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DMagic

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Everything posted by DMagic

  1. @steve_v The way that the modules are setup only one triggers activation of both, so the secondary module doesn't have any EC usage because it isn't really on. I should probably lower the value though, I might have intended it to be 0.02 EC / second, instead of 0.2.
  2. @gomker Without actually moving the vessel to an area that would match that situation? I don't think you can do anything about that, the vessel itself is setting that value, not any part module.
  3. There are a few ways to find the prefabs. Sometimes the related classes simply have public references to them. In this case EditorPartList.Instance.partPrefab is the relevant reference. For other cases, where it's not so easy there some other things to try. Use Debug Stuff to find out how the editor part icons are setup. Sometimes this can give you a hint to what the prefab may be called. If there isn't an easily visible prefab available you can always use AssetBase. It has a public array of all prefabs loaded, AssetBase.prefabs, and a static method to return any prefab by name, AssetBase.GetPrefab. Of course, the instance property for AssetBase isn't available, so to check through all of the prefabs you'll have to do something silly, like run GetComponentsOfType<AssetBase>, then print out the name of each prefab to see if one sounds likely (which is fine since it's not something you'll be doing in the release version). To "edit the prefab" you can just attach your own MonoBehaviour to it. Once you have the prefab (which is always a Unity GameObject) just use AddComponent<YourMono> on the prefab object. This part of the code is the "adding a listener" bit: private static void InstallReplacementHandler(EditorPartIcon icon) { icon.gameObject.AddComponent<ReplacementClickHandler>(); } Edit: Just to be clear, the prefab is the base component which is used to instantiate all of the part icon buttons. It is something that was created in the Unity editor and exported as a prefab so that KSP can grab that component and use it as basically a template to make multiple copies for every part. Each part then has a different preview icon and tooltip which are added to the button.
  4. @TonyMacaroni No specific asteroids are generated for the contract, it just refers to any Class A asteroid. If your tracking station is fully upgraded (and this shouldn't be offering asteroid contracts if it isn't) and no asteroids are showing up then there might be something else wrong, maybe another mod is changing or interfering with asteroid generation. I'm only aware of Custom Asteroids and Kopernicus being able to do that.
  5. @Toastmastern You are trying to scan for resources? There are instructions on how resource scanning works and which scanners are used for it in SCANsat's KSPedia entry. Different parts are used for different resources.
  6. I think GPO is used for transfers on the same vessel. For transfers between vessels try EVA Resource Transfer (the third mod in this list):
  7. I'm not sure. I would guess that 5.3 and 5.4 might cause problems, but I haven't tried. KSP and the Part Tools are made for Unity 5.2.4, if that isn't available 5.2.2 might work.
  8. I think the text object is just too small, either make it taller or just set the text to overflow. And yes, Squad doesn't provide any fonts, but the ones they use are freely available.
  9. It looks like you are missing the Database Screen script from your panel object. Click "Add Component" and type database into the search window, Database Screen should show up.
  10. @Angel-125 Did you add the AssetBundle title to the prefab? The one from the drop down menu in the bottom of that dark grey window in the bottom left when you select the prefab.
  11. There is only one low resolution resource scanner, the stock M700. The high resolution scans are generally limited to just a few parts: the stock Narrow Band scanner covers Ore (and I think KSPI resources) and the USI camera covers all relevant USI resources. There are a handful of scanners from DMOS that work for individual CRP resources, but those just provide a little variety. So basically, stock scanners cover stock resources, and the USI Planetary Camera covers USI resources (there is also the Karbonite scanner if you are using that), anything else is just duplicates that might appear at different positions on the tech tree. @Ruedii I've been hesitant to do anything with anomaly contract because there already exists an anomaly contract pack that would almost certainly be better than anything I come up with.
  12. If anyone is interested they can try out the new version of SEP. Get it from DropBox. It significantly changes how experiments are carried out. This doesn't have any fixes for the exploding parts. Don't expect this version to be completely stable, and don't expect future versions to be compatible; this is only for testing purposes and feedback. To use it, setup the SEP instruments as usual with an engineer. Then use a scientist to calibrate and activate each instrument. Data will be gathered over time and can be periodically collected from the instrument for returning or for transmission. Once the data is collected from the instrument it behaves the same as any other KSP science (for moving between science containers, transmission, recovery, and science labs). Information about the calibration level, completion level, time to completion, and status of the instrument can be seen when right-clicking on the part, either from an EVA Kerbal or when viewing the SEP vessel itself. The Central Station also contains controls for starting or stopping all connected experiments and for monitoring their status (experiments can be paused and re-started without losing their progress as long as they aren't moved or completely shut down). Each instrument in the new system has a complexity level and an experiment length factor. Both can be viewed in the VAB/SPH info screen (these values may be a bit unbalanced now, but can be easily adjusted for future versions). The complexity level represents the level of scientist required to get the max amount of science out of an instrument. A lower level scientist will still be able to calibrate the instrument, it will just take longer to generate science and you won't be able to collect all of the available science. Experiments can be re-calibrated by a higher level scientist while still running, or can be run again to collect the full amount of science. The experiment length represents the amount of Kerbal days (6 hours) required to get the max science when the instrument is calibrated to 100%. If a lower level scientist is used it will take longer, and if a scientist with a level above the complexity level of the instrument is used it will generate science faster. An important factor to note is that the experiments don't continuously generate data like the science lab. Each experiment can generate three discrete levels of science data (with flavor text for each level forthcoming), based on the level of scientist that calibrated the instrument and its complexity (and how long it has been running). The data for the lowest level of the experiment is worth half of the max amount, and the next is worth 75%, the third is 100%. Data can be collected and turned in even while it is still running, so if the experiment is at 60% completion you can collect and recover the data for the lowest level and get the science points. Then when it reaches 75% completion it will generate the next set of data, the science value of which will be adjusted accordingly. All of the processing works in the background for unloaded vessels, you just need to setup the experiments and get them running. Data can be automatically transmitted, even when the vessel isn't loaded as soon as it is generated (an "upgrade" for the SEP Central Station needs to be unlocked in the tech tree for this feature), otherwise Kerbals can collect or transmit the data directly from the instrument or from the central station. The full release version should have a KSPedia entry to better explain how everything works along with a simple UI that makes managing all of the experiments and monitoring unloaded vessels much simpler, though everything will always work using only EVA Kerbals if desired. The UI isn't quite ready yet, but so far it integrates nicely into the existing version and is constructed entirely from the lightweight Unity 4.6 UI system.
  13. @ctbram You can probably use them together and be fine. It's just that ForScience won't work with my parts (the problem is on the other end, not mine) and in some cases may causes problems with results not being processed correctly. @Brigadier Contracts that use those "example name" type things are all from Contract Configurator. The best way to handle the issue would be for CC to offer some method (if it doesn't already) for marking the target vessels, just like how stock contracts do when asking to use an existing vessel.
  14. I realized something interesting while playing around with using RESOURCE nodes and ModuleResource to handle all resource usage for my parts. Whenever a new part is spawned in the editor or loaded during flight, it is instantiated from the prefab (obviously...), the interesting part is that this clones the prefab's Part Modules and carries along all public fields to the new part. KSPFields, obviously get cloned, but also, any public field will get cloned. For instance, I was adding RESOURCE nodes directly to the SCANsat module's in the config files and loading the data in OnLoad: public List<ModuleResource> resourceInputs = new List<ModuleResource>(); public override void OnLoad(ConfigNode node) { if (node.HasNode("RESOURCE")) resourceInputs = new List<ModuleResource>(); else return; ConfigNode[] resources = node.GetNodes("RESOURCE"); int l = resources.Length; for (int i = 0; i < l; i++) { ConfigNode resource = resources[i]; ModuleResource mod = new ModuleResource(); mod.Load(resource); resourceInputs.Add(mod); } } When OnLoad is run for the prefab it loads its data directly from the config file, which has a module like this: MODULE { name = SCANsat ... RESOURCE { name = ElectricCharge rate = 0.4 } } So it sees the RESOURCE node and populates the ModuleResource list. But that RESOURCE node is never saved to the persistent file, or in a craft file (unless you manually save it), so the resourceInputs list is only ever set when loading the prefab, not when spawning a new part. If you set that list to private it doesn't work anymore, so only public fields can be cloned. I guess it's sort of obvious if you are familiar with cloning and how Unity instantiates game objects. But since a lot us probably aren't so familiar with that it could be useful information. And it sort of relates to the order of PartModule methods, since the prefab OnLoad can be thought of as a different, earlier version of OnLoad for an active vessel. Just to be clear, the ConfigNode that is being passed to the OnLoad method comes from the .cfg file for the part when loading the prefab, and it comes from the save file when loading a vessel with that part. The only fields that are written to the save file are KSPFields with IsPersistent = true, and anything that you manually save.
  15. SCANsat version 16.6 is out; get it on Space Dock. It fixes compatibility with Kerbalism (which will also probably need an update); nothing else is changed.
  16. Yes, that's something that I was planning on. I can add such a feature to the EC-containing power extension modules too. You can always just switch to the SEP "vessel" and check from there, too.
  17. Wow, I never really paid much attention to the pre-release press for this game (that's a sure way to be disappointed), but it seems like a lot of stuff they talked about was cut. And some of it seems like it would have made it resemble KSP's universe a bit more. This reddit thread has a huge list of things that were left out or were different from what was shown or discussed. But one of the interesting components is that planets and solar systems were supposed to be based on real physics; planets orbiting stars, stations orbiting planets, planet characteristics based on how close it is to the star, etc... That apparently isn't the case. From The Atlantic article (just a few months old) that discusses some of this: “The physics of every other game—it’s faked,” the chief architect Sean Murray explained. “When you’re on a planet, you’re surrounded by a skybox—a cube that someone has painted stars or clouds onto. If there is a day to night cycle, it happens because they are slowly transitioning between a series of different boxes.” The skybox is also a barrier beyond which the player can never pass. The stars are merely points of light. In No Man’s Sky however, every star is a place that you can go. The universe is infinite. The edges extend out into a lifeless abyss that you can plunge into forever. “With us,” Murray continued, “when you're on a planet, you can see as far as the curvature of that planet. If you walked for years, you could walk all the way around it, arriving back exactly where you started. Our day to night cycle is happening because the planet is rotating on its axis as it spins around the sun. There is real physics to that. We have people that will fly down from a space station onto a planet and when they fly back up, the station isn't there anymore; the planet has rotated. People have filed that as a bug.” It sounds like there could have been a much more interesting game here, maybe something that could have benefited from a more low-key, maybe early-access release. Also, this seems to me like it validates Harvester's long-term position on the value of procedural planets. There doesn't seem to be any of that shared sense of achievement like you have with KSP, just, "look at the planet that I found" and then onto the next one.
  18. @Zantza Technically any planet pack should work fine, you just might not have custom science results text for it. The only included results are for stock, OPM, and RSS. @SmarterThanMe What happens when you run the experiment, what are the results it gives you? Sometimes the orbit might make it tricky to get "low space" results, but transferring to a lower orbit (after finishing the long-term part of the contract) should always work, you just have to make sure you are above the right hemisphere.
  19. @BeafSalad I would ask in the Field Research thread if there is a way to specifically exclude experiments from the KSC biome contracts. I know that experiments can be fully excluded, but I'm not sure about doing so for only one of the contract types.
  20. @BeafSalad Sounds like a problem with the contract, the Seismic Impact Hammer doesn't work with those silly KSC biomes. What does the contract say exactly, and do you know where it comes from?
  21. SCANsat version 16.5 is out; get it on Space Dock. It fixes a bug with resource usage that was preventing scanners from working in some cases. @Lego8_bit I'll need more detail. It seems all of the IMGUR galleries on the first post have been eaten, I'll have to see about adding or replacing them...
  22. @fatcargo Hmm. It's stable for me. It pulls a little to the left when driving, but only a little. As for stopping the extension, not likely. The extension/retraction is completely separate from the translation and rotation movements. All of the different movements are controlled through animations, and the translation and rotation movements require a fully extended model.
  23. From way back in 0.21 or 0.22 - Kerbal Prison Architect:
  24. @Angel-125 The biome scanner (SCAN Multispectral Sensor) handles anomalies from orbit, too. The BTDT handles close up scanning.
  25. SCANsat version 16.4 is out; get it on Space Dock. It includes updates for Contract Configurator 1.15+ support, and a new hidden cheat option to allow for filling in map scanning. Add the line "cheatMapFill = True" to the SCANcolors.cfg file in the Resource folder to activate it; go to the Settings window to use the option. The stock ModuleResource and RESOURCE nodes are now used to handle power usage. RPM maps now calculate the local min and max terrain levels to generate more useful maps when zooming in. And some potential errors when using old or out-of-date versions of Toolbar have been fixed.
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