks like this: asteroidSample@SunInSpaceHigh_PotatoRoid1607787879. With PotatoRoid and the asteroid ID number acting as the biome. But it's not difficult to make a more complex system of asteroid science; if I can do it, then Squad can easily make something more complex too. My first iteration for asteroid science allows you to collect data while grappled to, or nearby an asteroid. The multiplier value is determined by the asteroid class, and science can only be collected once for each class, it doesn't matter where you are orbiting or whether or not you are collecting data from a different asteroid. I kind of like the idea of making science values also depend on where the asteroid is (ie whether it's just orbiting the sun, or whether you've brought it into orbit around Kerbin), but I think ibeinsane might be right that this will sort itself out once we get some kind of currency system implemented. Finding some way to classify asteroids by type, not just size, is another good idea. I don't think any of this is really difficult to implement, whether or not Squad actually wants to something like this is another matter. But as far as mods are concerned I think there are a number of possibilities for expanded asteroid science.