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DMagic

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Everything posted by DMagic

  1. @Kilo60 The ? on a SCANsat map means it has been scanned from orbit. With only that scan, when you are close the anomaly the Instruments window should show "Unknown Anomaly", with the BTDT scan and the orbital scan it should show the name of the anomaly, and the little anomaly window. @TheKurgan 2^31 is the max value.
  2. @Freds It won't do anything on an asteroid (unless that asteroid is parked on the surface). That's actually an interesting idea for added functionality, but it's something that's probably not likely to be added any time soon. @Geonovast I think there are KIS problems that sometimes result in not being able to connect a part to an attach node (the nodes just don't appear), I don't think there is much you can do about it other than carrying a few spare connectors and extenders. As for exploding parts...
  3. @sh1pman Probably something wrong with the MM patch then. With the stock scanning enabled SCANsat just looks for the KerbNet module that covers that resource (which is basically always the Narrow Band Scanner). With the stock scanning off it looks for the SCANsat module. When the narrow band requirement is off it just ignores all of that. Those displays in the right-click menu (Ore [Surf]: 12.27%) come from a different SCANsat module, which is probably why they seem to be working fine.
  4. @Vorg The values for ModuleResourceScanner and the SCANsat modules are different, the stock module (ModuleResourceScanner) just has an upper limit, while the SCANsat module (ModuleSCANresourceScanner) has a range (they are defined in a MM config file in the Resources folder). The values in the latest version are 30-60k, with 50k ideal. It's possible that another mod is altering those values, though. @dannyo862 It's probably science parts from another mod causing the problem. Bluedog Design Bureau has a few, along with Coatl Aerospace Probes Plus.
  5. @EricL A comprehensive tutorial would be nice, but it would take far more time than I'm willing to put into it. This tutorial assumes some experience with C# (you can put all of your classes and scripts into a single file, I think, maybe Unity requires separate files, but in general that just makes it very difficult to keep track of things), and Unity. There are a million resources, tutorials and answers to specific questions available for both C# and Unity (in particular Unity has some really good video series available for UI content), so there's no need to go over all of that here. For complete code you can check the source for Basic Orbit (it has changed a bit since this tutorial has been made, but most of the added complexity is in picking apart the stock KSP UI assets to make a matching style). There is also some more complex code for SCANsat's UI, and some simpler code for Maneuver Node Evolved. The Unity project files are also included in those GitHub repos. Overall I don't think the Unity UI system is that complicated. It is based on standard Unity objects, so most of the UI related work also relates to how most things work in Unity. The Rect Transform and Layout Elements are probably the trickiest aspects to figure out, there are lots of tutorials covering them, but the best thing to do is probably just play around with different values and see what they do, being able to work within the Unity Editor makes this simple since you don't have to launch KSP to test things. Hooking things up with KSP is tedious, but not really difficult. You either have to just manually assign functions and listeners, or go through interfaces or some kind of event system. It takes some time to get your head around how to set things up, but once you manage that it just becomes tedious.
  6. @Kilo60 Did you scan that anomaly from orbit first? I should probably make sure that the orbital scan and the BTDT scan match up better. @Duke Leto I have no idea about the accuracy of the Best Orbits calculations. If anyone is familiar with how they are calculated and wants to fix them that would be great, but otherwise I will remove the link. @E Gadd A post a few pages back covers this: @HorusKol I'll have to look into contracts, but they were working fine for me the last time I checked. @LN400 You can right-click on the waypoint itself (not the icon in the SCANsat maps) and delete it. @HaydenTheKing Changing planets from RPM has never been supported. There aren't enough buttons on the standard MFDs. Making a separate display screen to handle this and maybe other functions would be an option, but I've never really looked into it. @tomf KSPI planetary resources should all be supported by SCANsat. Non-planetary resources aren't supported by SCANsat maps. If KSPI has added more resources then support can be added, but SCANsat is running out of space for different scan types, so only a few more can be supported. @sh1pman Does it work with any of the resources? Have you scanned the planet with both types of resource scanners, or just the high resolution scanner (it shouldn't matter, you can scan with either sensor without using the other one)? It's possible that something weird happened with the MM patches that is prevented from being recognized by the zoom map.
  7. @giustizieri25 Extra keyboard shortcuts would be nice, but shortcuts are a bit tricky with KSP, since it's easy for mods to start having conflicting keyboard shortcuts. @DGS There were some changes made to the Phase Angle calculation in the last update. It should display any time the current vessel and the target planet/vessel are not orbiting the same body. Try forcing it on with the Show Always toggle for Phase Angle.
  8. @Jacke Don't use C# notation in configs, just use 0.000001, not 0.00001F. It should work fine otherwise. @Cetera The size is actually sort of complicated since the image component doesn't have a fixed size, rather it is based on aspects of its parent object. So I'm not really sure what the exact size and aspect ratio are. @KSPNoob Usually the science just ends up in a different container than what you are expecting, like a command pod. You can change the options to restrict science transfers to vessels with science labs, in which case it should only transfer data to the lab.
  9. All you need to do is launch the game from Steam (though Alshain may be right since KSP has explicit Steam Controller support; most games don't). Even if it's not a Steam game, just go to your library and choose add non-Steam program. This even works for games that use a separate launcher, like Origin for anything from EA, and UPlay for Ubisoft games.
  10. In the first image of the tutorial you can see the Apply button in the top right of the Inspector window along the right. For the button to be there you have to drag the object down to your Project folder, then select the object again from the Hierarchy window (the thing you dragged into the folder). Then when you change something you can press the Apply button to update the prefab. Keep in mind that this does not update any actual text changes in the final KSPedia entry. I think this is mentioned briefly in the tutorial.The Part Tools reads the actual text from an XML file in your Unity project folder (I'm not sure about the exact name or location of the file). The only way to update the XML file without going through the whole process with setting up the KSPedia pages is to manually update the text in the XML file. Applying the changes will affect everything else: images, image size, text box size, font size, style, etc... just not the actual text. The text changes are updated in the prefab (the file stored on disk, as opposed to the object in the Hierarchy window, which is stored somewhere in the scene file), just not in the xml file. It's possible that this is fixed in the 5.4 Part Tools.
  11. @linuxgurugamer All of this comes from Unity 5.2 and the 1.1 (?) Part Tools. With Unity 5.4 (the current version for KSP 1.2 and 1.3) you'll need the latest Part Tools (changes to Unity's Asset Builder methods prevent the old Part Tools from working in 5.4). I haven't installed or tried to use the 5.4 Part Tools, but I'm not aware of any difference in how KSPedia entries are handled.
  12. @gilflo The wiki is a little out-dated, but still accurate: https://github.com/S-C-A-N/SCANsat/wiki/SCANsat-Resource-Settings#top-requires-narrow-band-scanner The in-game KSPedia is up-to-date and goes over how resources on the zoom map work. The short version is that you need a Narrow Band scanner in orbit around the planet before you can get data shown in the zoom map. There are settings available that can changes this behavior.
  13. If OnVesselRollout fires only when a new vessel is launched, and only then, then maybe you can just find the active vessel as soon as the event fires. You could do some additional checks, like matching the name of the vessel to the name of the ship construct, checking the vessel situation, etc... ShipConstruct also has a list of the parts on the vessel, so maybe you can check those for their vessel reference. Though maybe that hasn't been set by the time the event is fired (the same could be true for the active vessel reference). You could always use a coroutine to wait a frame or two if that is the case.
  14. @ZedViRUS MM is not the problem, some specific MM patches are causing the problem, you need to find those. @Klockwork That's a new one. Those log entries only appear when the BTDT window is open? DirectX 11 is forced on? I'm guessing that might be the problem, which I'll have to find a way to work around.
  15. @ZedViRUS That means that somewhere in your GameData folder you have Module Manager patches that are doing something they shouldn't. I can't say what is doing it without logs, even with the logs all I would be able to see are patches that are potentially causing problems, since MM logs don't specify what each patch actually does. You can check them yourself and look for any patches that target SCANsat parts.
  16. Is there any reason for the 3 week backlog of Space Dock submissions to NetKAN? https://github.com/KSP-CKAN/NetKAN/pulls
  17. @SuperNaturalCD Did you apply the changes to the prefab? The object you are editing and the prefab saved on the disk are two separate things, any changes made in the editor have to be applied to the prefab, either by dragging the object into the folder again, which will create a new prefab, or just click the "Apply" button in the top-right.
  18. This has probably been asked before, but does CKAN provide any method for preserving certain files during an upgrade? I'm thinking in particular of settings or configuration files that users would want to keep. In my case these would always be in the PluginData folder, and would always be created after the mod is installed (the files aren't included in the download package). There are a few issues related to this, including the oldest open issue, along with 653, and maybe 1610. But I'm not really sure about the status of the issue as a whole.
  19. One Window version 2.0 is out; get it on Space Dock. It features a few additional settings. The print-to-log button has been replaced in the top-left corner with the settings toggle button. Clicking this will cause the new settings menu to slide in at the bottom. It has three functions: The old log file button, a button to cycle through four different font sizes for the messages, and a slider to adjust the UI scale for the window (the stock, master UI scale also affects the window scale). As for filtering, there isn't much that can be done. The only things inherent to messages that can be used for filtering is the screen position, the actual text content, the color, and the duration of the message. Color and duration wouldn't seem very useful, and text filtering is tricky, since it would just rely on matching exact text patterns. And once a screen message gets to the point to where it can be detected externally (i.e. the point where it is actually moved to the screen canvas) any information about its source is gone. For the most part the messages that most people are probably interested in are posted in the upper-left corner. The lower-center and upper-right positions are rarely used, and don't usually contain information that you would want to store. The upper-center position has lots of important messages, but these are usually things that only matter at the time they are posted. So I would just leave the upper-right and upper-center positions on, and forget about the others, but if you need them for some reason the messages are always being logged, so they will appear if you turn them back on.
  20. There is a simple (to describe ) way to fix it for all mods: make everything with the Unity UI. Find all of the old mods that still use the old IMGUI and replace them with the new UI, and never release a new mod using the old UI. Problem solved. You still need input locks for things like text input fields, or for when you need some other form of keyboard input, but that is relatively simple.
  21. Basic Orbit version 7.1 is out; get it on Space Dock. It contains a few bug fixes, slight UI tweaks, and fixes for phase angle and inclination calculation errors. It also changes the title of Terrain Altitude to Terrain Height. And adds an indicator for post-maneuver target-relative inclination. This readout is combined with the standard post-maneuver node inclination display, and is only shown when the maneuver node and target share the same orbital reference body.
  22. New modlet: One Window; get it on Space Dock. It provides a single location to store all on-screen messages. You can control which messages are displayed (all are captured, even they aren't currently displayed) based on their on-screen location using the icons in the top-right. Some time and location information can also be toggled using the icons in the top-left, along with allowing messages to be displayed in both the window and on-screen, and a button to write all of the current messages to the log file. The window only displays messages from the current scene, it has no memory or history of past messages. Check the first post for more details and download links.
  23. @Kerbal101 Terrain Height, yes, I think that was a problem of self-editing. I need to update Basic Orbit anyway to fix an error with the terrain height calculation when on EVA (it fills the log file with errors, but shouldn't cause any other problems). Also, in case you don't know, you can move the readout panels, just click the "Drag" toggle for each panel in the toolbar menu. Vessel information is conspicuously absent from Basic Orbit, I've considered adding a panel specifically for it, but have never really worked on it. For Basic DeltaV I've fixed the current stage info to work reliably (and in a much simpler, more coherent way), so I should have an update soon with the readouts in flight, with options to only show the current stage. I've also added in some options for carer mode restrictions, and/or for crew requirements. I haven't added localization support for any of these mods because they all have very tight space restrictions. In these mods there are readouts or text strings in some cases that have been tweaked with no room for extra characters. Some of these restrictions have already been alleviated to some degree, but it still makes things tricky.
  24. @drtedastro The terrain color palettes are all hard coded. I can look into making them configurable, it probably won't be that difficult, just a matter of loading them from cfg files.
  25. The KSPedia tutorial goes over some of this stuff more explicitly. For selecting the prefabs that you actually want to export you just drag the object from the hierarchy into a folder in your projects tab. Here the "Template.Panel" object has been dragged into the KSPedia Tutorial folder, it's basically just an image. You do the same for each prefab in your project. But you don't drag the Canvas object down (KSP has its own Canvases), and you don't drag anything else down, like the EventSystem, or anything within a prefab. You don't have to wait until you're finished with the project to do this. You can drag the prefab down into the folder at any time. When you want to make changes, you select the object from the "Hierarchy" tab, make whatever changes, then, from the "Inspector" tab on the right, click the "Apply" button, this will update the prefab (which is a separate file saved on disk). This button (and the "Select" and "Revert" buttons are only available if you have already dragged the object into the assets folder. To make an asset bundle for export you have to select all of the prefabs you want and assign them to an asset bundle or create a new one from the little button in the very bottom right: Be sure to only select what you want to export, not things like the Unity Scene file (you can also export asset bundles with other things like sprites, or audio files, but that's another story). For question 3, about the Awake method, any class that you start using KSPAddon has to be a Unity MonoBehaviour, which has several methods that are called by name (Awake, Start, Update, etc...).
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