DMagic
Members-
Posts
4,180 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by DMagic
-
[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
@KocLobster It's possible, but more-or-less the same method has been working fine for almost two years now. I'm not sure what could have changed to cause problems since then. -
[1.8.x] CapCom - Mission Control On The Go [v2.11] [11-1-2019]
DMagic replied to DMagic's topic in KSP1 Mod Releases
@nablabla Seems unlikely, CapCom doesn't have any kind of auto-accept feature, though it does have keyboard shortcuts, so if the window is open and the mouse is over it, pressing enter will accept the selected contract. -
[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
@KocLobster I have no idea why returning would trigger the contract, but transmitting wouldn't; it's possible that some other mod is interfering here. @Fr8monkey I would need much more information to help, like version numbers, log files, installation directories, etc... -
Maybe. I'm mostly worried about having everything ready when 1.1 releases, and only putting out pre-release versions when I want more people to test it. I probably won't have any time this weekend, but if 1.1 isn't out next week then we'll see. All of my other mods are pretty much ready (and I think I'm finished with SCANsat and Portrait Stats for now, which were taking up most of my time), I just need to do a little testing.
-
[KSP 1.8.1] SCANsat [v19.1] -- Dev version [February 20, 2020]
DMagic replied to DMagic's topic in KSP1 Mod Development
Version 15.3 is out; get it on GitHub. It includes the additional KSPedia pages as shown above. It also fixes a few minor bugs and adds a window scaling feature. In the Settings window use the scale + or - buttons to increase or decrease the size of the windows. Let me know if there are any problems with scaling, or if your windows get pushed off screen (it scales not just window size, but position as well). The reset window button will now reset all window positions, and will reset the scale. -
[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
DMagic replied to DMagic's topic in KSP1 Mod Releases
@Loren Pechtel It seems that tourist contracts are tied to specific Kerbals, so the tooltip will just show all of the items in that tourist's itinerary: @eddiew Yep, I plan on it. That is, I think, the only mod I haven't checked on yet, but aside from some minor changes to how the GUI is drawn it should work just the same as before. -
[KSP 1.8.1] SCANsat [v19.1] -- Dev version [February 20, 2020]
DMagic replied to DMagic's topic in KSP1 Mod Development
Here is the more-or-less final version of the SCANsat KSPedia entry. Let me know if anyone finds any typos or has any ideas about additional pages. -
[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
@KocLobster Are you transmitting the data? The contract won't complete until the data is actually transmitted or recovered. As for XScience, it probably doesn't recognize the custom biome solution that the recon parts use. @smjjames Many of the parts have colliders that don't always line up with what they are attached to, this is usually caused by that other part; many of the stock parts have colliders that don't match up well with the visible mesh. The translation gizmo is the best way to fix it. @lude I haven't tested this much, but you are probably right that there is an issue with science labs. They were changed in 1.1 and this needs a few more updates to account for those changes. -
[1.8.x] CapCom - Mission Control On The Go [v2.11] [11-1-2019]
DMagic replied to DMagic's topic in KSP1 Mod Releases
Sorry, I meant my own 1.1 versions. The 1.0.5 versions won't work at all. -
[1.8.x] CapCom - Mission Control On The Go [v2.11] [11-1-2019]
DMagic replied to DMagic's topic in KSP1 Mod Releases
@CrashTestDanny Only if the release is pushed back from next week. I'm out of town this weekend, so I have zero time until Monday or Tesday. That said, as far as I can tell, both this and Contracts Window + are working fine. -
So... how do they keep it from falling over after it lands?
-
So cool. I guess they finally decided to go with a second camera so we can actually see the thing.
-
[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
DMagic replied to DMagic's topic in KSP1 Mod Releases
@Loren Pechtel Good idea; I'll add that to the tooltip for tourists, maybe just as a list of the current tourist contract titles. Also, Portrait Stats obviously needs some rethinking for 1.1. Right now I'm coming up with some options to supplement or replace aspects of the stock version. First is an option to make the icons always visible (the IVA and EVA buttons would still only appear on hover), this is easy. Next is an option to replace the trait text with an icon, as soon as I figure how to get the icon positioned right this will also be easy. Then there are options for the two tooltips, I think these should also be easy to add to either the new icon or the existing objects. -
M-700 Survey question
DMagic replied to SpacedCowboy's topic in KSP1 Gameplay Questions and Tutorials
The resource display will remain available for any planet you have scanned, regardless of whether there is an M700 in orbit. The only difference will be that you have to activate the overlay from the knowledge base icon in the map view while focused on the planet. With an M700 you activate the overlay using the scanner itself. -
[1.8.x] CapCom - Mission Control On The Go [v2.11] [11-1-2019]
DMagic replied to DMagic's topic in KSP1 Mod Releases
@Fwiffo Which version are you using? I thought I fixed that in one of the last few updates; in any case, it didn't do it when I just checked in my KSP 1.1 build. -
[KSP1.8] DMagic Module Science Animate V0.22 (11/2/19)
DMagic replied to DMagic's topic in KSP1 Mod Development
I released a KSP 1.1 update; get it on GitHub. No changes have been made other than what was needed for the update; it should be working the same as before. -
[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
Well it turns out that editing the SkinnedMeshRenderer Bounds in Unity works just fine. It fixes both the part icon and the part size issues for the SIGINT dish. It might affect procedural drag cube calculation, but I don't care about that as I'm specifying my own drag cube. You just select the Skinner Mesh objects in Unity, edit the bounds to more-or-less fit where it should be, then make sure to activate "Update When Offscreen". -
Actually, I think Vessel has a FIndPartModules method. I'm not sure if it's any faster than making the loop yourself (it probably does the same thing), but it should give you a list of all the ModuleDeployableSolarPanels in the vessel. Then you would just need to update the list whenever the vessel is modified. Then just run through each element of the list and call the deploy or retract method.
-
I like the ability to see so many mods on a single page. Big previews are nice, but not having to scroll and go the next page is nicer. There are only two things that I immediately noticed. You lose the KSP link in the top bar when you go to the recently updated or most popular mod sections. Everywhere else it seems like the SpaceDock | Kerbal Space Program link stays put. And having the description text run right up to the browser border seems a little odd, maybe just a small white space padding would help.
- 2,176 replies
-
- totm july 2019
- spacedock
-
(and 3 more)
Tagged with:
-
[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
@CobaltWolf It was exported at time zero, with everything closed. But Unity calculates the Renderer Bounds using the actual size of the dish meshes, not the size with the bones applied to it. I need to play around with editing the bounds values in Unity. But the old method for fixing it was to just disable the transform objects in the editor, that doesn't seem to work anymore. There are lots of options (disabling the SkinnedMeshRenderer, destroying the entire dish object, or maybe disabling the armature), I just need to dig through it all to see what works. The VAB icon size fixer from xEvilReeperx works because it can recalculate the bounds of the actual mesh and apply those to the icon size. But I don't think the same really applies to the craft size calculation, since that is all handled internally and happens every time you change something on the vessel. @Dunrana Yes. -
[KSP1.8] DMagic Module Science Animate V0.22 (11/2/19)
DMagic replied to DMagic's topic in KSP1 Mod Development
I might not update this until after 1.1 is out; but it should be very soon after that. @CobaltWolf You expressed some interest in something like the disappearing transforms I have for the spy telescopes in the latest version of DMOS. Do you have anything specific in mind? I'm thinking there are two basic forms of how this could work. One is like it does for my parts: the transforms disappear whenever data is taken on EVA or transmitted; a lab reset makes the transforms appear again. The other is to make transforms appear only when an experiment is conducted. So you would have some kind of empty sample holder that would fill up when you collect something. Either or both could be used at the same time. These two forms would be fairly simple to implement. There would be a flag for each in the config file. Then you would just have to specify the name of the transform, and if you have the experiment set to collect more than one sample at the same time you would need transforms for each sample. The way that I'm doing it now is to use a base transform name ("canister") then the code appends the numbers on the end for each sample when trying to assign the transforms internally. So in the model I have four canisters name "canister.000, canister.001, canister.002, canister.003". -
[KSP 1.8.1] SCANsat [v19.1] -- Dev version [February 20, 2020]
DMagic replied to DMagic's topic in KSP1 Mod Development
Version 15.2 is out; get it on GitHub. This version includes the first edition of the SCANsat KSPedia; more to come later. It has a few bug fixes, including some potential issues with ground tracks while in the tracking station, the .csv exporter, and orbit lines in the zoom map. It also adds science collection for the low resolution resource scan, using the M700, when stock resource scanning is disabled. And it adjusts some of the other science experiment values. It also adds a target selection function to the big map, it works the same as it does on the zoom map. It adds a separate part module used for storing data on the state of any RPM SCANsat panels. The included Module Manger config has been updated to add this module to all parts with an internal space. This shouldn't have any noticeable effect for end-users.