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DMagic
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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
@FirroSeranel There have been issues with FAR before, though I'll have to wait until there is an official release before doing anything about it (if that happens before 1.3). @canisin You should also be able to push the "Stock Values" button. I think that will apply the science values as they are after any other mod has changed them. The "Default Values" button will set them to whatever they are in the config file. @NexusLink You can change the settings through the stock difficulty settings window: Pause menu -> Settings -> Difficulty Settings button at the top -> DMagic Mods page. -
[KSP 1.8.1] SCANsat [v19.1] -- Dev version [February 20, 2020]
DMagic replied to DMagic's topic in KSP1 Mod Development
@Rodger Thanks. It looks like a simple typo in the code; using the same name for two different variables. -
SCAN Sat (BTDT) Issue. Need to resolve asap.
DMagic replied to Mapoko's topic in KSP1 Mods Discussions
That would be this: There is a shader error stemming from the move to Unity 5.4 that broke those images. They will be fixed in the next dev release. The next proper release may not come until KSP 1.3, depending on its release schedule. -
@martinezfg11 Yes, you have to add the field CheatMapFill = True (or something like that ) to the color config file in the Resources folder, then an option will show up in the settings menu. Future versions will have more fine-grained options for filling in maps. @jebalicious Do you have log files, or do you see lots of log spam when the problem is happening? I'm guessing that there is an error somewhere that is filling up the log file, which can severely affect performance. @Alexandicity You can export maps with the little camera button in the bottom-right of the map window. But it will only export the map texture itself, not any of the little icon overlays. You'll have to manually mark the maps. @Jebs_SY It's hard to say what the problem is without full logs. Depending on your SCANsat resource settings it may be possible that something is going wrong with this mod, but it looks like a problem with the stock resource display module. @Agustin Which version is "latest"?
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[KSP 1.8.1] SCANsat [v19.1] -- Dev version [February 20, 2020]
DMagic replied to DMagic's topic in KSP1 Mod Development
@JadeOfMaar Waypoint selection is in, for the big map and the zoom map; see the last page for more on that. @Angel-125 ... KerbNet is okay, I guess, it's the sort of halfway-implementation of a popular feature that I expect from Squad; the nearly instant map generation is nice, even if it sacrifices some accuracy to do it, but the UI is horrible. It's just loaded with wasted space (why do I need to always see the waypoint controls all of the time?), controls that are either too big (the stuff at the bottom), or too small (those indecipherable buttons along the top), and for some reason that I can't fathom, eschews the standard KSP-style UI elements and uses the standard Unity UI style for the slider and input field; I can't figure that out, those elements are used elsewhere, so it makes no sense not to use the matching styling there. There is also the popup dialog system, which is nice for simple windows, but, really I think it's not worth fighting that system for anything more complicated than a simple, static set of buttons or labels. The Unity UI system seems complex, but's it's not really that bad. And once you figure it out you can make it do whatever you want. I plan on updating the UI tutorial with some of the things used for SCANsat (double-click buttons, more text customization, and some other random things). -
[KSP 1.8.1] SCANsat [v19.1] -- Dev version [February 20, 2020]
DMagic replied to DMagic's topic in KSP1 Mod Development
SCANsat version 17.2 is out; get it on GitHub. The primary changes are the new color management window, which has been integrated into the standard settings window, along with warning/confirmation windows where needed (when resetting scanning data, or overwriting saved settings files) and several minor UI fixes and updates. Unimplemented or Unfinished Features: Other: BTDT instruments window readout disabled MechJeb integration disabled Planetary overlay map tooltips disabled Known bugs: Major: Some odd behavior may be observed when planetary overlay maps are left on when switching vessels or scenes Always manually turn off overlay maps Toggling any overlay map on and off should fix any problems (usually text that becomes unreadable) Minor: Some UI sychronization errors Changes in some settings will require toggling a window off and on again before taking effect Not a bug: Existing settings will mostly be reset (scanning data is maintained) Reverting to SCANsat v16.x or earlier will result in loss of scanning data Change Log: Color management window overhaul Built using the new UI system Integrated into standard settings window New HSV color picker New biome map options specific to the small map Text input fields for most sliders and color selection Other updates and bug fixes Reset waypoint button while selecting Refreshes auto-gen waypoint name Fixes to stuck tooltips Warning and confirmation windows added where needed Fixed a potential error with Raster Prop Monitor resource overlays Various minor fixes and additions to the UI The new color management windows: Note how the sliders all have text input fields next to them. When entering text into these the associated values will automatically be updated if the values are valid (if they fall within the slider limits shown on screen), there is no need to push enter or press a button to submit the values; the input fields will only accept numerical text, either whole number integers or decimal values where appropriate. The new color picker uses a more standard HSV color selection. The slider on the right controls hue and the color box allows for selection of saturation (X axis) and value (brightness - Y axis). To the left of the color picker the current color value is printed out in RGB (0-255), HSV (0-360 for H; 0-255 for S and V), and Hex values. RGB values can be entered into the input fields. Whole number integers (0-255) or floating point values (0-1) can be used, the system will automatically detect which system you are trying to use based on the presence of the decimal point. The color management functions otherwise work the same as before, with a few additional biome options specific to the small map. Warning dialog: Whenever needed a confirmation popup will appear, preventing accidental data erasure. Waypoint refresh: There is also a new feature added to waypoint selection. The refresh button will clear any waypoints added during the current selection session (ie before pushing set or cancel, existing waypoints are not affected), and refresh the auto-generated name. I should also add that all of the tooltips, standard and the settings window help tooltips, are loaded from a language file from the disk (GameData/SCANsat/Resources/SCANlocalization.cfg) that allows for replacement with different languages. This has been slightly expanded from previous versions and also includes the text found in the warning/confirmation popups. There is a section in the SCANsat wiki that goes over how to add or submit translations for the text: https://github.com/S-C-A-N/SCANsat/wiki/SCANsat-Localization-File -
I assume it's the nose cone that covers the docking ring.
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The new version of KAS is an entirely different thing, not just an update, and is not supported.
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The connection strength indicator only applies to stock CommNet, not anything else. It only affects the rate of data collection, not data transmission. It should be able to transmit data fine when using RT, but it's possible that something has changed, or something hasn't been taken into account when checking for the viability of transmission. Auto-transmission requires enough EC onboard to actually complete the transmission, regardless of whether the station is loaded or not; there could be a problem with that calculation when RT is used. Is there anything in the log files about an SEP transmission failing?
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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
@eberkain I noticed that, but I'm not really sure why it happens. You can use the keyboard shortcut to close an active node; Alt + N by default. @renhanxue Yeah, it's probably upside down relative to the stock port. I'm hesitant to fix that because the orientation is important for making the flexible ports flex in the right direction, and changing the orientation will probably break the math for calculating that direction. @eLDude Someday, but not anytime soon. -
@Antik CKAN should be fine. It requires KIS, and KAS, which CKAN will handle. There may be some problems if you try to install both the old and the new version of KAS (CKAN should only install the old version by default); those are two separate things that might not play together well with this mod.
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[KSP 1.8.1] SCANsat [v19.1] -- Dev version [February 20, 2020]
DMagic replied to DMagic's topic in KSP1 Mod Development
@Zapo147 Orbital parameters are double precision floating points, so it's unlikely that anything is ever exact, at least for anything longer than a second. Try what @DStaal said and see if it changes. In any event it won't make any difference, the scanning width is eventually rounded to an integer value, so if the scanner is operating at 99.99% of its max scanning width the result will be the same as operating at 100%. @Poodmund Why would I ever take away such a thing. The new map projection is solely for the smaller, zoom map. The big map shows the entire surface, so some degree of distortion is inevitable (I almost always use the Kavrayskiy VII, I think it looks best), but the zoom map is usually showing only a small area, so the new map projection prevents most distortion regardless of where the map is centered. Before, if the zoom map was centered near the poles it was nearly useless because everything was so stretched out. A quick solution was to allow for using the polar projection as well, but that was never really ideal. Now it works more like KerbNet, just without all of those altitude-based zoom restrictions. -
Well you could do what I said, but just in a generic way. Find every text input field (regular Unity or TMP), add a OnPointerClick event handler, and turn on control locks whenever an input field is activated, then disable the locks when it loses focus. Of course this would be difficult to handle because there is probably no good way to detect when another mod or KSP opens up any given window. And it's not going to do anything to fix OnGUI input fields, and there probably isn't any way to handle them from outside the mod in question. It also probably won't be possible to interrupt other mods that use keyboard shortcuts. I haven't tried using the PopupDialog for input fields, but I assume it just creates a TMP input field, so you could probably manually add a listener to that object when you create the dialog.
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transfer calculator [1.12] Astrogator v1.0.1
DMagic replied to HebaruSan's topic in KSP1 Mod Releases
Is the problem here that you don't have any reference to maneuver node gizmos not directly created by you? Because there is any easy solution to tracking any maneuver gizmo. You can take advantage of the fact that the gizmo is a Unity MonoBehaviour that is instantiated from a prefab. The prefab is stored in MapView, so you can just wait for it to become available and attach a small script to it that gives a reference whenever the gizmo is started: https://github.com/DMagic1/KSP_Better_Maneuvering/blob/master/Source/BetterManeuvering/ManeuverController.cs#L305-L314 https://github.com/DMagic1/KSP_Better_Maneuvering/blob/master/Source/BetterManeuvering/ManeuverGizmoListener.cs -
[KSP 1.8.1] SCANsat [v19.1] -- Dev version [February 20, 2020]
DMagic replied to DMagic's topic in KSP1 Mod Development
@Zapo147 How precise is precisely? -
It's easy for the new UI. The Text Input Field (and I assume the Text Mesh Pro input field) has an isFocused flag that is true whenever the input field is accepting text input. So you can attach an OnPointerClick event to the field to activate the control lock, then monitor the focus flag to check for when the mouse is clicked somewhere else. You can also deactivate the control lock whenever the text input is submitted, either with another button, or by setting up "Enter" to submit the text. The latest version of SCANsat uses this method and it seems to work fine: https://github.com/S-C-A-N/SCANsat/blob/dev/SCANsat.Unity/Unity/SCAN_SettingsData.cs#L120-L129 https://github.com/S-C-A-N/SCANsat/blob/dev/SCANsat.Unity/Unity/SCAN_SettingsData.cs#L30-L40 https://github.com/S-C-A-N/SCANsat/blob/dev/SCANsat/SCAN_Unity/SCAN_UI_Settings.cs#L397-L409
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[KSP 1.8.1] SCANsat [v19.1] -- Dev version [February 20, 2020]
DMagic replied to DMagic's topic in KSP1 Mod Development
Need more details. -
This hasn't been update in ages, but yes, more recent CPUs definitely perform better than the old 9xx, or 2xxx generation: I actually made a big test station for the Unity 5 update that could be tested in orbit, so that aerodynamics, aero effects, and terrain (these two are primarily limited by the GPU and can really limit performance on weaker machines, or laptops with integrated graphics) would not interfere. It had a several 100 part core with something like 12 or 16 vessels that could be staged in groups and would quickly burn out of physics range. There were, I think, three different vessel sizes, 2 very large vessels (several 100 parts), 4 medium size (maybe 100 parts) and 8 small vessels (30-40 parts). It actually worked really well and would have served as a good test case for how performance varies based on core count and across CPU types. But, I seem to have misplaced it and all of the vessels during some KSP update, or cleaning out of all the various test installs that I have. So much for that. In the testing that I did manage to do I generally saw the same thing as @Jebs_SY, there wasn't a huge difference between having all of the vessels docked at the station, and having them separate.
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[KSP 1.8.1] SCANsat [v19.1] -- Dev version [February 20, 2020]
DMagic replied to DMagic's topic in KSP1 Mod Development
Version 17.1 is ready for testing; get it on GitHub. As before, this is primarily being released for testing purposes. This version is in a much more completed state though, with many fewer unimplemented features. The major changes from version 17.0 are the addition of the new zoom map, waypoint selection, and various UI-related fixes and updates. Also be aware that this a one-way update for existing save files. Reverting to version 16.x after updating to 17 will result in a loss of scanning data. And possibly loading errors. Unimplemented or Unfinished Features: Color management window: Unchanged from previous versions Some features won't work properly Some changes won't take effect until the other windows are toggle off and on again Other: BTDT instruments window readout disabled MechJeb integration disabled There are no confirmation or warning popups when resetting scanning data Known bugs: Major: Some odd behavior may be observed when planetary overlay maps are left on when switching vessels or scenes Always manually turn off overlay maps Toggling any overlay map on and off should fix any problems (usually text that becomes unreadable) Minor: Some UI sychronization errors Changes in some settings will require toggling a window off and on again before taking effect Tooltips may get stuck on in some rare cases Not a bug: Existing settings will mostly be reset (scanning data is maintained) Change Log: Zoom map overhaul: Built using the new UI system Map uses orthographic projection to minimize distortion near the center Similar to the polar map projection Can be centered at any location instead of just the poles Up is always oriented north Map controls for adjusting the map center Selection menus for map type and resource selection (if more than one is loaded) Option to display the altimetry map legend Option to lock the map view to the current vessel All map refreshes will re-center on the vessel Three different zoom map size options Full map with top and bottom control bars Medium map with only the top control bar Compact map with no control bars Control map size with the button in the too right Readout display only visible when mouse is hovering over the map Stock waypoint generation: Big map and zoom map can be used to create stock waypoints Click the waypoint button in the bottom right of either map Select a point on the map and left-click to assign waypoint location Edit the waypoint name in the text input field (limited to 20 characters) Click set to generate the waypoint Narrow Band scanner resource requirement: Fixed this requirement (which can be toggled in the resource page of the settings window) Used to determine the availability of resource overlays on the zoom map Determines the accuracy resource readouts on the big map When using stock scanning it will search for a vessel with a Resource scanning KerbNet module in orbit around the target planet When using SCANsat resource scanning it will search for the SCANsat resource scanner module specific to the selected resource Other updates and bug fixes: Use dot style texture for big map grid overlays Open zoom map by right-clicking on the big map Implement all text input fields Implement control locks when editing input fields Faster map generation speed Maps update twice per frame (generally the same as with the old UI) Option in the settings window to limit to one update per frame Fixed some floating point errors in map generation Various minor fixes and additions to the UI Fixed an error when the small map is opened in biome mode New zoom map: At low zoom levels the orthographic map projection is more obviously round; this projection ensures that the center of the map is relatively un-distorted. The top bar has menu buttons to select the map type (terrain, slope, biome) and resource. The arrow buttons shift the map in any direction by about 2/3 of the current map size. The zoom buttons function the same as before; clicking on the map also functions the same: left-click to zoom out and recenter at the mouse location, right-click to zoom in, middle-click (or right-click + modifier key) to recenter without changing the zoom level. In the title bar there is a button to recenter on the current vessel (and switch to its planet if another is being viewed). The lock button will lock the map to the current vessel, this disables the arrow buttons and makes all map refreshes recenter on the current vessel location. Clicking the title bar will refresh the map. The button in the top right is used to switch between window sizes. Along the bottom are the map overlay options, along with the color toggle, terrain legend, and waypoint selector button. The flag, anomaly and waypoint icons are all combined into one function here. All of the map options (type, resource selection, overlay options, color, size, vessel lock) are persistent and are specific to the zoom map. The different map window size options: The information bar for the current mouse position when hovering over the map is only visible if the mouse is actually over the map. An example of waypoint selection on the big map: Clicking on the waypoint button in the bottom right opens the waypoint selection bar on the bottom. When this is open you can left-click anywhere on the map to create a new waypoint (the waypoint being created here is directly over the anomaly near the left edge of the map). The names use the same random name generator as KerbNet, and can be edited in the text input field. Clicking set will generate the waypoint (which can be deleted by right clicking the waypoint itself in the map view), cancel will remove any temporary waypoints from the map if present and close the waypoint bar. This will also be used for MechJeb integration in a future update, but that is disabled for now. -
Version 17.0 of SCANsat is out for testing purposes. It is very much in an unfinished state, and won't be completed for some time, so you probably don't want to use it for anything other than testing. There is much more information in the release post, along with screenshots, comparisons, and a discussion of the garbage creation and wastefulness of the current version of SCANsat: Let me know if anyone tries it out and has any suggestions, finds any bugs, or has any other comments (but please keep them in the other thread).
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[KSP 1.8.1] SCANsat [v19.1] -- Dev version [February 20, 2020]
DMagic replied to DMagic's topic in KSP1 Mod Development
SCANsat version 17.0 is ready for testing; get it from GitHub. This version isn't really suitable for anything beyond testing or checking out new features. See the outline below to get an idea of what has changed and what still needs implementing or replacing. Several screen shots are included below that. Unimplemented or Unfinished Features: Zoom map: Unchanged from previous versions Some features won't work properly Color management window: Unchanged from previous versions Some features won't work properly Some changes won't take effect until the other windows are toggle off and on again Other: BTDT instruments window readout disabled MechJeb integration disabled Waypoint selection disabled Asteroid map overlay icons removed Known bugs: Major: Big map grid overlay only functions correctly when both the KSP and SCANsat UI scale is set at 100% Grid overlay is drawn in top of other windows Narrow-Band scanner resource requirements don't function properly Minor: Some UI sychronization errors Changes in some settings will require toggling a window off and on again before taking effect Tooltips may get stuck on in some rare cases Not a bug: Existing settings will mostly be reset (scanning data is maintained) Change Log: Complete UI Replacement: All windows (except those listed above) generated using the new Unity UI system Text rendered with Text Mesh Pro SDF fonts (clearer text at all sizes and scales) Significant reduction in garbage creation for all UI windows Option to use KSP- or Unity-style UI elements Smoother UI scaling options Inherits the stock KSP primary UI scale New stock toolbar menu Toolbar buttons opens a small menu with buttons for each of the SCANsat windows The next update should contain an overhauled zoom map, using the new UI and with several new features, along with, I hope, the new waypoint generating system, fixes to how the narrow-band resource scanner requirement works, and probably lots of bug fixes. Stock UI Style: Toolbar menu, it opens when hovering over the button and can be kept on by clicking the button (the zoom map buttons in all of these windows opens the version using the old UI, which functions basically the same as before): Consolidated settings menu (the Color Management button opens the window from the old UI): Garbage creation comparisons: The following images compare SCANsat version 16.11 to the new version while running MemGraph to monitor memory allocation; the section of the graph relevant to the current scene is circled in bright yellow. The scale of the graph is the same for each pair of comparisons, but changes between different sets. There is a slight difference in scanning coverage between the two versions, but otherwise they are running on the same save file, with the same mods (just a handful, mostly for development purposes). KSC with big map and settings menu - version 16.11: KSC with big map and settings menu - version 17.0: Note how the new version adds almost nothing even with all of the map icons activated. The map icons and overlays are a particularly large source of waste in the old version, which can be seen to a greater degree in the next comparison. Flight scene with all updated windows open - version 16.11: Flight scene with all updated windows open - version 17.0: Note that the scale in MemGraph window has been doubled compared to the last pair. With all of the windows open SCANsat is a tremendous source of memory allocation. Some efforts have been made in the past to minimize this, particularly with regards to string creation, but most of the waste comes from the OnGUI system itself and SCANsat's simple, but very inefficient method for generating text and icons with a black outline. Every outlined icon or text string is actually drawn five times, four times offset by one pixel in each direction and colored black, and a fifth time with the proper color in the middle. This means the orbit lines alone, which are comprised of 160 little circles, generate 800 texture draw calls. The new UI system requires a more complicated, but far less wasteful method of creating and drawing such icons and text. Flight scene with only the big map open with all overlays turned on - version 16.11: Flight scene with only the big map open with all overlays turned off - version 16.11: Note the scale of the graph is reduced again. You can see the obvious drop in memory allocation just from turning off those icon overlays in the old version. Flight scene with only the big map open with all overlays turned off - version 17.0: The previous interval in the graph, before the yellow circle, was taken with all of the overlays on, the intervals before that were with all of the windows on. You can see that there is a relatively small difference from having them on or off. -
[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
@Tyko You'll want to change the situationMask and biomeMask values in the science defs file (GameData/DMagicOrbitalScience/Resources/ScienceDefs.cfg) for the magnetometer experiment; it will be the first in the list. To just remove the surface results you can change the situationMask to 48 (32 + 16 for low and high orbit) and the biomeMask to 0. If you want biome-specific data for low and/or high orbit you'll need to change the biomeMask to 16, 32, or 48 (for low orbit biomes, high orbit biomes, or both, respectively). Be aware that very few experiments give biome-specific data for high orbit, and you won't get biome specific text for either orbital situation, just the same text for each data set. Also, there is nothing preventing you from extending the magnetometer, regardless of the science settings. -
[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
This is from the KSPedia entry: It mostly speaks for itself; the mod doesn't do anything on its own to address science balance. There is far too much science, and too many ways to gather it in stock KSP for any kind of real balance. I don't really like simply lowering the science sliders since that just serves to make the game more tedious. My preferred option is not to care about getting all of the science, just get what you need, when you need it. That and knocking down the science multipliers for the Mun and Minmus really help to spread out the game a little. -
It looks like the KSPediaAspectController is doing something similar to the ContentSizeFitter, it implements the same interfaces. You could try playing around with some of the values for that, the desiredContentAspect, the AspectMode, or maybe the borders. I think the public SetLayout methods should recalculate the layout (it probably isn't constantly updated, this is probably why you are able to change the layout by adding a ContentSizeFitter after the KSPediaAspectController has done its thing). One of the nice things about the new UI system is that there aren't really any private fields when it comes to Unity objects. If a given field or reference is private you can always just access it the object with GetComponent or GetComponentInChildren (or something silly like FindObjectsOfType when it's really hard to get to). In the case of the RectTransform you don't even need that. You can just take the standard transform reference from any Unity GameObject and convert it to a RectTransform. Anything with a UI component attached to it requires a RectTransform, which takes the place of the standard Transform.