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DMagic
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Everything posted by DMagic
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Apparently the static fire has already been finished for the Iridium launch: Which has apparently been moved back to the 9th: http://spaceflightnow.com/launch-schedule/
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[ANSWERED] Detecting Animation duration
DMagic replied to Warezcrawler's topic in KSP1 C# Plugin Development Help and Support
You need to find the actual Unity Animation component being played by the ModuleAnimationGroup. And if it isn't accessible you should be able to manually retrieve it from the part using animation name specified: Animation anim = part.FindModelAnimators("Animation Name")[0]; Then you can use all of the properties of that animation (length, normalized time, isplaying, etc...) to figure out what's going on. As for disabling ModuleAnimationGroup's activating of things when it finishes the animation, that might not be possible, since that is one of the primary purposes of the module (what it's actually doing is activating all of the Part Modules on that same part that implement IAnimatedModule). -
[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
Version 1.3.8 is out; get it on Space Dock. It fixes some errors with the magnetic field and reconnaissance contracts when trying to use a vessel already in orbit. It also fixes some issues with the seismic impact experiments when decoupling or undocking from another vessel before setting up and running the experiment, along with a few other less common issues. It also fixes a problem with the seismic impact and x-ray experiments when using them with Kopernicus on a planet that replaces Kerbin, for instance Gael, in the Galileo's Conquest pack, or Earth in RSS. -
ModuleSelectableDataTransmitter
DMagic replied to linuxgurugamer's topic in KSP1 C# Plugin Development Help and Support
Maybe it would be better to make a separate part module that looks for a ModuleDataTransmitter and switches the type. That way you don't mess up any mods that look for ModuleDataTransmitter (even if most of the time they should probably be using IDataTransmitter). I imagine that if you want to flip the type in flight you might need to re-initialize the CommNet aspects of the transmitter. That seems like something that would only be set once. -
[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
DMagic replied to DMagic's topic in KSP1 Mod Releases
@Fury1SOG Are they docked together? They look off by a bit, but that can sometimes happen. -
[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 Did you happen to notice if the biome being reported matched the biome of the ship still in orbit? There might be some problems with the vessel reference not updating when decoupling/undocking that would make the hammer think it is still in orbit. -
[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
@ParkerArt The XRay is working fine for me, with more-or-less the same vessel. Do you have log files? @WuphonsReach @SmashBrown Do other people only see the magnetic field contract problems when using existing vessels? That would make sense, it doesn't have a way of checking existing vessels, and one of the ways to force it to update is to switch to another vessel while in flight (but apparently switch to the magnetic field survey vessel doesn't work, because KSP is weird). It should be easy enough to force a check of all vessels whenever the contract is loaded and isn't already tracking any vessels. When you have problems with biomes and the seismic hammer what is the exact procedure. Are you decoupling pods, but keeping focused on the main lander (with the impact hammer) all the way until landing, then seeing the wrong biome come up? Do you know if the biome corresponds to the landing site of any of the pods? It's possible that something is getting mixed up with all of that happening. And the pods probably need another increase to their impact tolerance. -
[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
DMagic replied to DMagic's topic in KSP1 Mod Releases
Looks good @Aelfhe1m. If anyone can come up with icons I can include them, too. The files are tiny (28 * 28 pixels, white with a black outline), so it's not a problem to include icons that people might not use. This is the complete list of MKS Kerbal types? https://github.com/BobPalmer/MKS/blob/master/FOR_RELEASE/GameData/UmbraSpaceIndustries/MKS/Kolonists.cfg A few of those should be easy enough to make icons for. Are the Kolonists here different from the other type of Colonists? And does anyone know of any other additional Kerbal types. -
I'll try to look into this from the other end. For instance making the buttons that pop up in the second window more easily accessible so @ShotgunNinja can hijack them. There might be problems with calculating the vessel connections.
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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
@ParkerArt Pictures might help. The part has big red arrows pointing in the direction where the ground needs to be. The drill that comes out from the bottom has a range of about 5-10m. Run the animation (Systems Check button) to see it working. @SmashBrown That shouldn't affect it. I'll have to look into it. -
There is a KSPedia entry included with SCANsat that goes over how to use it. There are certain parts required to make maps and resource scanning behavior is dependent on your SCANsat resource settings.
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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
Are they the standard parts, from this pack? If they are from another mod they might not be counted correctly. Or there might be a problem with those contracts, someone else reported something similar recently. -
[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
@SmashBrown It looks like you don't have the required parts onboard (that parameter has to be met before the orbit parameters can be checked). Do you have both a magnetometer and an RPWS? -
[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
DMagic replied to DMagic's topic in KSP1 Mod Releases
@godefroi How are you docking modules on the surface? By docking before you have things in position do you mean the magnets pull it in? Just turn them off. -
[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
DMagic replied to DMagic's topic in KSP1 Mod Releases
@godefroi Fixing the first issue is essentially impossible with the mod as it is now, it would probably require a completely different system. Though, I'm not really sure what the purpose would be. If the docking port starts seeking out its mate without being completely extended, it would just end up fully extending as soon as it came into range in most cases; there would need to be some kind of manual control of how far the port is extended. As for pushing other parts away, the idea is to extend the docking port before it is put into position, then move close to the other port, the same way as it's done with stock ports. The second issue is probably doable, but I'm not going to inflict upon myself the pain of managing flexible joints. -
[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
DMagic replied to DMagic's topic in KSP1 Mod Releases
@Angel-125 It doesn't flex once docked. If you want something for making a trailer-hitch type of thing you'll have to try the new version of KAS. This is just for making the docking ports have some leeway. And there are five animations necessary: extending, translating left/right, and up/down, and two for rotating. -
[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
DMagic replied to DMagic's topic in KSP1 Mod Releases
@Rough Draft They should be compatible, but mostly redundant. There are some possible issues that could arise from moving or editing the maneuver node from one mod that might interfere with trying to move or edit it from the other. @Angel-125 That's a bit of a daunting task, most of the complexity comes from the models, not the code, and they are very complex. You can look at some examples here: https://www.dropbox.com/s/c7qh29soz2bto54/Flexo Examples.zip?dl=0 Each part is made of a model that incorporates multiple animations. The rigging required to setup these animations is quite complex. If you want, you can make a model and I can go over what needs to be added and how it should be rigged, or if it is suitable to working with the mod. -
@tsaven I didn't know that Silicates was an MKS resource (it used to be KSP Interstellar), I'll have to add it to the MM configs for the resource scanner. For the scan on Minmus, "No Data" means that a scan for that resource hasn't been completed for that area. Those resources should all be covered when using the Narrow Band scanner, and all resources, regardless of what MM configs are present will be covered by the M700 scanner. @Waxing_Kibbous SCANsat contracts fall under their own category in the Contract Configurator version of the Mission Control screen, and they are all offered by the SCANsat agency with its flag (the same logo as seen in the first post). @mjl1966 MechJeb integration is disabled and will probably remain so until I get the next version out, which will be a very long time. @bru stmopf The SCANsat project on GitHub is a bit of a mess. You should probably not use the .sln from there, instead just take the SCANsat folder, and SCANsat.csproj file, ignore the .mdproj and the other assemblies. Then you'll probably have to set up the references again (Assembly C-Sharp, UnityEngine, and UnityEngine.UI) and make sure it's compiled with .NET 3.5.
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Is that because Kerbalism allows for the same function, or because Science Relay screws with the Experiment Results Dialog? If it's the latter I can try to make the additional transfer button more available to being modified, so that you can alter its behavior if you want to.
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I've been meaning to put these up somewhere. I have a set of biome maps for all of the stock planets in three different versions: the SCANsat color scheme with borders and the terrain underneath, the stock color scheme with the same, and the stock color scheme with no borders or terrain. All of the images are at 4096*2048, so are quite big. If someone wants to add them to the wiki feel free. Imgur links: SCANsat Colors Stock Colors Stock Colors without terrain or borders Dropbox links to zip files: SCANsat Colors Stock Colors Stock Colors without terrain or borders I can do the same for terrain, if there is an interest.
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Check UIMasterController in KSP.UI for the available canvases. Adding your own canvas is possible, but can be tricky. You can also add your canvas to another canvas, but I wouldn't do that, there are apparently some Unity bugs with nested canvases. But if you need your UI to move with the altimeter it will have to be a child of that and can't be on a separate canvas, or you will have to constantly update its position. Text Mesh Pro objects are Unity MaskableGraphics, so maybe there is some property that can be set to keep them from screwing with other masks. Also, lots of TMP documentation here: http://digitalnativestudios.com/textmeshpro/docs/
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@omelaw Contract Parser doesn't do anything to save files. It is, however a required component of Contracts Window + and CapCom, so it should only be removed if you are deleting those.