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DMagic
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[quote name='smjjames']I decided to move the conversation over here. This video shows what I meant by the magnetometer ore scanner not working and it interfering with the metallicore scanner in the planetary survey camera from UKS. Also shows a bug related to the overlay that is still around. Separate question though, what's the FuzzyResource scanner module in the M700 clamshell scanner when SCANsat is installed?[/QUOTE] OK, I see what you mean. The magnetometer ore and metallic ore scans are not working because the max altitude is 60km. I'm guessing that the mismatch between the stock magnetometer ore scanner (which is set for a max altitude of 120km) and the SCANsat ore scanner is what's causing that duplicate Ore abundance display. I'll have to check it and figure out why that happens, it might also just be a Module Manager config problem. The problem with the UKS scanner is a result of how SCANsat works. When you have the UKS part active, then activate the magnetometer, it sees that the magnetometer is too high, and tries to remove that scanner from the vessel. Since sensors are stored by SCANsat at the vessel level, not for individual parts, it removes the active sensor from the UKS scanner. I'm not there's much that can be done about that besides redesigning the system. Basically, parts with mismatching scanning requirements just won't work well when both are active at the same time. That overlay bug is tricky. I've continued to notice it too, but I'm not really sure how much can be done about it, I'll try though. The Fuzzy Resource module is the M700's SCANsat scanner. It scans the planet for all resources, but only gives values to the nearest whole number. There are some pictures on the wiki and first post demonstrating the difference between a low- and high-resolution resource scan. Edit: The duplicate Ore abundance display is just a Module Manager config problem. It's kind of both SCANsat and Orbital Science's fault, but it's probably best to make the fix on the SCANsat side. Either way, it doesn't affect much.
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Um... I think the addon release and dev sub-forums have by far the most traffic, with view counts regularly reaching into the millions. As for the UI and layout issues, I think that most people will probably get used to whatever system is being used pretty quickly, a little extra scrolling here there isn't going to affect that much.
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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
[quote name='smjjames']Why is the Magnetometer scanner for metallic ore set so low to under 100km? I think it may also be overriding the metallicore scanner in the planetary survey camera in UKS. Also, the ore scanner in the magnetometer isn't working.[/QUOTE] All of the magnetometer resource scanners are supposed to be set at 60km max altitude, I just forget to set the stock Ore sensor, though I did set the SCANsat sensors properly. The idea is that the magnetometer is unlocked early and is not meant to be a replacement for the narrow-band scanner, it can only be used at very low altitudes. I don't see how any of this would affect the UKS parts, the modules added to the magnetometer, and the Module Manager configs used for the SCANsat sensors and the CRP resources are targeted only to my parts. And what do you mean that the ore scanner function doesn't work? There may be an issue because of the mismatch between the different Ore scanner configs' max altitudes, but it should otherwise be working fine. -
[quote name='Astrofox']Suddenly, I'm reminded of what happened with Kerbal Spaceport...[/QUOTE] You mean taking a really horrible system and replacing it with something that, for all of its faults, is vastly superior? Then, inexplicably, having people start reminiscing about how SpacePort wasn't so bad (it was [I]really[/I] bad) and how they want it back before, eventually, just forgetting about it. :P [quote name='CalculusWarrior']Will the new forums have any sort of markup language support, if it's doing away with BBCode? Or will it utilize exclusively a WYSIWYG editor?[/QUOTE] One of the nice things about the IPS editor (and I made an account on the IPS forums just to test it out) is that you can take material formatted using something else and just copy/paste it into the editor window. So you can write something in Markdown, like from a GitHub readme or wiki (or a [URL="http://markdownlivepreview.com/"]Markdown preview site[/URL]), copy the final content (not the raw markdown text) and paste it into the editor window. It's not always ideal, and a built in Markdown parser would be nice, but when you have complex content it can sometimes be much simpler to create it in something a bit more reliable than a forum text editor, then just copy it over. That's how I generate all of my Curse mod descriptions, just copy/paste the content from the Kerbal Stuff description.
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Version 5.5 is out; get it on [URL="https://beta.kerbalstuff.com/mod/99"]Kerbal Stuff[/URL]. This is a minor update, it just adds the ability to add new contract parameters as soon as they are generated. This should work for any contract type that adds new parameters after completing old ones, as some of the stock survey contracts do.
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[1.8.x] Contract Reward Modifier [v2.7] [11/1/2019]
DMagic replied to DMagic's topic in KSP1 Mod Releases
Version 2.1 is out; get it on [URL="https://kerbalstuff.com/mod/646"]Kerbal Stuff[/URL]. It has been updated for KSP 1.0.5. The only significant change is that it will not apply the contract decline penalty for contracts that are blocked because they are over the limit set by this. It also updates the default config file with all of the new contract and parameter types and removes all of the deprecated types. There is also a bit less log spam when new contract and parameter types are found. -
[quote name='ObsessedWithKSP']I'll be the first admit that it's late at night and I may be slightly slow on the uptake but I cannot see how the first equals the second. If "almost [everyone] maximizes the foreground window" then surely "utilizing all of the width" is common i.e almost everyone does it. If I maximise the window, then I am utilising all of the width. With my 1080p 27" moniter, 99% of web pages are maximised and thus utilise all the width..[/QUOTE] I think the idea is that actually using all of the width can make it difficult to read. If you have a widescreen monitor, then having text run all of the way across the screen will require more head/eye shifting. I'm not really sure that I buy that, it seems like something that would only be an issue with larger monitors, 27" or above, and most people seem to be on smaller monitors or using laptops, where screens are never really that wide. And even if it does reduce head and eye movement it increases hand movement by making you scroll more. Regardless of the reason, not using the entire width seems to be the standard for websites designed for reading (as opposed to shopping, streaming sites, or um... forums). And have there been any images of actual forum posts using the new site, not just the forum listing? The current site doesn't exactly make much use of horizontal space outside of actual posts, the edges expand, but there is pretty much always a huge gap running right down the middle if the window is maximized. So really it just shifts the wasted space to the middle. Actual forum posts are another story though, so it would be nice to know how they are handled.
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[quote name='bgeery']Kerbal Engineer has no problem calculating with staging needed mid-burn, so hopefully you can add that feature to your mod as well. Still, a big improvement over the stock functionality.[/QUOTE] That's because Engineer has an extremely complex fuel flow simulation running. So it can figure out how much dV you have in each stage, how many engines in each stage, etc...
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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
Version 1.4 is out; get it on [URL="https://kerbalstuff.com/mod/710"]Kerbal Stuff[/URL]. It now displays the contract decline penalty for offered contracts. The multi-select function (selecting contracts while holding down Left Control by default) will now de-select a contract if it has already been selected (i.e. it works how the standard Windows multi-select function does). There are also a few fixes for when UI elements aren't properly initialized, and a potential problem with the close box icon. -
[quote name='KasperVld']Easily keep track of threads you've started or that you've followed, with a ton of notification options to choose from[/QUOTE] As long as this function works properly (read: at all) I couldn't really care less about any of the drawbacks, except maybe this: [quote name='KasperVld']We'll assess if further action is required to fix broken links after the migration, but I don't generally consider that critical.[/QUOTE] I assume external links will carry over fine (or at least be the simplest to handle), but how about internal links, such as using the thread or post tags?
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[1.8.x] Contract Reward Modifier [v2.7] [11/1/2019]
DMagic replied to DMagic's topic in KSP1 Mod Releases
[quote name='gerishnakov']Is this working in 1.0.5? I just tried to alter some contracts I'd already accepted and nothing happened when I clicked Apply to All.[/QUOTE] I haven't actually checked it beyond making sure there were no API changes that would break it. It should be working, but I'll check it out more thoroughly this weekend. Did you make sure the "Apply to Active Contracts" toggle was activated? Otherwise the changes will only apply to new contracts. -
[quote name='ThirdHorseman']Well it shows MetalOre on the overlay. When I'm flying my probe with the M700 Survey Scanner I can activate the overlay and toggle back-and-forth between Ore and MetalOre. [/QUOTE] It shows MetalOre in the stock overlay window you mean? Any stock planetary resource will show up there. SCANsat resources require explicit support because it has to know how to store data on which resources have been scanned and where they have been scanned. You can manually add in new resources by adding an new entry to the SCANresource.cfg file with a new SCANtype, and by adding the matching ModuleSCANresourceScanner to a part, either by adding it to a part's config file or doing so with Module Manager. Examples of which can be found in SCANsat's module manager config folder. [quote name='Fwiffo']Sorry if this has already been addressed and I missed it. Does anyone else get the error below logged when starting KSP with this mod installed?[/QUOTE] Thanks for that, it looks like the normal map texture was named incorrectly. I'll fix that in the next update.
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This appears to be a [URL="http://forum.kerbalspaceprogram.com/threads/138802-Kerbal-Space-Program-1-0-5-New-Issues-Repository#trackingcenter_resource_overlay"]stock bug[/URL]. Resource overlays don't seem to work in the tracking station for whatever reason. You can either not use the tracking station for that purpose or use SCANsat (which doesn't require any extra work for resource scans when using the default settings); its resource overlay works fine in the tracking station.
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[quote name='Alshain']I tried putting it on a rover and driving it around KSC, it didn't seem to do anything. I even went out to the obelisk. The anomalies are already on my map from orbital scan.[/QUOTE] [quote name='Aethon']Around KSC, KSC is the only thing that shows up. Other places it will walk you in to anomalies meter by meter. It works really slick.[/QUOTE] I haven't actually tested the BTDT in a long time, but there is no reason it should be having any problems, I'll try it out some time. You can actually cycle through all of the buildings at the KSC (or any other anomaly with more than one structure) my using the mouse wheel when hovering over the anomaly display. [quote name='ThirdHorseman']1) When I am in the Tracking Center and centered on Kerbin, and I click the Resources icon on the far right, I get "no resource data available. You will need to perform an orbital survey first." However if I am focused on the probe with the scanner, go to Map View, and focus on Kerbin the icon works. Is this working as intended? 2) When I am in the Big Map, the Resources dropdown only shows "Ore". Do I need to modify a config file to have it show MetalOre for use with EPL? Thanks![/QUOTE] As KerbMav said, the first one is a stock bug, the SCANsat overlay works fine in all scenes. MetalOre is different from MetallicOre? :confused: Out of the box SCANsat only supports stock and CRP resources, but I'll see about adding it to the next version.
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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
The anomaly scanner requires very close proximity to function. Usually those contracts also include a request for an experiment from the surface, so it isn't an issue. But when you only have orbital science requests I can see how that would be a problem. I'll see about updating the contract description to specify that the anomaly scanner requires close range, as well as the scanner's VAB description. -
I didn't test anything, but this version should be working; get it on [URL="https://www.dropbox.com/s/tzxoxeynoq2zgum/ScienceContainers_v0.08.3.zip?dl=0"]Dropbox[/URL]. It's released under the [URL="http://creativecommons.org/licenses/by-sa/3.0/"]Creative Commons Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)[/URL], just as the original by SirDargon. It should fix the 1.0.5 update problem; it implements the new science data return on transmission failure function now, and it should work properly with science labs. Source for the change is on [URL="https://github.com/DMagic1/ScienceContainers"]GitHub[/URL].
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It's been an option in the debug version (which I give out to some people when they ask) for a while, along with the ability to specify a map size, and to fill in all of the maps. I just cleaned up how those options were displayed a bit and included them in the regular version (except the last one ). I'm not really sure how Karborundum works now, but in the past the idea was always that you couldn't scan for it from orbit and couldn't get maps, you had to scan from very low. So I've always intentionally left it out. There is nothing stopping anyone from adding in a new SCANSAT_SENSOR type in the SCANsat/Resources/SCANresource file for Karborundum, then adding the matching ModuleSCANresourceScanner module to a part. All of the other resource settings should fill in automatically when those are added and Karbonite+ is installed. Update: I just noticed there are a few bugs in the .csv exporter. It looks like the map height and width got switched at some point, so it's only exporting the left half of the map. There is also an error which prevents very large maps from exporting before the timer runs out. For anyone who wants a working .csv exporter use this version from DropBox. It is otherwise identical to 14.4. Be aware that very large maps produce some nasty export files. I tried an 8192 X 4096 map (which took about 7 min to render), the .png file is reasonable, but the .csv file is about 1.1GB. I couldn't open in Excel, notepad++, or notepad (which is able to open files bigger than the other two).
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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
Version 0.9 is out; get it on GitHub. It has been updated for KSP 1.0.5. It adds options to exclude planets with an atmosphere, and to require specific parts or part modules to be present on the current vessel. See the first post and the reference config file for details. -
I'm not sure if FindAllObjects will work (I was hoping to avoid something like that anyway, since it's so slow ), I think it only works on currently loaded objects of a type. So it would just find whatever Unity currently has instantiated. AssemblyLoader looks like it might work though. I guess I can try going through them all once at startup so I don't have to continually cycle through the whole list. Update: ------------------- The answer to my specific need, in one line , is: var loadedPartModules = AssemblyLoader.loadedAssemblies.Where(a => a.types.ContainsKey(typeof(PartModule))).SelectMany(b => b.types[typeof(PartModule)]); For those of you who hate that sort of thing... First off, AssemblyLoader.loadedTypes isn't what it sounds like. It actually seems to be KSP's method of tracking which base Types to look for when loading assemblies. It has only four elements; Part, PartModule, ScenarioModule, and InternalModule. So what we have instead is AssemblyLoader.loadedAssemblies, which returns an instance of the subclass AssemblyLoader.LoadedAssembyList. This class is an IEnumerable that keeps a list of AssemblyLoader.LoadedAssemby. It also has a method GetTypeByName(Type baseType, string name), for finding a specific Type, if you are just looking for one, for instance: Type myModule = AssemblyLoader.loadedAssemblies.GetTypeByName(typeof(PartModule), "myStupidModule"); That sort of thing might be an alternative to reflection in some cases. The AssemblyLoader.LoadedAssemby class has a bunch of info about each assembly and a dictionary of types. The dictionary uses the base type as a key. So the example above AssemblyLoader.loadedAssemblies.Where(a => a.types.ContainsKey(typeof(PartModule))) makes a list of all loaded assemblies that have types that inherit from PartModule. Then the next part SelectMany(b => b.types[typeof(PartModule)]) just collects all of those types in a list (the value of each dictionary entry is a List<Type>). With a few mods installed I get around 130 PartModules, which sounds about right.
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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
I'll add this in the next version. A simple field with the required part name (or names, adding multiple requirements isn't that difficult) will allow for specifying this type of restriction. I want to add something similar for required part modules, though I'm not really sure of the best way to get all loaded part modules (because I need to check if the required modules and parts are actually installed). The atmosphere exclusion option will also be in the next version. Some kind of experiment failure penalty is also an interesting option. And this obviously needs updating for KSP 1.0.5. Changes to the transmitter break the current version. -
[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
DMagic replied to DMagic's topic in KSP1 Mod Releases
EVA Transfer version 3.0 is out; get it on Kerbal Stuff. It has been updated for KSP 1.0.5 (nothing specific has been changed for the latest version, so it should work on any KSP 1.0.x version). KIS support has been added. The part should function as normal after attaching the pipe start point on EVA. There may be some odd behavior if the part is grabbed on EVA while it already attached to a vessel, re-attaching the part and severing the connection should reset its behavior. There are a few more minor bug fixes and better error handling.