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DMagic

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Everything posted by DMagic

  1. Both Module Manager and KSP itself have both seen similar false positive problems, SCANsat also had some issues a while back: I guess it's not all that surprising that random .dll files get reported as false positives. But it is annoying. One way to check if there is some issue between my upload and people downloading is to compare file sizes. BeterTracking.dll is 31.5KB (32,256 bytes) BetterTracking.Unity.dll is 16.5KB (16,896 bytes) This is the size, not "size on disk". If anything changed it would also be likely to change the file size, though that isn't exactly a bullet proof method of checking. You can also check the SHA-256 hash. On windows you just open powershell, navigate to the directory the file is stored in and run "Get-FileHash FileName" (you can also just specify the full directory path after "Get-FileHash": https://www.howtogeek.com/67241/htg-explains-what-are-md5-sha-1-hashes-and-how-do-i-check-them/ These are the hashes for the assemblies I packaged for release. PS C:\Users\DMagic\Documents\KSP\BetterTracking\v1\GameData\TrackingStationEvolved> Get-FileHash BetterTracking.dll Algorithm Hash Path --------- ---- ---- SHA256 2176CF5ED40785E61584B4F9F94936899A290A8DE8359CF2E1EB95FE7D3715E4 C:\Users\DMagic\Documents\KSP... PS C:\Users\DMagic\Documents\KSP\BetterTracking\v1\GameData\TrackingStationEvolved> Get-FileHash BetterTracking.Unity.dll Algorithm Hash Path --------- ---- ---- SHA256 D2EA4512D7C92B350F5B91E59809B3242E918C4E0F804D0660F81DB1795CA9FF C:\Users\DMagic\Documents\KSP...
  2. KSP's loading system loads all of its own resources first (I assume before it even gets to the loading screen) then goes through the GameData folder looking for certain file types. .ksp files are treated as asset bundles. I only use .ksp for KSPedia entries, because I don't really know what KSP does with them and I've never really needed to find out. For most of my mods I just wait until the main menu screen then manually load the asset bundle (which is really just a collection of GameObjects) and doing whatever needs to be done from there, in most cases that is either adding stock KSP UI style sprites to the UI, saving prefabs for use later on, or replacing standard Unity Text components with TextMeshPro components. And yes, you don't really have to group things together for export in Unity, just label the objects you want with the asset bundle name and it will package together any sprites, textures, or whatever that those objects refer to. Which reminds me, now that KSP is using Unity 2017 I need to add another section here about using the new sprite atlas system.
  3. @nightstalker101s KSP uses Unity 2017.1. It might not matter, but it's usually a good idea to stick to the same version. I don't know what's going on with Part Tools, maybe we'll get an update soon. But you don't need them unless you are doing KSPedia or parts. For these simple asset bundles I just write my own script: using UnityEditor; public class Bundler { const string dir = "AssetBundles"; const string extension = ".btk"; [MenuItem("BetterTracking/Build Bundles")] static void BuildAllAssetBundles() { BuildPipeline.BuildAssetBundles(dir, BuildAssetBundleOptions.ChunkBasedCompression | BuildAssetBundleOptions.ForceRebuildAssetBundle, BuildTarget.StandaloneWindows); FileUtil.ReplaceFile(dir + "/better_tracking_prefabs", dir + "/better_tracking_prefabs" + extension); FileUtil.DeleteFileOrDirectory(dir + "/better_tracking_prefabs"); } } You can make a C# script in Unity (this is not something to add to your plugin, it is just for the Unity editor), you just have to make sure it's in a folder called "Editor" (so Unity project folder/Assets/Editor/script.cs). This adds a toolbar button along the top row in the editor, then it builds any asset bundles you have defined, and in this case, attaches a custom file extension. The target directory appears alongside your Assets folder. .ksp files will be loaded automatically by KSP during loading. But I just handle the asset loading myself, so you can use any extension, or none, for that: https://github.com/DMagic1/KSP_BetterTracking/blob/master/Source/BetterTracking/Util/Tracking_Loader.cs#L84-L91
  4. I'll circle back to this mod soon when I finish updating the other mods. I hit two very different walls with CapCom and Contracts Window +, CapCom is ready, but for various reasons it's best to release both of those at the same time. Then I think SEP is the only other one left. @maculator Adding another layer of sub-groups could be tricky, and it starts to limit the size of the button a little too much. You can always use the regular vessel type filters along the top of the window to hide certain vessels. More customization is planned though, including a user-defined mode where you can create groups and sub-groups. @symmeclept Yes, it could be that. This mod takes all of its data from the stock vessel list, it just hides it away so that it's not drawn by the UI, but otherwise is still there and performs all of the stock functions, like changing the camera target when you click a button, or loading the vessel when you double-click. @klgraham1013 I'll need to load 1.3 again to check some aspects of the stock UI. I'll get around to it eventually.
  5. Version 1.3.12 is out; get it on Space Dock. It has been updated for KSP 1.4.x. It also contains several minor fixes: The drag cubes for the recon and SIGINT parts have all been tweaked, hopefully they won't make a vessel unstable, which could sometimes happen. The SIGINT parts now update their drag cube when deployed, this makes their drag so high that they are essentially unusable in an atmosphere and will break very easily. Some minor bugs in the startup process for some parts in the VAB/SPH have been fixed, along with a bug with the orbit handling in the space center for contracts that call for a specific orbit (the long term recon contracts). The crash tolerance for the seismic pods has been increased again (there might be some other element that determines when parts explode, so you still might have to pack some extras ). And the SCANsat configs have been updated so that the imaging platform can collect the SCANsat multispectral science data (@MaximumThrust, this fixes your issue; the only way to disable unwanted resources is to delete their configs, most would be in the Community Resource Pack folder).
  6. As far as I can tell this should work fine in KSP 1.4.x. Let me know if anyone finds otherwise.
  7. SCANsat version 18.5 is out; get it on Space Dock. It is updated for KSP 1.4 and Unity 2017.1. It also has a fix for the scanning coverage calculation so that the value is clamped to a minimum of zero, which should fix any problems with contracts not being offered (without having to edit the contract definitions). And also makes the anomaly icons show up in grey until they have been scanned with the BTDT, after which they will be yellow/blue.
  8. Science Relay 5.1 is out; get it on Space Dock. It fixes a bug that occurs when trying to connect to certain types of vessels.
  9. Version 2.6 is out for KSP 1.4; get it on Space Dock. There are no changes, just a recompile, an update to the AVC .version file and for CKAN.
  10. Also, I just realized that the vessel buttons aren't quite working right. If you click on them the button doesn't change to the "on" state, where it looks pressed in (the header buttons, for the celestial body or vessel type do work if you want to see what I mean). It still selects and focuses on the vessel, and double-clicking will load it, but sometimes the control buttons on the bottom don't seem to activate. I've found that click twice on the vessel button (slowly) will activate the buttons on the bottom, even though the button still isn't in the "on" state. I swear that was working fine before.
  11. @Gordon Dry Tooltips are a surprisingly complicated thing to add to this type of UI. I figure the buttons are few enough and simple enough that their purpose can be divined by just clicking on them a few times.
  12. @grungar3x7 Soon enough. A normal person would just make separate threads. But we won't be having that here.
  13. @d4harp The specific issue I saw was caused by the decoupler on the engine plate. I think the staging offset for the decoupler may be wrong, or maybe it's handled differently, because the simulator just seems to think that the plate behaves like a decoupler from its top node, so it assumes no dV for the engines attached to it. I think a special case may be needed for decouplers that only separate what is attached to their bottom node, rather than from their top node.
  14. @nightstalker101s If you are asking if you can add a reference to a KSP dll to a Unity project (for use in the Unity Editor) then the answer is no. Unity just won't load anything with a reference to KSP's Assembly-CSharp.dll (I think maybe this is because of some kind of circular referencing, or it just doesn't accept a reference to a dll that was made in Unity). For a regular C# project you can do that, but for anything to be used in the Unity Editor it won't work. You can create a new project with custom scripts imported into Unity, but for it to work I think you have to create it outside of Unity (ie don't add scripts directly through your Unity project, instead make an assembly, compile it, and import the .dll into your Unity project), then you can use it for anything you make in Unity (like a UI). But that assembly can't contain any references to any KSP assemblies, which makes everything a pain to work with. There is a tutorial for how to work-around this for a UI, it's not that hard, mostly just tedious:
  15. Basic Orbit and Maneuver Node Evolved have been updated for KSP 1.4. Basic Orbit is basically the same. Maneuver Node Evolved has a fix for a bug that can occur when creating multiple nodes while the "Force Node Open" option is enabled in the settings menu (which keeps the node from collapsing when you click away from it). I'm not sure if this is something new to KSP 1.4 or not, but if you notice the issue in earlier versions you can try disabling that option. Basic DeltaV does not work correctly with KSP 1.4. It is mostly okay, but some of the new decouplers seem to confuse the vessel simulator, so we'll have to wait for Engineer to update.
  16. @sjb217 It should already be there, though it may need to be marked as supporting 1.4.1 in Space Dock, since the option wasn't there yesterday. Edit: All of the Space Dock titles have been marked for 1.4.1 support now, so they should show up in CKAN. I'm not sure how MH support is handled, though, but this should work fine in regular games or in missions.
  17. All of the entries have been updated to reflect their status with regards to the new stock translations available. Quite a few already have German translations and a couple have Portuguese, but basically all will need French and Italian translations. If there are language discussion groups somewhere for any of the new languages let me know so I can link to them in the first post.
  18. I will try to have an update for this out tomorrow. The RPM maps use some custom shaders that may require a rebuild in Unity 2017, so if RPM isn't working or updated soon this might need another update before I can check and update for that. But otherwise I don't think there is much different from KSP 1.3.1.
  19. Updates for all of these mods are available, see the first post for links. They are all basically recompiles and updates for the AVC .version file and CKAN. Otherwise they are unchanged from the previous versions.
  20. @pack.wolf I'm normally loathe to support multiple versions, but I think 1.3 might be doable with just a few line changes. If you look carefully you can see that the vessel list has a new little tab above it that says "Tracked Objects" (in mission mode there is another tab that allows for showing mission objectives, I think), that was different in earlier versions and may throw a kink into this mod because of the way it jams those extra buttons onto the top of the side bar. @nightingale Speak for yourself, this has been on my list of things-that-shouldn't-need-doing forever. As for planet packs, it should work fine. It first runs through all of the planets to sort them and group their moons together, then it checks if any tracked vessels are orbiting those bodies. I'm not really sure what will happen with packs that add other stars, those might also break the little spinning planet icons, I guess we'll see.
  21. Contents: Tracking Station Evolved: Download Version 7.0 Maneuver Node Evolved: Download Version 5.0 Tracking Station Evolved - 7.0 Download from Space Dock | Curse Forge Download from GitHub Source is available on GitHub. Tracking Station Evolved adds alternate sorting and display modes for the vessel list in the Tracking Station, as well as a search function. A bar at the top of the vessel list controls all functions. Several functions are available for all grouping modes: The button in the top-right corner of each vessel button opens the vessel rename dialog Vessels with maneuver nodes are positioned at the top of whichever list they are in Several sorting options are available that will re-order all vessels Vessel launch time Vessel name Vessel type Celestial body Each sort option can be toggled between ascending and descending order A search box is available by clicking the search icon on the right side of the control bar Toggle a vessel's orbit display using the orbit button on the right side of each vessel's button Toggle all vessel orbits in a given group Celestial Body Sorting: Vessels are grouped by the celestial body they are orbiting Moons are grouped together with their parent body The total number of vessels for each body is displayed in the bottom-right corner of each celestial body button; moon vessel counted is shown as well for bodies with moons Clicking on the celestial body icon will change the camera target to that body Clicking on the celestial body button will collapse or expand the list of vessels for that body Bodies are sorted by: Home body (Kerbin), then the sun, then the other planets ordered by distance to the sun Click and drag on the handle on the right side of each planet for drag-and-drop re-ordering Vessel Type Sorting: Vessels are grouped by vessel type Click on the vessel type icon to collapse or expand the list vessels for that type Click and drag on the handle on the right side of each type for drag-and-drop re-ordering The third sort mode is similar to the stock display: Vessels are not grouped together All search and sort functions work for this mode as well The vessel list elements behave the same as the stock buttons: Single-clicking will change the camera target to that vessel Double-clicking will load that vessel The text displayed is the same Anything that causes the stock vessel list to update, for instance, a vessel being destroyed, an asteroid being tracked, etc... should cause the other list types to update Change Log: Released under the MIT License Maneuver Node Evolved - 5.0 Download from Space Dock | Curse Forge Download from GitHub Source is available on GitHub. Maneuver Node Evolved adds several features to the stock maneuver node that are meant to make life a little easier. There are five separate components of the addon, each affecting different areas of maneuver node interaction. The in-game settings menu can be used to adjust and/or disable these functions. Creating a maneuver node: Areas near the selection point on the orbit will be added to maneuver node panel Select one of these to create a maneuver node snapped to that location Apoapsis, Periapsis, Equatorial Ascending and Descending Nodes (disabled at extremely low inclination orbits), Target Relative Ascending and Descending Nodes, and Target Closest Approach Points The tolerance for how far away these points are allowed to be from the selection point can be adjusted in the settings menu Maneuver node selection and visibility: A keyboard shortcut is provided to open maneuver nodes Hold modifier key + N The secondary key (N) can be adjusted only in the settings files generated in GameData/ManeuverNodeEvolved/PluginData/Settings.cfg Node selection is determined by, in descending order of preference: The currently focused maneuver node The last activated node The first node Pressing the shortcut again will close the node gizmo The scale of the maneuver node can be adjusted to make it more easily visible and the handles easier to select Dynamic scaling can also be activated The node will increase in scale as you zoom out This helps to accommodate all of the additional map view icons that can sometimes obscure the maneuver node when zoomed out Maneuver node orientation: An option is available to allow for DeltaV changes to be made based on the post-maneuver node orbit orientation This is called "Intuitive Mode" in Precise Maneuver Editor The maneuver gizmo does not rotate to match the new orientation, but changes in DeltaV will be corrected to match that orientation Pictures provide a simple demonstration of how this affects a simple inclination change when pulling on the orbit Normal handle vs. stock behavior There is an additional option available when the “Rotate Gizmo With Orbit” option is enabled, “Alignment Accuracy”. This allows for a tradeoff to be made for performance over accuracy in the calculation of the appropriate adjustments needed to the DeltaV. In general, this should not need to be changed, but if you notice any slowness, or stuttering when the maneuver gizmo handles are pulled all of the way, or when adding large increments to the DeltaV, you can lower this setting to 1 or 0. For a longer explanation of what this does see below: The maneuver button circle has options for new functions to replace the Orbit +/- buttons Cycle forward and backward buttons to switch focus to other maneuver nodes This will also focus the camera on the new node Two new windows to allow for finer control over the maneuver node Each window can be pinned open Options allow for closing the windows when right-clicking with the pin toggle off Keeping the windows open in the flight view with the pin toggle on Displaying connecting lines from the window to the maneuver node These windows are designed to look like the stock Part Action Windows DeltaV input window This allows for manual input of DeltaV values for each component Adjust the increment level using the +/- buttons for each component Add or subtract that amount for each component The final DeltaV value will be corrected for the post-node orientation if that option is active Manually enter DeltaV values using the text input fields Maneuver node snap window This allows for manual re-positioning of the maneuver node Options for new positions are generally the same as those discussed above for creating new maneuver nodes Only valid positions will be displayed Next and previous orbit buttons function the same as the stock buttons Next and previous patch buttons allow for moving the maneuver node between different orbit segments If you are in Kerbin orbit and have an encounter with the Mun, you can move the maneuver node between the two different orbit segments A new tab has been added to the maneuver node widget panel in the bottom left corner This allows for basically the same functions as the Maneuver Node Snap panel described above Possible orbital positions of interest are displayed in the tab This allows for simple positioning of the maneuver node along the orbit Change Log: Released under the MIT License
  22. @Zuthor Do you have crew requirements set for the in-flight mode? That may be preventing you from seeing it in some cases. @CptNautilus No updates... or maybe I will, we'll see. Anyway, why waste time on stale old mods when I can waste time on exciting new mods: @CobaltWolf You can never look at the Starbuck's logo the same way when you've seen the whole thing... And now the Kerbal version just makes it more horrifying.
  23. None of these mods have been updated for KSP 1.4 and should not be expected to work properly until they are.
  24. I think it does include the entire stacktrace (maybe only if verbose logging is on?), but the buffer is kind of annoying, not as annoying as all that filler garbage in the output_log file, though.
  25. Is there any reason anymore to use output_log instead of KSP.log?
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