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DMagic
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[KSP1.8] DMagic Module Science Animate V0.22 (11/2/19)
DMagic replied to DMagic's topic in KSP1 Mod Development
That is the code you are using for reference, or that is what you actually have in your part config file? It looks like you just copy and pasted the entire config; read the top of that file, you can't just paste the entire thing in without filling in all of the fields. You want something that transfers data from a Kerbal on EVA into your science lab part? This is never going to do that. It is designed for making new science experiments, not science labs or containers. -
[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
DMagic replied to DMagic's topic in KSP1 Mod Releases
Version 7 of Portrait Stats is out; get it on Kerbal Stuff. It fixes an error that caused the Kerbal trait types to not be recognized in international versions of KSP. It also allows for setting the icon color in the included config file; colors are defined in the 0-1 range (r,g,b,a). -
[WIP] Dangerously Shaded Stock Refresh
DMagic replied to DangerouslyDave's topic in KSP1 Mod Development
I don't think 3k triangles is very high (an orange tank, for instance, has almost 2k). I'm guessing a lot of that count comes from the details, those ladder rungs, the doodads on the top, etc... but regardless, triangle count is not really a concern unless you're getting to something like 10k or above (and that's only really a problem for parts that you expect to have a lot of).- 90 replies
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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
Stock submarines don't feel quite ready for prime time given how hard it is to make something sink. So far the only reasonable way seems to be to fill up some ore tanks (the one in my pictures has 5 large ore tanks almost completely full, though something smaller probably wouldn't require so much). Sending out empty tanks and filling them up at the target is probably the best way to handle it, rather than carrying around a bunch of heavy structural parts or full ore tanks everywhere you go. Really anything that can sink should be able to get down deep enough to get both types of science reports though. That said, @RoverDude has, or is planning to release a standalone (I think?) submarine mod with proper parts; something that actually makes sense, rather than just piling on extra weight. Something like that would probably be the best way to go for now. -
[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 1.1 is out; get it on Kerbal Stuff. The latest version includes two new experiments: an undersea sensor and a multi-part seismic wave experiment. The undersea experiment can only be used when the part itself is fully submerged. You can collect data from shallow and deep waters; the depth threshold can be adjusted in the part's config file and is shown in the part's VAB/SPH description. The part also includes a light. The seismic experiment is made up of two parts: the seismic impact hammer and the seismic sensor pod. Each part can be used individually to gain some science, but should be used together to maximize science gain. Seismic Impact Hammer Detects the hammer's orientation with respect to the surface automatically and adjusts its orientation accordingly; this allows for the part to be placed vertically (like an ore drill) or on top of a rover. The hammer must contact the surface to function; there is a minimum and maximum distance from which the hammer will work; test your designs. Two signal lights on the front of the instrument indicate the presence of nearby sensor pods The lights on the side indicate the current science value Can be used on asteroids; maximize science by having at least one sensor pod attached to the same asteroid. Seismic Sensor Pod Should be placed at varying distance from the impact hammer to maximize science gain; the ideal distances are shown in the parts' VAB/SPH description and can be configured in the Resources/Contract_Experiments_DM.cfg file. Place two sensor pods, one close by, and one far away at a different angles for maximum science. Built in decoupler can be used to drop off the sensor pods; they have very high impact tolerance and will be automatically activated when separated. Sensor pods also have signal and science value indicator lights. If a seismic impact hammer is nearby the experiment will use the science value from that part to generate the science data. The Seismic parts include KIS support and can be placed by an EVA Kerbal. This can be a little wonky sometimes, the safest method is to make sure the sensor pods are disabled before trying to move them, then reactivate them once they are moved. Saving and reloading will re-initialize the sensors properly if there are any problems. Let me know if anyone runs into bugs or issues with the new parts, or has any suggestions about how they work or can be improved. ChangeLog: -
ScienceData changes in 1.0.5
DMagic replied to Kerbas_ad_astra's topic in KSP1 C# Plugin Development Help and Support
The bool, Triggered, is used by the science lab and resource scanner. It signals the R&D system to not treat it like normal science and to trigger a callback method upon transmission completion. There is a GameEvent, OnTriggeredDataTransmission that can be used to invoke these methods. The uint is the part id used by the new transmission interrupt system. When creating new ScienceData you add the Part.flightID number to the science data, the transmitter can then use that ID to return the data to its original location if transmission fails. The id gets changed whenever you transfer data to a new container (at least when using the stock mechanisms to do so). I don't think anything else has changed about ScienceData. The IScienceDataContainer interface has a new method ReturnData, used by the transmission failure mechanism. If this method isn't added to a class implementing that interface it won't work; old mods that implement the interface won't work at all. -
[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
Do you still have a US folder hanging around somewhere, or did you install and remove it at some point? I'm guessing that the parts found there way into your list of researched parts from the tech tree. After that happens they might still show up in the editor (though I thought that shouldn't happen because their editor category should be set to none; maybe when they added all of the new editor filters it negated that). Either way, if you don't want to see them you can just delete the Universal Storage folder within my folder; the presence or absence of those parts shouldn't affect anything unless you have active vessels with those parts on them. As for kOS, no it's not possible to add an argument to the DeployExperiment event. For one, that method overrides the ModuleScienceExperiment method, so adding an argument to it, even one with a default value, will be understood as creating a new overload method with the same name, but different arguments, so the new keyword won't do anything. And also, I'm not sure if you can add arguments to KSPEvent methods, I've never seen any. It's also not possible to stop using that event to trigger the experiments since other addons count on using that method. I've been tinkering around with a way to make it work more like the stock ModuleScienceExperiment though. Instead of handling everything within the DeployExperiment method, I can let that method call a second method, which can have an argument added, and handle everything there. From that point it's simple to avoid opening the review data window. The second science data list that you saw is used for experiments that can store more than one data set at a time. Those experiments don't add their data to the internal list until you actually press the keep data button (the standard experiments add the data to the list before opening the review data window), but that also shouldn't be a problem. If the silent flag is toggled then all data will be stored immediately if possible. There might also be an issues caused by the built in delay that many of my experiments have between starting the event and actually adding the science data. There isn't much that can be done about that without some major changes. But in any event, the IScienceDataContainer interface methods will show data as soon as it has been added, so you might just have to introduce a bit of a delay in kOS before transmitting data. -
You mean that a contract requires the vessel to be manned, but doesn't indicate as such in either the notes or contract parameters? Which contract type is this? I suppose I could add some kind of flag to indicate manned or unmanned, though I would rather that the contracts just indicate this themselves.
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It's possible, you just have to be a little careful. Unity objects aren't thread safe, so you can't just access one object from another thread when something else might access it from the main thread. Sometimes you can get away with making copies of an object, other times that isn't really possible. Simple math calculations, or other operations like that, can be run in another thread just fine. The only issue is that you have to either finish everything in that thread before you access it, or have some way of synchronizing threads before you try to access anything. For instance, SCANsat does some math heavy interpolation in a separate thread while generating the planetary overlay maps. Engineer does its fuel flow simulation in a separate thread, if you want a more complex example.
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It's not surprising. This is caused by the way SCANsat tries to handle the map rolling over around the edges. The big map and zoom map share the same method for generating maps, but the big map is designed specifically to avoid wrapping around the edges and the zoom map is supposed to be able to handle that; it causes some problems... I'll see if I can fix it. I never really cared about ideal orbits. If you can figure out the ideal orbit calculator you can try inputting values from the OPM planets. Or you can just follow some basic steps to get to a reasonably good orbit.
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That's because people continually manage to mix up Curse and CurseForge. The latter of which is what is actually linked to in most peoples' threads and by the mod link in the forum header. It is, I think, what is supposed to be intended for mod creators, but there is no reason why anyone should be using the main Curse site. CurseForge doesn't have any adds, it has a big download button on the first page, and there is nothing beyond the mod description to cause slow downs while loading. Curse is a terrible annoying site, but unless someone is directly linking to their mod there you really don't ever have to visit that side of the site. Also, not really relevant to users, Curse's optional money sharing feature provides a not-insignificant amount of money to people with a decent amount of traffic (over 100k downloads per year).
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Can I get the poll removed from the SCANsat thread?
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Yeah, for now I'm just going to copy and paste a BBCode version of the original page and fix whatever doesn't copy right. But right now I don't have access to the raw backup I made a few days ago... Anything with an SOI lower than the max scanning altitude (and best altitude) just replaces that limit with the SOI range. So you can get close to 100km and scan from there and it should provide you with about the same scanning swath width as you would normally get from the ideal altitude. Some of the scanning altitude indicators don't take this into account, but the actual scanning mechanism does. In any event, scanning tiny bodies like Gilly is very easy because the scanners cover about 20% of the surface in each pass.
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Maybe if we bug @KasperVld enough we'll get the prefix feature allowed for everyone, at least in the addon release forum where it's less likely to be abused.
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Yeah, that makes it much better. Three tags should be enough to usefully categorize most mods.
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Can anyone explain why linking to a thread doesn't work with just the thread id? It's a bit annoying to require the title as well. I could understand, though, if it required the full title, but that isn't the case, it just seems to require one character after the thread id and dash. So this doesn't work: http://forum.kerbalspaceprogram.com/index.php?/topic/126583 But this does: http://forum.kerbalspaceprogram.com/index.php?/topic/126583-w That seems absurd...
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Since we can only see two tags without expanding the list I would say that there should be three basic tags: Parts Plug-In Parts/Plug-In Otherwise a large number of mods will just be Parts and Plug-In with any further tags relegated to the hidden list. This way you could have one basic tag (that essentially everything in the addon release forum has) and a second category-type tag; something like Nightingale's list. As for what I think should be included in a standardized list of secondary tags, anything that relies on a framework type of mod is good (Contract Configurator, Kopernicus, EVE, Texture Replacer, etc...), along with broad categories (similar to what you find on Curse, but with a bit more fine-grained options).
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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
See the [URL="https://github.com/S-C-A-N/SCANsat/wiki"]SCANsat wiki[/URL] for the best and most up-to-date information on resource scanning and other SCANsat functions. The biome scanning refers to the stock biome scan from the surface using the Surface Scanning Module (there are some SCANsat images that show the difference before and after surface scans). The narrow band requirement for zoom maps is option B in your question (there is some leeway in how closely the orbit must match the zoom map location). The alternate version of the telescope is out-of-date, I removed that line from Kerbal Stuff description. SCANsat modules are included for the imaging platform (it functions the same as the SCANsat multispectral scanner) and for the anomaly scanner (which functions the same as the SCANsat BTDT). The magnetometer, imaging platform, and soil moisture sensor also function as resource scanners, both for SCANsat and stock scanning. The X-Ray surface analyzer functions as a stock resource biome scanner. I have some plans for additional large telescopes (and another update which I'm getting closer to finishing with a new seismic experiment and an underwater experiment). The initial plan is for these telescopes (and a few other large parts) to function primarily as contract parts. More varied experiment types for existing parts are also vaguely planned, but nothing is likely to come for a while. :sticktongue: -
[quote name='Tw1']If the text editor doesn't do BBcode, what does it do?[/QUOTE] It does what any other text editor does. It just doesn't require esoteric symbols and formatting. And if you really want BBcode, you can write a post in a BBcode preview site, then just copy and paste the results into the forum editor. [QUOTE]Just one circle? It doesn't sound like a very useful thing. Who's going to bother checking?[/QUOTE] Kind of like the current rep bars. :wink: I think the new version shows a number within the circle, rather than a somewhat hard to count row of green bars.
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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
Resource distribution is random. Science results text are not. Most results have some basis in reality, but generally don't match any specific example (Duna is probably the planet where the results most closely resemble its real-life analog). Science results for RSS planets are much more closely based on reality. -
Unambiguously decide if a part is under water
DMagic replied to DMagic's topic in KSP1 C# Plugin Development Help and Support
Thanks, that more or less confirms what I thought. I went ahead and checked this in-game, just in-case anyone else is looking for the same info. The Part. depth, minDepth, maxDepth, and submergedPortion all give equivalent values to their Part.PartBuoyancy equivalent. submergedPortion gives a 0-1 percentage. The depth values give a number in meters below the surface, and return negative values when above the surface. And WaterContact returns true only when the part itself is actually partially, or completely, submerged. -
I'm looking for a way to decide if a specific part is under water. I would like to know if it is in contact with the water and if it is entirely submerged and its depth. I'm looking at Part and PartBuoyancy, but I'm not sure exactly what all of the values are. Are Part.depth and PartBuoyancy.depth the same? Do they represent depth underwater? Will PartBuoyancy.submergedPortion tell me the percentage of the part (or its collider, or maybe drag cube) that is underwater as the name suggests? I assume Part.WaterContact is true if any amount of the part (or whatever stands in for the part) is underwater. I could probably check all of this in-game :P, but I won't have a chance to get to it for a few days.
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Looking at the code again, I think I can make sure sensors with different altitude parameters don't overload other scanners. It shouldn't be too complicated to fix. And the problem is very confusing if you run into it, so it would be nice to have it fixed. And I think you're right, the magnetometer should just scan for stock ore. I'll leave the other resources for different parts.