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DMagic
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[1.8.x] CapCom - Mission Control On The Go [v2.11] [11-1-2019]
DMagic replied to DMagic's topic in KSP1 Mod Releases
@rsparkyc I'll need to test things out with Contract Configurator, it's possible something is going on there. -
[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
@doktorstick Looking at the error log it seems that something is interrupting the contract update process, this would prevent any contracts after the broken one in the list from updating, which is preventing the part request parameter from the magnetic survey from being marked complete. The data collection parameters don't rely on the update process to be marked complete, so they would be unaffected. You'll need to find out what is breaking the Rendezvous contract parameter from CC and get rid of it. -
For RT I think a MM patch is needed to make the antennas work right. The only interaction SEP has with CommNet is in determining the data gathering rate, better connections make the data collect faster, but with RT it will just ignore that calculation. @doktorstick I wouldn't waste too much time setting up stations on Kerbin, it's quite a lot to setup, and if you don't have any high level scientists you won't even get the max science out of each experiment. I would imagine one or maybe two setups on the Mun or Minmus would give more science than all of Kerbin's biomes. 1. All the experiments are biome-sensitive, they give new data sets for each biome, each with the same value. 2/3. More stations doesn't affect collection rate or science value, it's mostly just a waste of time setting them up. If one station had an experiment calibrated to a higher level then it would collect more data, faster, but it would be better to re-calibrate an existing setup, rather than making a new one. 4. Nothing, once a data set is ready it will sit in the instrument until a Kerbal picks it up or transmits it; once you unlock the SEP Central Station upgrade from the tech tree you can set experiments to be automatically transmitted when ready. If the experiment isn't finished yet (the "basic" data set is ready, but the experiment is calibrated to a level allowing for the next data set as well), then the first data set will stay in the instrument until the next is ready. Subsequent data sets replace any existing sets, but this has no affect on the total amount of science available, it all comes from a single pool for each experiment for a particular planet and biome. The KSPedia entry goes over this, though it might not be completely clear.
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[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
Deleting the Universal Storage folder is fine, though the reverse (trying to use only US parts and deleting the standard parts) won't work. -
[1.8.x] CapCom - Mission Control On The Go [v2.11] [11-1-2019]
DMagic replied to DMagic's topic in KSP1 Mod Releases
@rsparkyc Do you have screen shots of the window? Do you know what the window looks like with no contracts added? The only thing that comes to mind is some kind of problem with the contract agency. -
You are trying to set the title field of the popup window with the time? For some reason it looks like the PopupDialog doesn't store a reference to the text component for the title (some of the different DialogGUI classes do store their text field), so you'll have to get it the dumb way with GetComponent or GetComponentInChildren. Use Debug Stuff to figure out the hierarchy, but I suspect the title will be the first TextMeshProUGUI object from the reference to the PopupDialog. Setting the text field for the TMP component should update the text on screen, the only problem might be that the text could potentially overflow the space set for that object; you could try resizing it, but it might be simpler to just set the initial title as something long enough to fit any potential text that you might use.
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The newest version of Surface Experiment Package provides several experiments that gather data over time and require skilled scientists to set them up. Experiments in the VAB/SPH give information about the complexity of the instrument, and standard time required to collect all data. Start by unpacking experiments from your KIS inventory and attaching them with an engineer. Everything must be connected to an SEP Central Station, either directly or through any of the several extenders provided. No more explosions please (but really, the problem seams to have been fixed, but if anything blows up, particularly when attaching the connection plugs, please report it). Once everything is hooked up use a scientist (other classes can also be used with a penalty to the experiment setup) to calibrate each experiment. All experiments have a Complexity value, this represents the level of scientist required to calibrate that experiment to 100% Each level above or below the Complexity value will affect the calibration level by 25% A level 1 scientist will calibrate an experiment with a complexity of 2 to 75% Level 3 will result in a 125% calibration, etc... Experiments cannot be activated with less than 50% calibration Calibration level affects both the time required for data collection and the maximum amount of science that can be gathered All experiments have three levels, basic, detailed and exhaustive These level give 50%, 75%, and 100%, respectively, of the max available science The values are not additive, completing the basic experiment means that only the remaining 50% can be gathered from subsequent data Control and monitor all connected experiments from the Central Station. All data can be collected from the individual instruments, or all at once from the Central Station Data collection is processed in the background for all unloaded vessels Background processing is not continuous, it occurs at intervals of every few hours Limited EC consumption is modeled, but nothing is actually consumed as long as some type of power generator is on the station The station provides a short-range, direct antenna and a probe control point CommNet connection strength also affects data collection time Above 50% connection there is a boost, below there is a penalty Data can be collected and transmitted using standard methods, or transmitted automatically. Data that is kept will automatically be transferred to the Kerbal This data set represents the Detailed, second level of results (above 75% completion, but below 100%) The basic results will have a lower total science value, the exhaustive, higher Returning these results will account for all data from the basic results and 75% of the data for the exhaustive results An upgrade to the Central Station can be unlocked later in the tech tree allowing for automatic transmission Automatic transmission can occur in the background or for an active vessel Monitor and control all experiments through the included UI. All experiments are listed for each vessel, along with vessel location and connection status Experiment status is indicated with the green slider The dark green background represents the calibration level, from 0-100% The light green foreground represents data collection percentage The time remaining until the next data set is ready is indicated to the right All experiments can be paused or restarted at any time Automatic data transmission can be toggle with the green radio button A few alternate modes are available for the UI A slightly more compact window is available that only shows one SEP setup at a time Another version of the main window shows all SEP vessel at the same time The standard version separates the view by celestial body The window scale and view options can be change in the SEP section of the stock settings panel Compact window (toggle on and off with the +/- button in the top right): Celestial Body selection: All vessel view: Future versions will have a KSPedia entry with a more succinct overview of how everything works. For now, if there are any questions about how things work, bug reports, or suggestions, please comment here, or leave a GitHub issue.
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[1.8.x] AutomatedScienceSampler - V1.3.5 - 18.10.2019
DMagic replied to SpaceTiger's topic in KSP1 Mod Releases
Technically it doesn't, but since it is always implemented by a Part Module it is a simple matter to convert it and check for the part. You can also check if the module it is attached to is a ModuleScienceContainer when trying to store the data somewhere. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
DMagic replied to IgorZ's topic in KSP1 Mod Releases
If you load a save file from the main menu (click Start Game, then Resume Game, then select a file and press Load) it should always load from the Persistent.sfs file, and not any of the quicksave or other custom save files. The Persistent file should always load to the space center. So if that isn't happening there is either something weird going on or a mod you don't know about is interfering. If there is a mod loading different save files, or otherwise skipping the space center screen, I would get rid of it. A lot of mods rely on the Main Menu -> Space Center transition to properly initialize and skipping that scene can really mess things up. -
Lot's of this info can be found in the KSPedia entry: Also, I promise I'm not ignoring this thread, it's just that nothing will be fixed until the next major version is released, which will be a while. The next version will be a multi-part update with lots of changes. The UI is being replaced, so I'm taking advantage of the opportunity to fix lots of various issues with the UI. For instance, allowing for stock UI style: And combining all of the various settings windows into something that makes more sense: And lots of other things, like putting a lot of the settings into a separate file rather than making them save-file-specific (it gets old having to change the settings every time you start a new save), getting rid of the custom waypoint system implemented now and replacing it with the stock waypoints, overhauling the zoom map window, and making the stock toolbar button more useful. There are lots of bugs and issues that need fixing, like the problems with narrow band resource scanning, updating the Module Manager configs for mod resources, fixing the anomaly scanner window, etc... Lots of these changes won't be in the first version (or the second, I haven't even started on the new zoom map). The first update will be just to get the basic UI functions working, most of which are ready, it's just the little things, like some of the icons drawn over the map, or the orbit path that still need implementing (also I've been dragging my feet as of late, blame the Witcher 3 ).
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File size? It probably also affects loading time. As for making everything with images, it's probably easier for most people. Though I've always hated editing text in Photoshop and find it much easier to edit and position from within Unity. I'm probably far more familiar with Unity than most people though, so using whatever is easiest is the best option.
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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
Transmitting to a science lab so that you can generate data from there is one possibility. Non-recoverable ground vehicles with a local-control situation where you don't have any connection back to Kerbin is another. There are many potential use cases where you may have data in one vessel but want it in another vessel for whatever reason, this provides that function. -
[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
DMagic replied to DMagic's topic in KSP1 Mod Releases
Is there anything that needs adding/clarifying for this description from the first post (there is also more info on the specifics of how transmission rate is calculated)? This addon provides a new button for the Experiment Results window that allows for the transmission of science between different vessels. With CommNet on, clicking on the button will provide a list of all connected vessels (all vessels are shown if CommNet is off). Any vessel with a ModuleScienceContainer (can also be limited to only Science Labs) can receive transmissions; several probe cores, all command pods, the MPL science lab, and the new science container use this module (only stock ModuleScienceContainer, and ModuleScienceLab are recognized). ... Difficulty options are available to limit the receiving vessels to only those with an MPL science lab, to require a relay antenna, to limit transmission boosts to only vessels with a crewed lab, to disable the transmission boost, and to reduce the value of the boost. -
If you just want to change the size of the window you can try changing its scale. Just use Debug Stuff to figure out the hierarchy of KSPedia and change the localscale of the transform. Changing the width or height might not work correctly since this is probably using the layout system, so the content of the window forces it into a certain height and width. Again, Debug Stuff would help here, as it would let you know about the presence of any Content Size Fitters or Layout Elements. If they are there then it may be possible to edit some of those layout elements to get the entire window to shift to a different size.
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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
@canisin Zero values can cause lots of issues, so I don't allow them. One option might be to set the values to what you want, then click the "Save To Config" button. Then exit KSP, go to that config file (GameData/ScienceParamModifier/ScienceParamModifierConfig.cfg) and set the values you want to 0.0001 or something like that. Then go back to KSP, open the window for whatever planet you want to set, and click the "Default Values" button, that should set them to whatever you have in the config file. You can also use the above method to set the values to what you want, edit the config file, then edit the settings file (in the PluginData folder) and set disableToolbar to true. That will make it only read data from the saved config file and it will get rid of the mostly useless toolbar button (set it back to false to reactivate the toolbar button). Just make sure to save the config file whenever you update the mod (updates are rare for this one, generally only when there is a major KSP update). -
Check the info boxes in the VAB and the KSPedia entry, it has all of this information. For using one satellite with multiple scanners, you generally want to be as high as you possibly can. Any altitude above the "ideal altitude" will give you maximum coverage (though the orbit will be slower the higher your altitude is, so there is a trade off), and anything below that altitude will significantly reduce coverage. The high resolution, SAR scanner is where this is most obvious, it's ideal altitude is well above the max altitude of the other scanners, so you'll need to either set up a good orbit at a lower altitude and wait, or move up to a higher altitude when the other scans are finished.
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The soil moisture sensor is nothing but an array of L-band (1-2GHz) microwave antennas, a lot of space communications use the nearby S-band (2-4GHz), so it isn't unreasonable to think that it could also be used for deep space comms. Concrete information about SIGINT satellites is pretty hard to come by, but I believe at least some were used to catch the spill-over signals from line-of-sight microwave communications, which operate at similar frequencies. So really it's all just down to different antenna design. There is actually a different soil moisture satellite design that uses a large umbrella-type antenna, similar to what some of the newer SIGINT satellites supposedly use.
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The flight scene is the first set of numbers, the second number specifies the y dimension, but should be negative. I think in the last update I might have forgot to always switch the y values to negative numbers (positive values mean the window would be above the screen); I had to make lots of changes to the window positioning due to some incredibly strange behavior when changing the window scale. Try flipping that number to -406 and see what happens.
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[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
Max eccentricity for magnetic field contracts is 0.7. On Gilly you can manage that if you get right up to the edges, the SOI boundary is around 115km, you can get past 0.7 with a 7km Pe and an Ap around 100km. -
It's just the first two numbers in each set of four that might cause problems, the last two specify window size, which shouldn't be a problem. Just set them to some low number and the window should appear in the top-left. I can make it in the next update so that it checks if the window is outside of the screen when starting up.
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Can you just not let KSP load the bundles? Remove the .ksp file extension and KSP will ignore it, then you can just manually load (using AssetBundle.LoadFromFile) whichever bundle is needed based on the environment. It's simple to do, I'm just not sure exactly what is needed to handle shaders vs prefabs, sprites, or other GameObjects.
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Or just listen for the onShowUI and onHideUI events, rather than just checking every frame.
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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
Portrait Stats version 13.0 is out; get it on Space Dock. It adds support for additional Kerbal trait types through a new config-based system. Additional types can be supported by adding definitions to the PortraitStatsTraits.cfg file (or through MM) and by creating the necessary custom icon and color definitions. Currently, the MKS trait types and a few others are supported. Special thanks to @Aelfhe1m for the code to support configurable trait definitions and to @PhantomC3PO for the excellent new trait icons and color definitions (the scout icon took me a second, just say binoculars five times and you'll see them every time ). -
[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
More than just offsetting the boom, I think the problem is that the boom is much heavier than the other parts. And once it's extended it's mass is distributed across it's entire length. For smaller vessels it always works better to mount it on the top rather than the side. -
[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
@WuphonsReach There are really several ways of going about it. One is to carry an abundance of pods, if you have five in the near vicinity you should get full points regardless of how they are arranged. Another is the somewhat dangerous (as you've found out) method of trying to launch pods while still above ground, on low gravity planets this can actually work really well, it's just a bit tricky, since if they travel more than 2.5 km away you'll have to focus on the pod until it stops. Another still is to use different landers to drop pods, you could setup a really minimal lander probe to drop a few pods. And another (my favorite) is to not care about getting 100% for all science and just get a decent enough result. @MaxxQ It has to do with the way that the "home" planet is still internally named Kerbin in some places, so that was interfering with how I was detecting if the drill or hammer could reach the surface. @Esquire42 Do part upgrades work in sandbox? I've never tested it, and it wouldn't surprise me if there was something finicky about it, the entire part upgrade system is very half-assedly implemented.