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DMagic
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Everything posted by DMagic
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Is this part from the tutorial not working? Like I said, there is more detail in the KSPedia tutorial linked at the top, but it's pretty simple for basic assets, as long as the Part Tools are properly installed. I actually don't bother with Part Tools most of the time, since I usually use Unity 5.4 (there are Part Tools for that version, but I've heard there are some problems and I've never bothered with them). You can just add a simple script to your Unity project to build an asset bundle. I don't have said script on hand, but it's simple enough to figure out if Part Tools aren't working for some reason.
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[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
DMagic replied to DMagic's topic in KSP1 Mod Releases
@TK421 Are you sure the same thing doesn't happen without Portrait Stats? PS doesn't do anything with Kerbal levels, and if Strategia isn't being careful about capping Kerbal levels it could lead to problems when KSP tries to assign the correct star icon for the Kerbal portrait. -
[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
DMagic replied to DMagic's topic in KSP1 Mod Releases
@FungusForge Try it without the mods that change docking ports. -
[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
DMagic replied to DMagic's topic in KSP1 Mod Releases
@NuzzyLus @Bombaatu I will probably have to update Science Relay to simply ignore Commnet connections if Commnet Constellation is installed. I'm not sure it's worth the effort to try to deal with supporting that. So it will allow transfers to any vessel, regardless of connection. @FungusForge Do you have any other mods installed, particularly any with docking ports, or that affect docking ports? Flexible Ports have always worked fine with stock ports for me; as long as the size matches, they should dock fine. There are lots of things people can do to disrupt this, though, like locking ports to a particular rotation, or gendered ports, all of which is supported, but not actually used by stock docking ports. -
[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
DMagic replied to DMagic's topic in KSP1 Mod Releases
@NuzzyLus I'm not seeing anything in the logs except a lot of Scatterer errors. I see that the logs stop just after an experiment is triggered. I also see some entries from XScience, are any experiments collected by XScience, and do they work correctly? To narrow down the cause, maybe first try to turn off CommNet in the stock difficulty panel, found at the top of the settings menu in-game. That will allow Science Relay to skip a lot of the tricky parts about finding connecting vessels. If it continues not working try running Science Relay in a clean installation, with no other mods. -
[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
DMagic replied to DMagic's topic in KSP1 Mod Releases
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KSP 1.2 is the problem. Please specify if you, or anyone else, is asking for support for an out-of-date version of the mod. I think there is a similar mechanism available for filling in the maps in v16, maybe in the SCANcolors.cfg file, but I'm not sure if the line that needs to be added is exactly the same.
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[1.11] RemoteTech v1.9.9 [2020-12-19]
DMagic replied to tomek.piotrowski's topic in KSP1 Mod Releases
I submitted a PR. I think it should work, but everything was edited on the GitHub website, so hopefully it actually compiles correctly. It just checks for the triggered data flag before creating the RnDCommStream. If it is triggered then it doesn't create it, so the process skips the part about sending data to the R&D center. When it reaches the end it fires the triggered data event. I also added a simple flag to check for aborted transmissions. A quick check with regular science data and another with the M700 resource scan should be all that's required to confirm that it's working. -
@/not/pol/ The data is stored in the save file, but it is compressed and so it is not a good idea to try to modify it. If you want to fill in maps you just need to add a line to the settings file, then go to the Data Management tab of the Settings window, there will be a drop down menu to select which scan type you want to fill in, and two buttons for filling in the current planet or all planets. The settings file is at /GameData/SCANsat/PluginData/Settings.cfg Add the line: CheatMapFill = True anywhere in that settings file (the file will only be generated after you run SCANsat once, it isn't included in the download package).
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[1.11] RemoteTech v1.9.9 [2020-12-19]
DMagic replied to tomek.piotrowski's topic in KSP1 Mod Releases
@TaxiService At some point the science system used a callback for non-standard science, so after the transmission was complete the callback would be triggered and science would be applied that way. They changed it to use a game event and the triggered flag, but it basically works the same way. I can look into making a PR to make the changes, there shouldn't be much, just a few lines to tweak. -
[1.8.x] Contract Reward Modifier [v2.7] [11/1/2019]
DMagic replied to DMagic's topic in KSP1 Mod Releases
@Iasus Are these Contract Configurator contracts that are having problems? I don't think there is anything this mod can do to prevent them from being offered, since it uses a very different method to do so. When you say there are problems with specific contract types after setting the max values for the global settings, are those CC contracts? They should all be set properly, but again, I don't think CC contracts are affected at all by the limits. And any changes to the reward or penalty values for CC contracts will only take place when the contract is accepted, they won't show up when it is just being offered in the mission control center. -
[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
DMagic replied to DMagic's topic in KSP1 Mod Releases
@TheRagingIrishman It's actually very useful. There are a lot of commands you can enter, and you can insert text into the log file. /stacktrace gives you the full trace for the last error in the log /waypoint will create a waypoint at your current location, or you can add coordinates, and I think there is a command for adding one to the KSC /help will show the rest; /help command will show help for any specific command It's just really annoying when it steals focus for no reason and I end up with a big list of dddddddaaaswwwwwaaas. -
I think something similar to how the fairings work might be applicable here (just without the exploded-view part). Maybe just add a tag to the components you want to be transparent, then when you mouse over them the opacity of the mesh renderer could be turned down and the collider turned off. You could set each door that way, and then set the fixed backside that way. Something like this would need to have a toggle in-flight, otherwise you could run into all sorts of problems by accidentally hovering over the shroud and turning off its collider, I can imagine some debris getting trapped inside. And maybe also an option to peek inside without turning off the colliders, just if you want to know where some specific part is.
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[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
DMagic replied to DMagic's topic in KSP1 Mod Releases
A new modlet has been released: Debug Input Stifle; get it from GitHub. It's basically a tool for anyone who spends a lot of time with the debug console open and has problems with the console's input field stealing focus and intercepting your keyboard inputs. It happens to me all of the time and is super annoying. So I made this little mod to add a button to toggle the activation status of the input field, just click the button and the input field will no longer be able to gain focus (it will be a much darker shade of grey when inactive). -
[1.11] RemoteTech v1.9.9 [2020-12-19]
DMagic replied to tomek.piotrowski's topic in KSP1 Mod Releases
@TaxiService Regarding RT and science data. The thing that RT does with science transmissions that is non-standard is to set all science data as "triggered" when the transmission starts. Then at the end of the transmission it fires the OnTriggeredData event and actually submits the data to R&D. I believe this is a work around to deal with problems related to partial data transmission. That is not how the triggered field on science data is normally used. It is used by things like the science lab science transmission, or the M700 resource scan, things that don't have standard science ids. They use the triggered data event to submit their data after the transmission is complete. Science Relay also uses the triggered data field to "fake" a data transmission while actually transferring the data to another vessel. I'm not really that concerned with RT compatibility, at least not until RT 2 comes out. But if you get the chance to come up with a better way of getting around partial data transmission problems that would be great. And as @KerbMav said, it's not a very significant problem anyway. -
@M3tal_Warrior So the contract parameter just says "Map x number of asteroids around...", but never gives any indication of how many have been scanned? I could make a custom parameter note indicating how many have been scanned, that shouldn't be too much trouble, since it's a stock contract.
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[1.8.x] Contract Reward Modifier [v2.7] [11/1/2019]
DMagic replied to DMagic's topic in KSP1 Mod Releases
@Iasus It seems to be working for me. You don't actually have to save anything to the config file for it to be applied, as soon as you change any value it will be applied for that save file (the global settings required that you push the "apply to all" button at the top, though). The config file is just used to set the default values and the values for new games. Can you post a link to your log files somewhere. Maybe something is going wrong that is preventing the settings from being saved. -
Hmm, there isn't any event, but there are RectTransforms that the messages get sent to, and they are public. So it might be possible to just redirect the messages to some RectTransform under mod control, then do something with it from there. It could be worth looking into, as I think the suggestion is a good one.
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Sadly no. The little sliders, KSP calls them staging info boxes, are parented to each staging icon. So the only way to let Unity handle the layout would be to parent the readout panel to an individual icon. But it would only shift to the right if that specific icon had its info box active, if a neighboring box was active the readout panel wouldn't see it and would be partially hidden. So I've just been using the dumb method of checking for any active boxes in a group. A better method might be to force the panel onto the bottom of the staging group, instead of the middle, then just check the bottom two icons. Maybe, though I'm not sure how much I like the idea of just having floating, context-less numbers. This is the same issue I have with Basic Orbit. I don't want to have something stupid like a config file to determine draw order, or little up and down arrows to shift each module, I would only do it if I can add a drag and drop method for the toolbar panel, which is something that I've just never bothered to look into. That and, for Basic DeltaV the ordering is actually pretty complicated. Each readout is assigned a default order and a size class, so each line can only have one small readout and one large readout, or two small readouts, but never two large readouts. It's done this way to try to minimize the size of the panel, and to ensure that one line isn't significantly longer than any other.
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The in-game UI scale only goes up to 1.5 or so, but you can edit the settings.cfg file in your KSP folder to set it higher. The line is: UI_SCALE = 1 Just change it to something like 2 or 3. I think some parts of the UI run into problems if you set it too high, maybe some of that can be alleviated by setting some of the individual scales a little lower.