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DMagic

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Everything posted by DMagic

  1. @UnanimousCoward I think it's harmless, the stock toolbar button needs to run in all scenes except the editor, but KSP doesn't have a simple way of specifying that, so it just runs in all scenes and if it starts in the editor then it tries to shut down, which triggers some errors because it tries to clean up the SEP UI when the toolbar button shuts down. I'll fix it for the next version, but you should be able to ignore it for now. @Apollo13 Either log file works. There are two errors that can trigger that message, one says "SEP Experiment Handler is null" ... and the other says "SEP Experiment definition is null"... in the log file at the same time the screen message appears. The second indicates some problem with the experiment definitions file (I think the stock bugs caused by duplicate experiment definitions have been fixed, which would have triggered this error, but other problems with the definition file might also trigger it). The first indicates some problems in setting up the experiment handlers, which are the things that store data about each experiment, their status (calibrated, running, off), their progress, the vessel they are attached to, etc...
  2. @Apollo13 Do you notice if it only happens when first loading a save file? Or if it happens while playing, like changing scenes, or loading a different vessel? I think what's happening is a timing problem where Contracts Window + thinks that it has to wait for something else to be loaded, until it gives up, or it's loading too quickly and it tries to load information before the save file data about which contract is in which mission and so on can be loaded. Or there is something wrong with the actual save/load process, which would be much worse. If you want you can try out a test version, replace the ContractsWindow folder in the GameData/DMagicUtilities folder (just make sure you still have the ProgressParser and ContractParser folders there, too) with this one: https://www.dropbox.com/s/ena305ty01749j1/ContractsWindow_8.3.zip?dl=0 If there is a timing error this might help, but if nothing else it contains some more log information which might help narrow down the problem.
  3. Portrait Stats version 17 is out on Space Dock. It is updated to support localization and includes Chinese translations. EVA Transfer version 8.1 is out on Space Dock. The included part has the updated spelling for the stock fuel line part directory. This note has been added to the first post about the inevitable confusion that will be caused when people upgrade KSP in-place from earlier versions to 1.4.x:
  4. @Gordon Dry Can you still right-click the node to switch back to the normal mode? And if you open the node by clicking on it does it open the normal way? I've seen this happen before, but it's been hard to isolate exactly why it occurs. If you have the "Force Node Open" option set to true in the settings menu you can try turning it off, that can have some unintended effects like this.
  5. I think most of them have pull requests for German translations waiting. So you could theoretically just grab the file from there, or ask if there is a reason why they haven't been merged.
  6. I'm glad I'm not the only one who thinks the most exciting part of new translations is picking a new color. I suppose I could change all of them to be more country-appropriate. Portuguese and Japanese could stay the same (because white would never work), black seems appropriate for German, Chinese could be yellow and Russian blue. I'm not sure about Spanish, all of the Spanish and Mexican flag colors would be taken, maybe also multicolored. Also, does anyone know if there are Italian and German discussion groups?
  7. @Jebs_SY You can just edit the value in the settings file: "SlopeCutoff = 1" in GameData/SCANsat/PluginData/Settings/cfg. The slider is used to change that value, but otherwise the only place it is set is in the default values for the settings file: https://github.com/S-C-A-N/SCANsat/blob/release/SCANsat/SCAN_Settings_Config.cs#L94 The minimum value for the slider itself is serialized in Unity, so the only way to change that would be to override its minValue (ie m_CutoffSlider.minValue = 0.01).
  8. @Jebs_SY Bottom of the Slope tab in the Color Management page of the Settings Window. If you set it to the minimum value and zoom in very far it should pick up pretty small changes in elevation. @MechBFP Which version of SCANsat and KSP is this happening in? Some errors in contracts were fixed in the latest version, 18.5, but that only works in KSP 1.4.x. Data doesn't carry over from one save to another, it loads the scanning data directly from the save file every time you load a save or change scene.
  9. Maneuver Node Evolved has been moved into the "Evolved Mods" thread, along with Tracking Station Evolved: That leaves this thread to be used only for the information display mods, Basic Orbit and Basic DeltaV.
  10. Version 2.0 of Tracking Station Evolved is out; get it on Space Dock It features drag-and-drop re-ordering of the top-level groups. So you can change the order of the planets or the vessel types, but not the order of the moons displayed within a planet group. Use the drag handle on the right side of each group to move it. It also has new sorting options for how the vessels in each group are sorted, this can be by launch time (the stock behavior), vessel name, or orbited body / vessel type, depending on which mode is active. All options can be toggle between ascending and descending order. The sorting options aren't available for the stock vessel view list. There are a few bug fixes as well, including one related to how the little planet icons are drawn that would result in lots of log spam and the icons being drawn above UI elements outside of the scroll view window. And a bug related to how the vessel toggle elements would not appear in the "on" state. And rovers appear in the vessel type list. I also moved Maneuver Node Evolved into this thread, as it fits in with the theme and naming structure better.
  11. @leatherneck6017 Yes, I see it now. It won't override the existing file name even with the different capitalization. So only a complete delete and re-install will end up with the capital F. That's super annoying...
  12. @Agnemon On Win 10 you should have the snipping tool, just search for snip and it should come up. It's great for simple screen captures.
  13. Can someone here with this problem make a ticket on the regular bug tracker? Having it reported on the public tracker, might be helpful. https://bugs.kerbalspaceprogram.com/ The folder structure from the Steam version is: Squad/Parts/CompoundParts/fuelLine So if you can confirm that the KSP store version is different then just post that to the tracker. Also, if someone could maybe take screenshots from the KSP store version of the fully expanded like this: Obviously it would take a few images, but that might help in finding any other discrepancies.
  14. @pcar773 Like this: (SoonTM) With some added drag-and-drop re-ordering thrown in for good measure.
  15. @Agnemon Where did you download it from, Steam? Or some other store. There must be some version of the build with a slightly different directory structure.
  16. @Apollo13 Do you have log files from when that happens? Also, do you notice the main list resetting, too, like any contracts that were hidden, or had their parameters collapsed reset to the default state? It sounds like something happened during loading that made the list reset. There might be some cases where something takes too long to load, so it just gives up and resets the list, though I'm not sure what would cause that. @Technical Ben You can add contracts to separate lists using the little green checkbox button above each contract. Clicking it will bring up a list of all contract lists and the option to create a new one. You can change which list you are viewing using the icon in the very top-right corner.
  17. @mbaryu The csv export only works for the altimetry maps, I think I just never got around to anything else. When it exports it will be alongside the map files in the PluginData folder, if you open the debug log while exporting you will also see information about what was exported and where it was saved.
  18. @flart Do you notice that typing in the box triggers other controls? Like pressing "W" turns the vessel? Or do you notice the same behavior in other SCANsat input fields? I don't see any leaking control locks on the waypoint input field or any other SCANsat input field. Maybe something else is clearing the locks. Control locks are a nasty problem when different mods, or stock, are trying to change things at the same time. Try opening the debug menu (Alt + F12) and go to the input lock page (it might be buried in some sub-menu) to see what it shows. It should show a full control lock when typing in the SCANsat field (all 1's and it will say "Control Input Lock: SCANsat*" ).
  19. @Mark Kerbin It's been updated and works fine in 1.4.x. If there is a problem you need to confirm you have the correct version (4.0, also updated on CKAN) and send logs if it's still not working.
  20. 1.3.1 might not happen. It requires downgrading the Unity project to 5.4, which as far as I can tell is not supported at all and would basically require rebuilding the Unity project. It's not a particularly complicate project, so it might not be too difficult, and the code changes required are minimal, but I won't get to it soon.
  21. @Fraktal You can always just delete it manually and try again. The only thing that would be lost is the settings file, which shouldn't really matter anyway, it uses the stock settings system so any existing save files wouldn't be effected. @Mark Kerbin It doesn't do anything to save files, nothing is stored or loaded from a save (except the above mentioned settings, but that doesn't affect anything if the mod is added or removed at any point), it just alters the behavior of the maneuver node gizmo.
  22. @Agnemon This is on Linux correct? Or does it happen in OSX, too? I've reported it as a bug that the directory names are not consistent. @Jognt I think I noticed that a long time ago, but didn't want to change it as it might screw up existing configs. But yes, it bugs me, too.
  23. Version 2.8 is out; get it on Space Dock. It is updated for KSP 1.4. Its dependencies are updated to: Contract Parser 8.0 and Progress Parser 9.0. It is mostly unchanged, but some changes in 1.4 introduced several problems with the UI and generated lots of harmless debug log spam, these issues have been fixed. Also, the forum tells me this thread is "quite old".
  24. Version 8.2 is out; get it on Space Dock. It is updated for KSP 1.4. Its dependencies are updated to: Contract Parser 8.0 and Progress Parser 9.0. Spanish translations have been added by @fitiales Some long-standing UI positioning issues have been fixed (hopefully), thanks to help from @JPLRepo And some minor UI-related performance improvements have been made.
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