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DMagic
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Everything posted by DMagic
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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
I'm wondering if any of you having this problem can install a test version and send me the log files. I think I might know what the problem is, but I'm not sure why it would happen. Download it from DropBox. It should otherwise be the same as the release version. -
[1.8.x] CapCom - Mission Control On The Go [v2.11] [11-1-2019]
DMagic replied to DMagic's topic in KSP1 Mod Releases
Have you tried a clean KSP installation? I can't think of any reason why this would be happening. The window is obviously being initialized, it just doesn't seem to be listening in to the Contract GameEvents. There is nothing that I'm aware of that a mod could do that would disrupt those GameEvents from being triggered (when a contract is offered, or accepted, etc..., or when the contracts are loaded). Do the contracts show up in the stock contract toolbar app? -
[answered] debug biome overlay
DMagic replied to Wheffle's topic in KSP1 C# Plugin Development Help and Support
I don't think there is a simple control for it. The debug panel toggle looks like it's doing something complicated. The biome map itself is fairly straightforward, CelestialBody.BiomeMap gives you the map object. The map's base class, MapSO, has several methods for converting the biome map into a texture. The resource overlay texture on the other hand is simple. CelestialBody.SetResourceMap(Texture2D t) will cover the planet with whatever texture you give it, a null texture removes any overlay. So you could theoretically just create the biome texture yourself then assign it as an overlay using the resource method. -
[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
Clearer contract notes and descriptions will be coming. Also, use Contracts Window +, it allows you to view the contract notes at any time, unlike the stock contract app that only lets you read the parameter notes, not the overall contract note. Need more info on these. The only current way to do this (for experiments that have 100% transmission levels) is to manually remove it from the instrument and move it to the science lab, or some other science container, like a command pod. You can process it after reviewing it there. A fix for this will be included whenever 1.0.3 releases. That depends on a number of factors; you'll have to decide for yourself. There is also my [thread=80220]science values editor[/thread] that lets you adjust the science reward values for each planet and situation. I haven't tested it with KSP 1.0.2, but I think it should still work. I've been playing on a "hard-mode" career game (science at 60%) with the Community Tech Tree. The biggest source of science for me (I'm playing with RemoteTech and still haven't left the Kerbin system) is still stock science, the gravity sensor and surface samples in particular. If anything needs a reduction in science returns it's those two experiments, along with probably asteroid samples. I've also made several balancing changes to my contracts that will be included in the next update. Science rewards will be significantly reduced (around 60-80% reduction), along with some other rewards balancing. -
If you're playing career mode action groups aren't available until you upgrade the VAB/SPH; basically they are just hotkeys that you can assign to certain functions. As for Dvorak, there's always a few of us, I just switch back to QWERTY using the Windows shortcut (Window Key + Space). I have to use QWERTY enough so that I can still type reasonably well (vessel titles for instance), but I agree it's annoying to always have to be switching. A fair number of games just automatically recognize your keyboard layout and assign keys based on their position, not what the actual key is.
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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
That is weird. What happens if you accept a contract from the mission control center? Is the contract added to the "Active" tab of CapCom? -
There is a [thread=121298]mod for it[/thread], it adds a simple requirement that you complete an orbit or two before you can conduct the survey. And I started working on SCANsat again, both to implement and improve the progressive resource scanning and to replace the stock resource overlay.
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That's a good suggestion. Maybe just numbered icons for each building. The top number rows could be used as shortcuts (I don't think these are used in the space center) and a building-highlight-on-mouse-over should be possible. A mod accomplishing such a thing should be very simple to setup (too many mod ideas... ).
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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
I assume you have contracts visible in the mission control center. Is this a new game? Are all of the lists empty? Some pictures would probably help. Conflicts are rare, and the only issue that I know of right now is that multiple levels of contract sub-parameters are now shown, only the first level are shown; this is only really a problem with Contract Configurator contracts. -
The window position and size is persistent. Different locations are stored for different scenes however (space center, tracking station, editor, and flight). Replacing the stock contract button shouldn't affect that, but given how buggy this option is I wouldn't discount it. The contract note that Drake1500 referred to could be clearer, but there is also a description in the mission synopsis, which appears when you accept the contract. If you want to know where the experiments transition from low to high orbit (or flight) there is a listing of the altitudes on the wiki somewhere. But generally the experiment results give a clear indication of this in their title (report in space near Kerbin vs. report from in space high over Kerbin).
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[1.0.4] Contract Pack: ScanSat Lite 1.3 (23/08/15)
DMagic replied to severedsolo's topic in KSP1 Mod Releases
A slope scanner for the instruments readout? Or for the big map? I hope the former, the low resolution slope map is even more worthless than the high resolution map. -
[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
I don't have a clue about what is going on with KAS and KIS. If someone wants to figure it out and make configs that allow these parts (the KAS and tweakscale modules for Universal Storage parts are handled by US, not me) to be picked up and moved I'll add it to the download package. -
I have a new idea for how to handle the high resolution-low resolution scanner dichotomy. The big dish could be used as a low resolution scanner for all resources, they would show up on the big map and on planet overlays similar to how the low resolution altimetry scan works now (but in color). Then the individual narrow-band scanners could be used to generate high resolution maps of their respective resources. Restrictions on the zoom map would remain how they are now. This would preserve the value of different scanner types, provide more of a reason to use the different scanners, and would be simple to implement (basically, low resolution resource scans would have a single sensor type that would cover all valid resources, whereas each high resolution scanner would have its own sensor type). I'll probably start actually working on this stuff over the weekend, I'll see how it all works out then. There are a few issues with electricity usage and scanners, but most of the time running out of EC should prevent scanning from continuing. At very high time warp this doesn't happen, I'm not sure if there is still a reason for this way of doing it, it used to cause problems when you tried to request EC at high time warp (the charge would jump up and down sporadically), but I haven't looked into it for a long time.
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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
No. Universal Storage science parts require Universal Storage to work at all. If you edit the configs you can get them to show up without US installed, but they won't work at all. If you don't want to use US, or you don't want the US science parts you can delete that folder (DMagicOrbitalScience/UniversalStorage). The reverse is not true, the US science parts rely on assets in the regular part folders to work. -
You're cross-checking biome name and terrain height at a location? Are you assigning ocean based on anything below 0m? I'm pretty sure that the ice caps are all at 0m, which would explain that biome. Maybe you should make the cutoff -1m or -5m, something like that. The terrain height comes from the pqsController right? It will give negative values under the ocean, so it should work.
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What makes a mod incompatible with KSP?
DMagic replied to Thomas988's topic in KSP1 Mods Discussions
More likely is that they look for methods or fields in the code that don't exist or have different parameters. This causes an error whenever an addon tries to use those methods. Sometimes it's just a one-time error that doesn't really affect anything else. Other times it's something more serious, errors during the loading process can interrupt the entire loading sequence, breaking many things. For instance, the latest update changed how the maximum atmospheric height was calculated. The old method was removed, so whenever something tried to access that method it failed. -
Mod Cross Compatibility and Support List
DMagic replied to StahnAileron's topic in KSP1 Mods Discussions
A good option, if it doesn't already exist, would be the ability to take the "suggests" and "recommends" lists and work backward. Instead of clicking on an addon and having it tell you what that addon supports/suggests/etc..., click on an addon and have it tell you what other mods support it. Using the existing database and functionality of CKAN seems like a much better option than creating something new. -
"Transmit Data" Needs To Be Changed
DMagic replied to Caelib's topic in KSP1 Suggestions & Development Discussion
Do you mean the "Transmit Data" on the antenna itself? As far as I know it has always functioned this way, it searches the vessel for any science data and transmits it. There are some broken aspects of data transmission, sometimes it seems to lose data (or at least require sending something else to force it through) when you try to transmit while the antenna is retracting. But I'm pretty sure that button has always worked the same way. -
No, with the instant scan option off the stock resource scan won't do anything to SCANsat resource maps. With the option enabled the stock resource scan will completely fill in SCANsat resource maps for all resources on that planet. From the FAQ at the top of the first post: When the Instant Resource Scan option is toggled off in the settings menu SCANsat resource overlays will only be generated by standard SCANsat scanning. See the short picture tutorial below on how to activate and control resource scanners. This does not interfere with the stock scanning mechanism, and planetary resource overlays are still available and not affected by SCANsat. Because I haven't quite decided how to handle different resources, the stock orbital survey scanner, the big dish, can scan be used to create SCANsat resource maps for all of the resources defined in the Community Resource Pack and stock Ore, using the "Start Resource Scan" button (which should only be visible if you have disabled the instant scan option). Included in the download is another Module Manager config for the narrow-band scanner that only scans for stock Ore (it is disabled by default, change the "activeModule" field to true to enable it), along with a config for the Karbonite detector to scan for that, and a config for the MKS antenna to scan for everything else (substrate, minerals, metallic ore, water, uraninite). You can change the config for the stock orbital scanner to only scan for ore, I put a note in the config about that. Also, I updated the docs with a simple example of how stock, instant, resource scans work with SCANsat, and how to clear any existing landing target selections. Since we are likely to get another KSP update relatively soon I will update this again. There are a few minor bugs fixes and I'll include He-3 by default as a SCANsat resource. But I'm open to suggestions about how to handle adding SCANsat resource scanners. Should I keep it how it is? Make the orbital survey scanner only scan for stock ore?
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
DMagic replied to nightingale's topic in KSP1 Mod Releases
Biome mapping of the Sun or Jool is possible, as is terrain mapping. The bigger problem is just mapping of the sun in general. The dV requirements to get into the correct orbit are insane, so really it should just be excluded entirely.- 5,225 replies
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Why would the Karbonite detector be used to scan for ore? There is already a part for that; use the Karbonite detector to scan for Karbonite. The "Start Resource Scan" button shouldn't really be there, it's left over from Karbonite still including SCANsat module manager configs (the same thing happens with the MKS Planetary Survey Camera). Both buttons, "Start Resource" and "Start Karbonite" will do the same thing, and either is only necessary if you have deactivated the Instant Scan toggle in the settings menu.