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DMagic

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Everything posted by DMagic

  1. Reduced by 70-90%, which probably isn't actually accurate, more like 50-80%. Magnetic field survey contracts have been reduced by about 80% or so, but they give an additional science reward upon completion. The other surveys are reduced by more like 50-70%. But the standard orbital surveys already require that the experiments requested have science remaining. Asteroid surveys don't technically require remaining science, but unless you are an asteroid hunting fiend they probably will have plenty. Because it gives you thirteen other ways to get science, along with four science focused contracts. If you are having problems getting enough science while using previous versions then you are doing something wrong. Even in hard mode, with science reduced by 60% (and further reduced for contracts), and using the CTT you should be swimming in excess science. If you want more then you can increase the science contract modifier in the config file. I should also note that existing contracts are not affected. The reward and parameter changes will have no effect on them, only newly offered contracts.
  2. Version 1.0.4 is out; get it on Kerbal Stuff. This update has numerous contract updates and balancing tweaks; science and rep is reduced significantly. Various part mass, cost and tech tree positions are included, along with KIS support and resource scanner modules. More Outer Planets Mod science results have been added. Various minor bugs have been fixed. Check the first post for the full change log.
  3. I'm guessing it doesn't really work at all. It might fly if you keep it straight up, but the increase in the part-unload distance probably screws up the results. I'm not really inclined to fix this until we get to Unity 5. The results under Unity 4.x seem pretty consistent, so I wouldn't expect a big difference anyway. When KSP 1.1 releases I'll see about a total overhaul. Hopefully I'll be able to construct some 1000 part monstrosity to better test performance under Unity 5. I'll also probably distribute it with a plugin that will make capturing the framerate simpler, and maybe to shrink the part-unload distance for testing purposes. Anything I create will be similar to the logging plugin I made a while ago, it only runs when using this specific vessel, so it won't affect anything else.
  4. Updated to version 1.1; get it on Kerbal Stuff. This version fixes bugs with contract loading, adds target planet sorting options, and displays the current number of active contracts and the max limit if any.
  5. The problem on the Contract Configurator side will be fixed in its next update. The problem on my side might be fixed already I'm not sure. By using the latest build from GitHub do you mean the master branch? Or the dev branch? The master branch for my repos is always the released code, any dev work is done on a separate branch or fork. Edit: I just checked by accepting some CC contracts then deleting the pack, the latest dev branch version of CapCom seems to handle it fine. It spits out a bunch of nasty looking log spam, but the other contracts continue loading and window remains functional.
  6. I believe [thread=121987]this is[/thread] what you are looking for, it was in this week's [thread=123055]Modding Monday[/thread].
  7. I'm not sure why this is a problem. You don't have to go anywhere to conduct the asteroid surveys, they only require an asteroid of a specific class, not a specific location, just wait until they come to you if time is a problem. Yep, I noticed this the other day, I fixed it so it only counts down until you actually complete that part of the contract, after that it will show the original amount of time required. Usually this is the last parameter to be completed for these contracts, so that value will only show up in the archives, but if you don't have the other parameters completed it is still obvious that you have completed the orbit section of the contract. And many changes will be included in the next update for contract reward balancing (significant drops in science and rep rewards, smaller drops in funds rewards), and a minor redesign of how survey contracts are presented and explained that should both clarify exactly what is needed for each contract, and make completing them a bit simpler when you have trouble getting results for one of the parameters. US parts have been adjusted, and the mass lowered, some of the other parts have been adjusted as well. KIS support will also be included, and lots of resource scanning and other related modules will be added back to my parts where they make sense. Lots of other minor fixes will be included.
  8. There are several options in between, if you leave the biome lock turned on then SCANsat doesn't give you any more specific detail about resource abundance than stock scanners do. When you haven't scanned any biomes you'll get the minimum resource amount for that biome (I think), so it just tells you that there is at least something there. When you have scanned at least one biome you'll get the average resource value for every other biome, it's only when you've scanned each biome that you get exact details about resource abundance. You can disable this option, but that's up to the user. I've never been all that excited about setting up satellites in ideal orbits and time warping a few seconds to get a complete map of the planet, that's easy and a little boring. What I really like is the way you can set up satellites in very elliptical orbits, or just a fly-by and scan just a little slice of the surface, like you get with mapping from Cassini, or Galileo: So if people just want a system where they can be forced to setup a proper orbit and wait a bit until they can see a complete map that's fine, but I like the other options that SCANsat, or a similar system, can provide: mapping isolated strips of a planet, a low-inclination orbit, a map built up over dozens of close encounters while zipping around the Jool system, etc... And in case anyone is wondering, it's fairly simple to implement these types of scans into the stock overlay system. Because the resource scans use a lot of interpolation the maps generate almost instantly, just like stock overlays, and have none of that slow SCANsat map-building. Biome scans also work as map overlay.
  9. Yes, yes, soon enough. You can fix MechJeb support manually if you want to. You would have to download the source for both SCANsat and SCANsatmechjeb, retarget them at the latest version of MechJeb (2.5.1), make sure to update the version checking in the SCANmechjebMainMenu.cs file, then compile it. If you can't figure it out on your own from there then it's not really a good idea for me to explain more, as it would just lead to more support requests. 1.0.3 should release soon so I can update everything at once.
  10. Thanks for that. Does everyone that has this problem also have Contract Configurator installed? I thought there were some reports of this happening on a stock install, too, but I see the obvious problem being caused by CC. It looks like there is an error when loading certain CC types, or maybe those packs have been uninstalled, which causes CapCom to choke on it. I think I've fixed that problem, it should hopefully skip screwed up contracts in the next version. But if this is also happening on certain stock installations then I'm at a loss. The next version will have a bit more log errors printed out when something goes wrong, so hopefully that should make any problems more obvious. The next version will also have a few fixes for sub-parameters, and, look carefully at the contract order: Sorting by planet It is delightfully not straightforward to figure out the target planet for each contract (if there is one), every type has a different method of doing so, and I just have to rely on the planet being in the contract title name for mod contracts, but it seems to work pretty well.
  11. You could use a Module Manager config (or manually add) to add a ModuleGPS to all command parts. Something like: @PART[*]:HAS[@MODULE[ModuleCommand]] { MODULE { name = ModuleGPS } } This will give you the planet name, lat/long, and biome at your current position in the right-click menu for whatever part you add it to.
  12. Is this using the version that I linked to above? I need results using that version, not the released one.
  13. Yes, this is dumb, and it's the same thing with waypoint icons, or at least it was, I haven't actually checked if it's still that way. There are (probably) two ways that I can think of to get around this right now. Either have some way of telling MM where your tech tree icons are so that it can change their location in GameDatabase (like so), which I borrowed from Waypoint Manager), or distribute a plugin that does the same thing.
  14. Check in GameParameters, it holds all of the difficulty settings. The sub-class CareerParams has most of the relevant career mode options (rewards, science, starting amounts, etc...). GameParameters.GetDefaultParameters() will give you the the default parameters for a given game type and difficulty level.
  15. The stock science results display is really bad. It's difficult to customize, you have problems if the message is too long, controlling the buttons can be difficult, etc... If you want some kind of results display it would be best to come up with something new. Or better yet, incorporate results into a single science control window so that everything (deploying, collecting data, transferring, transmitting, etc...) can be controlled from there, instead of those horrendous right-click menus.
  16. They should come up again at some point. The only way that contracts are tracked is through the list of completed contracts, so if they aren't there you can see them again.
  17. So I managed [thread=122744]this[/thread] using the new UI. It's basically just ten buttons laid out along the bottom, a text label is added above and to the left of each button. Everything is manually positioned, I think there is some kind of layout system, but I don't know how it works. I extended the base UI.Button class to add things like right-click and mouse-over detection (which seem to be half-way implemented already), but otherwise I'm just using basic UI objects. The new UI system is begging for some kind of abstraction like you have here for the legacy GUI stuff. Creating each object is a bit tedious and there are several things I can't get to work. I don't know how to assign a background image to the buttons for instance, each one only seems to accept one image object. And I can't get the UI elements on top of that bottom bar.
  18. Go to my [thread=120731]mod collection thread[/thread] for updates and more info on this addon. Download on Kerbal Stuff Download on GitHub Source is available on GitHub. This simple addon includes ten UI buttons that can be used to open each of the KSC buildings. Left-clicks will open the building if possible (if the building is destroyed or unavailable because of Sandbox mode, etc... it won't open). Right-clicks will open the building upgrade/repair window. Hovering the mouse over the button will cause the corresponding building to be highlighted. Keyboard shortcuts using the top number row are indicated for each button and can be used to open it. Each building's icon is mostly self-explanatory and most of them use the R&D center icons. ---------------- For those interested more in the Unity 4.6 UI this also serves as a simple example of how to create a few UI objects using the new system. Most of the code comes from this link, the only real scripting example I have found. The system doesn't seem so friendly to UI's made entirely through scripting and Unity's documentation is very sparse. I can't get the buttons to appear on top of the bottom bar in case anyone is wondering. That would be the logical place for them to go, but that bar seems to be rendered on top of everything else (though I can get it working fine with OnGUI...). Released under the MIT License
  19. Need more info on this. It should be checking if you are in orbit before assigning anything as complete. Do you have another vessel in orbit around Kerbin with both of the required parts? That is the only way that the parameter should be completed. Vessels in orbit around other bodies won't count. That looks like it's coming from someone else who can't be bothered to generate useful log spam...
  20. Yep, I have the same one bookmarked So far that's the only good scripting documentation I've seen. There is a pretty comprehensive Unity tutorial that goes over the types of objects in the new UI. It's all done in the editor, but it still gives a good idea of what's possible.
  21. In general the output_log file in the KSP_Data folder is best. But in this case everything I'm looking for will be in either that or the much shorter KSP.log, which is easier to post online.
  22. The Unity 5 docs have all of the old GUI stuff listed under legacy, so I imagine it's all still supported. And as far as I know all of the new UI stuff came in Unity 4.6, which KSP already uses, so old GUI code will probably continue working for the foreseeable future. I have a very simple UI mod that I came up with from something I saw in the suggestions forum (a row of icons in the space center and keyboard shortcuts for highlighting and entering different buildings). After getting frustrated trying to find instances of the Space Center Buildings I realized I should try to use the new UI system. I figure it would serve as a simple exercise in the new UI coding. I'll make sure to document everything well if I can get it working.
  23. I meant does the parameter require that the science have value to be completed. If some science value is required, either when transmitting or returning results, then how do you handle a situation where someone submits results after a contract asking for those results is offered, but before it is accepted.
  24. Do the contracts require that the experiments be worth something to complete? Or is it just a distinction between transmission and recovery?
  25. You have a narrow band scanner on those vessels too, right? That's an interesting bug. It's deactivating the SCANsat module on those parts, which removes the Ore scanning module from the SCANsat sensor, but doesn't affect any of the other modules. You can fix this for now by finding the resource scanner module manager config (GameData/SCANsat/MM_Parts/SCANsat_Resource_Scanner.cfg) and editing or removing the narrow-band scanner config. The narrow-band ore scanner is the first config in that file. You can either delete that config or change the activeModule line to true. You'll probably have to cycle the resource scanner on and off to get the ore scanning working after fixing the config files.
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