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DMagic
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Everything posted by DMagic
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How to improve FPS with high part count crafts
DMagic replied to ZooNamedGames's topic in KSP1 Discussion
Polygon count on parts generally shouldn't affect performance (the little Kerbal portraits in the corner probably have a higher polygon count than a lot of moderately-sized vessels), any GPU should be able to handle high poly-counts fine. The only area where polygon count will really directly affect performance is when you are experience aero-effects, or re-entry flames, those are calculated based on a part's mesh, not its collider, like most things. But then that primarily affects parts only on the leading edge of a craft. The real answer to why performance is bad is that AMD CPUs are kind of garbage for KSP. They always seem to underperform the Intel counterparts. Ryzen CPUs might be different, but I doubt it will be a huge gain, I've heard lots of reports that those underperform in games, too. If you're going to get a new computer either try to look for a deal on a newer Intel CPU, or find a good used deal (assuming this is for a desktop). You can make some improvements here and there, like limiting the number of docking ports, as was mentioned before, or limiting solar panels. Some mods can have a big effect, KER might cause some slow down, depending on how many readouts you have active. You can try turning off anything that requires the vessel simulator (DeltaV, burn time, ISP, thrust, etc...). Also, regarding terrain shaders, at any altitude above a certain cutoff the terrain will be turned off and the planet replaced by its simpler, scaled space counterpart (the same as what is shown in the map view). I think that cutoff is below 250km for Kerbin; the transition should be obvious if you are looking at the surface when you pass through it. -
KSPAchievements and ProgressNodes
DMagic replied to linuxgurugamer's topic in KSP1 C# Plugin Development Help and Support
Do you mean info about which achievements have already been reached (it's all stored in the save file), or info about an achievement as it is reached? For one thing, there are three separate progress events, Reached, Completed, and Achieved. Reach is for when you first access a set of progress nodes, like the first speed achievement, or the first node for a celestial body. I think complete is for any progress node on the first time you complete it, so the first time you orbit around a specific planet, or the first time you plant a flag. And I think achieve is fired any time you finish a progress node, even if it has been done before; you won't get any rewards or messages for this. To figure out the type of achievement for any of those events you'll need to take the ProgressNode class returned and figure out which one of its derivative classes it belongs to; each node has a string ID that can be used to tie it to its derivative class. It's all sort of a pain, and basically requires manually handling each different progress node type. But it's all been done before if you want to look through it: https://github.com/DMagic1/KSP_Progress_Parser/tree/master/Source -
DialogGUITextInput ?
DMagic replied to Xyphos's topic in KSP1 C# Plugin Development Help and Support
I think this is another case where the DialogGUI system is just being an awkward workaround for a proper UI. Regular text input fields have events that you can subscribe to, or you can store a reference to the text value, and you have lots of control over the input types allowed along with things like the max number of characters. I think you can control most of this by grabbing the TMP_InputField component from the DialogGUITextInput.uiItem. Then you can just edit the relevant properties to your liking. -
PopupDialog behind rest of UI?
DMagic replied to Rudolf Meier's topic in KSP1 C# Plugin Development Help and Support
Aside from being a performance drain and clunky to work with, OnGUI is esoteric, anything you learn while using it is basically useless for anything else. The new Unity UI has a few of its own eccentricities, like the RectTransform, but its basic design is shared with just about every other aspect of Unity design, and therefore KSP design. -
Both tracking station and mission control both need to be level 2. When you right-click on the mission control is says that the upgrade to level to allows for "mission planning", which means maneuver nodes. But if you only upgrade the mission control it will say that a tracking station upgrade is also required.
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@Lobotomic That menu doesn't show when you click on the orbit? There is nothing to hover over that would trigger that menu, you have to click somewhere on the orbit to bring that menu up, and if you are playing in career mode you have to be able to create maneuver nodes (the Mission Control building has to be level 2, I think). The keyboard shortcut is only used to open or close the maneuver node gizmo, the thing with the handles that pull to edit the maneuver node.
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@Lobotomic The new log files look ok. I don't see anything wrong. What exactly is going wrong? Which icon are you hovering over that doesn't light up? There was a problem that affected some aspects of the mod in non-English versions, but It was fixed in version 3.1, which you have, and I tested it in the Russian version of KSP. But that never prevented the mod from working, it just confused the system for offering extra options when you create a maneuver node.
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@Lobotomic Despite what your GameData folder shows, the logs indicate that the mod is not installed. Where did you download it from? Use only the release links provided in the first post, those found directly under the picture for Maneuver Node Evolved, or from the SpaceDock link from the top of the page.
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PopupDialog behind rest of UI?
DMagic replied to Rudolf Meier's topic in KSP1 C# Plugin Development Help and Support
If your window is drawn with OnGUI (using GUILayout as you mentioned above), then there is nothing you can do about it. You could try moving the popup, but the only real solution is not to use OnGUI. -
PopupDialog behind rest of UI?
DMagic replied to Rudolf Meier's topic in KSP1 C# Plugin Development Help and Support
What scene is it spawning in, and which part of the UI is it behind? If it is behind the UI for another mod, or anything that uses the old UI then there is nothing you can do about. OnGUI stuff is always drawn on top of everything else. -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
DMagic replied to politas's topic in KSP1 Mod Releases
Any reason why this pull for Community Trait Icons is failing? I think the original request, with just the CTI metadata from GitHub passed, it might just be the subsequent commits that are causing problems. -
[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
DMagic replied to DMagic's topic in KSP1 Mod Releases
An update for Celestial Body Science Multiplier Editor is out; get it on Space Dock. It allows for MM to be used to set the default values and fixes a minor error when trying to set default game parameter settings. The MM syntax that I managed to get working is, I'm not sure if the [*] tags will mage any difference here: @ScienceConfigValuesNode[*]:NEEDS[ScienceParamModifier] { @bodyDefaltConfigs { @Item:HAS[#bodyName[Kerbin]] { @adjustedParams { @spaceHighData = 20 } } } } -
[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
DMagic replied to DMagic's topic in KSP1 Mod Releases
@Yemo I see the problem now. It isn't actually loading the node from the GameDatabase, it's just reading it directly from disk. I'll have to change that. -
[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
DMagic replied to DMagic's topic in KSP1 Mod Releases
@Yemo Yes, it should work fine, but you'll have to use fixed values, not multipliers. Otherwise someone could save the current values from in-game (the "Save to config" button shown in the first post) and it would then change the values for the config on disk, which would then be multiplied again. But if you use fixed values it will just overwrite whatever someone has set. People can still change the values, they are saved on a per-game basis in a scenario module, the config file is just for default values and for new games. The config file is: GameData/ScienceParamModifier/ScienceParamModiferConfig.cfg. I'm not sure what the exact MM syntax would be, but the node structure is: ScienceConfigValuesNode { bodyDefaltConfigs { Item { bodyName = Sun adjustedParams { landedData = 1 splashedData = 1 flyingLowData = 1 flyingHighData = 1 spaceLowData = 11 spaceHighData = 2 recoveredData = 4 flyingThreshold = 18000 spaceThreshold = 1E+09 } } } } @Tuko I don't think there is anything that should prevent an existing save from working with Science Relay. It's just a script that runs in the flight scene. It doesn't work at all in sandbox mode, it just shuts down as soon as it loads, but it should otherwise work. Do you have CommNet on? Try turning it off if so, and see what happens. Also, set Science Relay's options to the least restrictive and see what happens. -
[KSP 1.8.1] SCANsat [v19.1] -- Dev version [February 20, 2020]
DMagic replied to DMagic's topic in KSP1 Mod Development
Version 18 is out for KSP 1.3, CKAN has also been updated. It is basically the same as 17.9, an error with setting the scale for the zoom map was fixed and a few changes to the KSPedia entry were made. -
[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
@KerbMav Version 1.3.10 fixes this error. -
SCANsat version 18.0 is out for KSP 1.3.0; get it on SpaceDock. There are lots of changes. Note that all, or most all of your current SCANsat settings will be reset. And note that, while scanning data is preserved when moving from version 16.x to version 18, it is not preserved when moving from version 17.x, or version 18 back to version 16.x. This update has been in development for over 6 months, let's hope nothing explodes. Here are the changes: Complete UI overhaul: All aspects of the SCANsat UI have been replaced with the new Unity UI This results in a significant reduction in performance impact and garbage creation, particularly when several SCANsat windows are open at the same time UI scaling is integrated with stock UI scaling (master scale) – separate scaling for SCANsat only is also available All text is rendered with TextMesh Pro, resulting in clearer text, particularly at small and large scales, and better compatibility with other languages New option is available to switch between KSP UI styling and the old, Unity UI styling New stock toolbar menu In the flight scene, the stock toolbar button will now spawn a small menu with buttons for all of the SCANsat windows Enable or disable this option in the settings window New settings window Features multiple pages for different groups of settings New UI style; stock toolbar menu; new settings window; memory allocation reductions: Zoom map overhaul: It now uses an orthographic map projection to eliminate distortion near the map center This is similar to the polar map projection, but can be centered anywhere Further separated from the big map Menu to set the resource selection (if more than one is installed) Menu to set the map type (altimetry, biome, slope) Toggles for all of the map overlays Three different map size options Full map with top and bottom control bars Medium map with only top control bar Compact map with no control bar Option to reset the map to the current vessel position Option to lock the map to the current vessel position Will re-center the map on the vessel position whenever it is refreshed, zoomed, etc… Buttons to move the map center in all four directions Fixes problems with the “Require Narrow Band Scanner” resource scanning requirement Should function correctly with both stock scanning and SCANsat-style resource scanning The new zoom map: Localization: Localization support for most aspects of SCANsat Part descriptions, science results, part right-click menu fields, tooltips, settings window help tooltips, and some of the UI text Planet names, biome names, and resources names are all localized Some aspects of the UI, particularly the settings window, are not localized The KSPedia entry is not localized Spanish by Delthiago98 Chinese by Summerfirefly Russian by Ser and RarogCmex German by h0yer Localization: New Features: Stock waypoint system integration Big map and zoom map can be used to set stock waypoints Click the waypoint button in the lower-right corner of the map to activate waypoint mode Select a point on the map and left-click there to assign the waypoint location Edit the waypoint name using the text input field Click Set to generate the waypoint Optional MechJeb integration MechJeb integration toggled through the settings window Click the MJ button instead of Set to use the waypoint as a MechJeb landing site Requires MechJeb installed, and a functional and upgraded MechJeb core on the current vessel Options for map generation speed A slider in the settings window allows for three map speed options 1 – One row of all map types will be drawn per frame 2 – Two rows of all map types will be drawn per frame 3 – Two to four rows of the maps will be drawn per frame, depending on the map type Color Management Window updates Integrated into the new settings window Text input fields are available for most values with a slider More biome options for the biome colors used and the white borders New HSV color picker for all of the color management tabs Uses a standard, saturation vs brightness (value) square color picker, with a hue slider to the right Displays the current selection in RGB, HSV, and Hex color values Allows for manual input of RGB values, using either 0-1, or 0-255 values Updated KSPedia entry Reflects all changes made for version 18 Several new pages with information about the different map windows Miscellaneous new features Scanning width now properly accounts for latitude, resulting in scans of even width at all latitudes New settings file; generated in the GameData/SCANsat/PluginData folder after first running KSP Contains most of the options found in the settings window Settings windows options for resetting specific sets of scanning data for an individual celestial body, or all bodies Biome map legend Displays all of the biome colors as sections on the map legend The zoom map legend shows only the biomes present in the map window Map legend tooltips Displays altitude or biome name when the mouse is over the map legend Day/night map terminator overlay for all maps Toggled with the sun and moon icon New part module specifically for handling science experiments Module: SCANexperiment Celestial body list on the big map is ordered by distance to the sun The current body is displayed at the top of the list Moons are grouped together with their parent New anomaly icon, a question mark with an open circle at the bottom The open circle denotes the anomaly position Various new features: Bug Fixes: Fix some floating point errors that cause the big map to break at certain map sizes Fix shader bugs preventing the BTDT anomaly readout in the Instruments window from working Fix a science point exploit when collecting the same scan data from two different vessels Fix a potential error with RPM maps with resource overlays Fix errors in Module Manager patches for resource scanners used by other mods Changes from version 17.9 More KSPedia pages Fix an error with setting the UI scale of the zoom map