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DMagic

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  1. This seems very strange. Does it happen with any other vessel? I don't see anything of interest in the log files, but something like this might not show up there anyway. Let me know if the problem continues and I'll look into it.
  2. 2. GameVariables.Instance.UnlockedSpaceObjectDiscovery(ScenarioUpgradeableFacilities.GetFacilityLevel(SpaceCenterFacility.TrackingStation)) And really maybe it's better not to worry about where the asteroid sample comes from, just ask for a class size. And these are infinitely repeatable on different asteroids so it doesn't much matter anyway. 1. Something like 2, but I don't have the exact code on hand. 3. I'm not aware of anywhere that experiments are tied to actual parts, I suppose you could loop through all of the parts with a ModuleScienceExperiment and check their experimentID, then check if any valid part is available.
  3. Oh yeah, I forgot to add a note about that somewhere. Select the target icon again in the zoom window, then click somewhere inside of the zoom window, but outside of the map itself, the info readout on the bottom is the simplest place.
  4. Yes, it's annoying. In the mean time there are a few simple mod options that turn it off as soon you enter the flight scene. http://forum.kerbalspaceprogram.com/threads/120731 http://forum.kerbalspaceprogram.com/threads/116034
  5. Thanks. I realized as soon as I uploaded it that continuing to run it wasn't a good idea. I uploaded version 2 with it changed to shut itself off. You can run SpaceTiger's version without all of the other stuff too, you just have delete the other dll's. I would also like to point out (thanks, GeoPhizzix) that they misspelled Gauge in the name of the class; TemperatureGagueSystem and in the flag that I'm turning off... , I guess this didn't get quite enough attention during development.
  6. I was referring to biome-situation combos that don't make sense, SrfLandedWater, or SrfSplashedDesert, etc... The only thing that determines biome is your location (actually the biome string can be anything, it doesn't have to match one of the actual biomes, this is how I generate anomaly "biomes"), the only thing that determines the experiment situation is the vessel situation (on the ground at least).
  7. Here is the breakdown of how your current situation relates the experiment subject: On solid ground, or the launchpad (prelaunch) Surface Landed [*] In the water/ocean Surface Splashed; regardless of biome [*] In space; any type of orbit: sub-orbital, orbit, escape trajectory: In Space Low if below the threshold In Space High if above the threshold [*] Inside of a planet's atmosphere; the only tricky one: In Space Low if on an escape trajectory, regardless of whether you are headed out or in Flying Low if you are below the threshold with any other type of orbit: sub-orbital, orbital with periapsis and/or apoapsis inside the atmosphere Flying High if you are above the threshold with the same orbital characteristics as above The only one that doesn't make sense is an escape trajectory while in the atmosphere. None of that really has any bearing on the topic though. About nonsense biomes while splashed down or on the surface, there is no way the game registers a biome-situation combination as invalid. Biomes are determined using a low-resolution color map, if your current position is inside one color then you are in that biome (there is some blending at the borders of colors, which is why you can get Tundra a few km west of the KSC). The low resolution of the map means that small islands or small lakes might be considered an ocean or surface biome, respectively, even when the experimental situation doesn't match. I'm not sure of how to handle this other than manually marking biomes-situation combos that generally don't make sense, or some extremely slow, tedious method of checking the elevation at a biome to see if it's under water. My understanding of FinePrint is that it checks if a survey point is valid only after selecting a location. That doesn't work if you just want to know what experiments are left to conduct.
  8. Apparently we were thinking the same thing... http://forum.kerbalspaceprogram.com/threads/120731 And this one is part of a collection of minor addons: http://forum.kerbalspaceprogram.com/threads/116034
  9. The following addons each add one or two simple features. Keeping track of one thread is simpler than creating a new thread for each addon, so they will all be collected here. Contents: Making Less History: Download Version 1.0 One Window: Download Version 4.0 Science Relay: Download Version 6.0 Debug Input Stifle: Download Version 1.0 KerbNet Controller: Download Version 5.0 Flexible Docking: Download Version 8.0 EVA Struts: Download Version 6.0 EVA Transfer: Download Version 9.0 Portrait Stats: Download Version 18.0 Celestial Body Science Editor: Download Version 12.0 Making Less History - 1.0 Download from Space Dock Download from GitHub Source is available on GitHub. Do you not like waiting for KSP to load? Do you also own the Making History Expansion? Do you also not really care about the Mission Builder aspects of Making History? And do you also maybe want to use the Making History parts? And do you like it when KSP uses a bit less memory? And do you also not care about using alternate launch sites without using other mods? If you answered yes six times then this mod is for you. It simply prevents KSP from loading all of the Mission Builder components of Making History, allowing for shorter load times and less memory usage in-game. 15 - 30s shorter load times ~250 - 350MB less RAM usage All Making History parts still available for use in game Fully reversible by removing the addon It also has the side effect of not allowing launching from the alternate launch sites, as those are a feature of the expansion It works by temporarily renaming the Making History expansion key file at the start of the loading process. At the end of loading it will rename the file back to its original name, it will also reset the file name if you close KSP before it has loaded. If KSP crashed during loading then it will try to reset the name the next time KSP successfully loads to the Main Menu. If you remove the addon Making History should load and function as before. Released under the MIT License One Window - 4.0 Download from Space Dock | Curse Forge Download from GitHub Source is available on GitHub. This addon provides a single window to store all of the screen messages that KSP displays. The name (One window... to rule them all, screen messages, not other rings ) and idea is shamelessly stolen from @Spricigo in this thread. There are four icons in the top-right corner that are used to select which messages to display based on their location on-screen: Upper-left Upper-right Upper-center Lower-center A note on usage: it is recommended to leave the Lower-center messages disabled. Some of these (the fairings messages in the editor and the messages for EVA Kerbals interacting with ladders in particular) are handled somewhat differently by KSP and can result in numerous repeated messages being logged to the message window. This location is rarely used for important information. All messages are logged and stored, even if their display is inactivated in the window, simply activate the desired message location and all messages will be displayed in order with the latest messages on top. There are five icons in the top-left. The first three toggle additional information: Message location icon Message real time from your PC clock (time display format can be edited from the GameData/OneWindow/PluginData/Settings.cfg file using the TimeFormat line and standard C# time string formats, default is H:mm:ss, which uses 24 hour clock notation) KSP time and date The fourth icon controls whether messages are displayed in both the window and their standard on-screen location. If a particular message location is disabled (using the icons in the top-right), they will automatically display in their standard location on-screen. The fifth icon is used to toggle the settings menu, shown along the bottom of the window. This menu has three functions: A button to print all of the currently displayed messages to the log file A button to cycle through four different font sizes for the messages A slider and button to adjust the UI scale for the window The location and open/closed status of the mod is saved separately for each scene (Space Center, Tracking Station, Editor, and Flight). The little arrow at the bottom-right can be used to re-size the window. Change Log: Released under the MIT License Science Relay - 6.0 Download from Space Dock | Curse Forge Download from GitHub By @Deltathiago98 | By @KerbOrbiter | By @Summerfirefly Source is available on GitHub. This addon provides a new button for the Experiment Results window that allows for the transmission of science between different vessels. With CommNet on, clicking on the button will provide a list of all connected vessels (all vessels are shown if CommNet is off). Any vessel with a ModuleScienceContainer (can also be limited to only Science Labs) can receive transmissions; several probe cores, all command pods, the MPL science lab, and the new science container use this module (only stock ModuleScienceContainer, and ModuleScienceLab are recognized). Experiment transmission has several factors: If the experiment has a transmission level below 100% a transmission boost will also be calculated. This value may not match the value shown in the main window, since it is calculated separately for each connected vessel. The amount of science data transmitted is dependent on the transmission level If it is below 100% then not all of the data will be received This is represented by the "Data Size" field in the experiment results window The data received by the other vessel will have its transmission level set to 100% This allows for subsequent transmission without further losses The logic behind this is that only a certain amount of data is transmittable, but that amount can be repeatedly transmitted Data can be transmitted between two vessels without relay antennas The stock CommNet does not seem to model this, so the connection network in the map does not represent all available targets Anything in direct transmission range of the current vessel, or within range of any vessel connected to the current vessel through relays is available The system will attempt find containers that allow for repeat experiments, or that don't already have a copy of the same data If nothing is found it will be returned to the source vessel at the full value Transmission uses antennas the same way as standard data transmission This applies to the out-of-power data return as well Difficulty options are available to limit the receiving vessels to only those with an MPL science lab, to require a relay antenna, to limit transmission boosts to only vessels with a crewed lab, to disable the transmission boost, and to reduce the value of the boost. Possible Issues: It is possible that some vessels may be improperly marked as receiving targets, or missed as targets There may be issues with attempting to transmit all open science results Change Log: Released under the MIT License Debug Input Stifle - 1.0 Download from GitHub This is a little utility mod probably best suited for other modders, or anyone who spends a lot of time with the debug panel open. I've noticed that the debug console's input field can sometimes just randomly steal the focus and start intercepting key commands, it's really annoying (though maybe I'm just doing something weird and this only affects me ). The mod just adds a little toggle button to the right of the input field, click it to turn off the input field so it can't steal your inputs anymore. Released under the public domain. KerbNet Controller - 5.0 Download from Space Dock | Curse Forge Download from GitHub Source is available on GitHub. Do you love seeking out tiny parts to right click? In the dark? Do you love finding another tiny part when you want to change KerbNet modes? Do you love navigating overcrowded right-click context menus to find the right button? If so, this mod is not for you, scroll down the page and download Portrait Stats. For all of the sane players out there, this addon provides a new Toolbar button used to control KerbNet on a vessel-wide basis. Click the button and the program will scan your vessel for all available KerbNet parts and open a window with all accessible modes. It allows for a map orientation toggle to be added to the window, and allows for adjusting the UI scale of the window. It also features a number of options for saving the last used state and for determining the FoV range for each KerbNet display type; all of these options can be found in the in-game settings menu under the "DMagic Mods" tab: Remember the last used display type: Terrain, biome, resource, etc... Remember the last used grid overlay setting Remember the last used auto refresh setting Remember the last used FoV value Disable tooltips All of the above settings are set to off by default. The FoV range calculation is determined by another setting with three different values (this is controlled by a slider in the settings menu, with three possible values). On Easy mode the best possible minimum and maximum FoV values are used for all display types For instance, if you have a terrain scanner that ranges from 15-45o and a resource scanner that ranges from 150-175o, all display types will allow for FoV values from 15-175o The best Anomaly Detection value will also be used for any display type On Medium mode the best possible FoV values will be used for each individual display type If you have multiple terrain scanners, the low FoV range will be set by the lowest FoV scanner, and the high range by the highest scanner - this is the setting I would recommend The Anomaly Detection range will also be set for each individual type On Hard mode the scanner with widest FoV range will be used for each individual display type The addon attempts to preserve things like requirements for scanners to be deployed (such as the Narrow-Band Scanner), or any other specific requirements that would normally prevent KerbNet access. If no KerbNet modules are found on-board the Toolbar icon will be disabled. Future plans include Blizzy's Toolbar support. Change Log: Released under the MIT License Flexible Docking - 8.0 Download from Space Dock | Curse Forge Download from GitHub Source is available on GitHub. This addon provides a set of 0.625m, 1.25m, and 2.5m flexible docking ports. These allow for a limited amount of side-to-side translation and rotation at the docking port head. This facilitates surface docking where perfectly lining up two ports can be challenging. The amount of movement is limited and is indicated for each port in the VAB/SPH info panel The ports can be operated in standard mode when retracted (they will behave the same as any other port) or in flexible mode when extended When in flexible mode they will automatically seek out nearby ports when they enter the acquisition range (which can be adjusted in the config file) The magnetic strength is reduced in flexible mode (also adjusted in the config file), and is indicated in the right-click context menu A toggle is available to completely disable the magnets; this applies to both retracted and flexible modes All ports use textures from their stock counterparts They will not load correctly if the stock parts are removed or altered A Module Manager config file is included Support for stock contracts that request a docking port is included Connected Living Space support is included Module Manager itself is not included but is recommended if running in Career Mode Below is a video from @vardicd playing around with some flexible ports and demonstrating their use: Change Log: Released under the MIT License EVA Struts - 6.0 Download from Space Dock | Curse Forge Download from GitHub Source is available on GitHub. This addon provides a simple EVA strut. It is connected while on EVA and can be used to reinforce the connection between two parts on the same vessel. It borrows heavily from the system designed for EVA Resource Transfer, found below, and shares the same basic functionality. The tutorials below apply, with the exception that this strut can only be used to connect two parts on the same vessel. This also prevents the strut from clipping through other parts when making the attachment. Review by KottabosGames (@Kottabos): (note that the issue describing struts that don't detach in some situations has been fixed in version 2.0) Change Log: Released under the MIT License EVA Resource Transfer - 9.0 Download from Space Dock | Curse Forge Download from GitHub Note about upgrading from versions of KSP before 1.4.x: A change in the directory name for the stock fuel line required a change made to this mod from version 8.1 onward. Anyone upgrading KSP from an earlier version may have the directory name with the old spelling, as it is not overwritten during the upgrade. Anyone installing 1.4.x fresh will have the new spelling and should use EVA Transfer version 8.1. The old directory name was: GameData/Squad/Parts/CompoundParts/fuelLine the new name is: GameData/Squad/Parts/CompoundParts/FuelLine Note the difference in capitalization of the F in FuelLine. If you are using version 8.1 and the EVA Transfer part is not loading you can either use version 8.0, or change the config file in the EVATransfer folder to refer to the old spelling: The file is: GameData/EVATransfer/EVAFuelLine/EVAFuelLine.cfg The line needing a change is at the top: MODEL { model = Squad/Parts/CompoundParts/FuelLine/model (change FuelLine to fuelLine if you have upgraded KSP from an earlier version to 1.4.x) } Source is available on GitHub. This addon provides a simple Fuel transfer and Resource transfer pipe. It is connected while on EVA and can be used to transfer resources between two separate vessels. What doesn't this do? It does not seek to replace the functionality of KAS or KIS (it does, however, support KIS attachment while on EVA). Vessels are not actually linked together. No manual resource transfer is possible between individual resource containers; everything is handled the through the transfer window. The base of the part is not attachable on EVA (unless you are using KIS), it must be added to a vessel while in the editor; only the end-point can be attached during flight. It does not provide any advanced resource management options like TAC Fuel Balancer; there are only a few options for how resources are transferred, ordered by container size: smallest to largest, the reverse, or no specific order. What does this do? It provides a highly configurable interface for transferring multiple resources between disconnected vessels during flight. The resource transfer pipe can be attached and removed from any two vessels that are within the maximum allowable distance. Individual resources can be transferred to or from each vessel using adjustable sliders. Known Issues The logic for preventing the pipe from clipping through other parts or terrain while connecting to its target does not work correctly. The pipe end-point does not attach to the EVA backpack in the right orientation. There are possible issues with connection persistence through saving and loading. See the GitHub documentation for more details. And thank you whoever at Squad came up with the new CompoundParts modules and code. These modules and classes make creating these types of parts very simple, much more so than diving into the black hole of how the old compound parts worked. Picture Tutorial: Review by KottabosGames (@Kottabos): ChangeLog: Released under the MIT License Portrait Stats - 18.0 Download on Space Dock | Curse Forge Download on GitHub By RonnyWu Source is available on GitHub. This add-on displays the type and level of each Kerbal in your current crew. Icon support is provided by the Community Trait Icons Library by @cakepie. CTI is included in the download package and supported by CKAN. The icon and the level indicators are shown over the bottom of each crew portrait in the lower-right corner during flight. Additional options allow for showing the information without needing to hover over the portrait, extra info in the tooltip, highlighting the current part when hovering over the portrait, and adding a crew transfer button to the portrait. Tooltips: Review by viruk67: ChangeLog: Released under the MIT License Celestial Body Science Editor - 12.0 Download on Space Dock | Curse Forge Download on GitHub Source is available on GitHub. Warning: The contract system uses the "Recovered Craft Data Value" extensively for calculating rewards, penalties, deadlines and other factors when generating new contracts. I would recommend not changing this value if you are playing on standard career mode. This is a simple plugin and config file for editing the default celestial body multipliers. An in-game window is used to edit the values for each celestial body. These are the values that determine the science points given based on your current experimental situation. They include: surface landed, flying low, in space low, etc... ChangeLog: Released under the MIT License KSC Building Shortcuts - 1.0 - Deprecated - KSP 1.0.5 and earlier Download on Space Dock 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 Temperature Gauge Killer - Deprecated - KSP 1.0.2 only This simple plugin turns off the broken, memory-leaking, temperature gauge overlay as soon as you enter flight. You can re-activate it afterwards if you want, but each time the flight scene is re-loaded it will turn off. I am aware that there is [thread=116034]another plugin[/thread] doing the same thing, but this version includes nothing else, just the temperature gauge shutoff. Download from Kerbal Stuff. Backup download from DropBox. Version 2.0 simply shuts itself off after deactivating the gauges (thanks shaw). Source Code: This plugin is released under the public domain.
  10. You call it tacky, I call it having a vital piece of information available in commonly used screenshots that are given in place of actual bug reports. Knowing what version the user actually has installed provides the solution to about half of the problems report for me, which is why I plaster that version number on every single window I create.
  11. Probably Science Alert, make sure you update to the latest version. This only happens in the VAB/SPH? And it only happens once? It's a simple fix, but I think the only affect is that it probably won't let you assign action groups.
  12. Does this work on an escape trajectory too? My recollection is that the vessel situation will remain escaping even while in the atmosphere and ScienceUtil.GetExperimentSituation() relies on that. This is the reason why I don't use that method and instead just look at the vessel's altitude when checking the experimental situation. I'm not so sure non-escape orbits that dipped into the atmosphere, maybe they always reported flying, but I'm pretty sure that escape trajectories at least used to behave that way.
  13. I think that is due to the vessel situation being splashed down rather than landed when you are in the ocean, but I'm not sure how to classify a biome as ocean other than doing it by hand. There are places where you can get an ocean biome while on land, the island airfield has areas of the water biome on land, for instance. I'm not sure about the sun anymore. It used to not have an atmosphere, but I've heard that you can aerobrake in the sun now, so maybe they added a proper atmosphere. The "flying" situation is only achieved when both ends of the orbit intersect the planet, that is why aerobraking maneuvers won't give you flying high/low results (unless you are using my experiments, which rectify that )
  14. RDEnvironmentAdapter and ResearchAndDevelopment have some nice methods (actually I think they might be the same methods, I'm not really sure what the difference is) for getting all of the available experiments, all of the biomes for a given planet (not sure about the KSC biomes), and all of the existing ScienceSubjects (ie the ones that are actually in the science archives). From there it should be fairly simple to check each experiment, check its valid situation combinations, and check of such a subject exists and/or if it has science remaining.
  15. Your MethodInfo needs to be created with the all of the arguments that the original method uses. This: var method = farapi.GetMethod("CalculateVesselAeroForces", new Type[] { typeof(Vessel), typeof(Vector3), typeof(Vector3), typeof(Vector3), typeof(double) }); instead of this: var method = farapi.GetMethod("CalculateVesselAeroForces"); I suspect that something special is needed for the first two, out Vector3's.
  16. That readout shows the percentage for each active scanner on the current vessel. What scanners do you have on that vessel? If you have resource scanners and you have already scanned a planet's resource it might show up that way. You can turn off any active resource scanners if you already have complete coverage. Yes, if it's a planetary resource, but if you want it added in less than, say 3 to 4 months, you can add it yourself. You can either add to the existing SCANresource.cfg file in the SCANsat/Resources folder, or simply add a config file somewhere else in the GameData folder. The format for SCANsat resource sensor configs is: SCANSAT_SENSOR { name = Ore SCANtype = 256 } The entire file is available on GitHub if you want to check it out. Just make sure to use a free type number. 512 is open, as is 131072, or any factor of 2 higher than Karbonite's number. Just make sure the "name" field matches the actual resource name exactly.
  17. That one has been bugging me for quite a while. It only seems to give the error once, and I assume it's because it's trying to access something that isn't initialized yet. But I've never really been able to track it down. It doesn't affect anything though, the Update() method fails once (Unity runs the Update method every single frame, so you'd know if was continually failing), but then works fine. Change the TechRequired line, nothing else is needed. If you have already purchased the tech node in the R&D center the part icon will still appear when you select the node, it should also appear in the new tech node you have assigned, there isn't much than can be done about this without save-file-fiddling. If you are using the Community Tech Tree you'll need to edit the CTT config in the Resources folder.
  18. No, the stock resource scanning functions are not affected by SCANsat. It functions as a standard SCANsat part, see the first post and the GitHub ReadMe for more details on resource scanning. Module Manager is required for for all non-stock resource scanning operations. See above and the documentation; its functionality is unaffected. Zoom map resource restrictions are up to the player to decide (Module Manager is not required for these restrictions).
  19. This was never a requirement. Yes, mostly. The slope readout on the instruments window gets around this by calculating the height for 8 points around the vessel, that isn't practical for the entire map. The other problem is that the scale is way too big to be meaningful. Areas of mostly flat terrain can still be bumpy, so finding a large-scale flat area doesn't really help that much and can mostly be accomplished using the elevation map anyway.
  20. For biomes and resources yes. Altimetry maps maybe. Slope maps are worthless, I'd get rid of them if I didn't think people would pitch a fit.
  21. Using the default options the ore scan works fine without Module Manager. No additional scanning is needed, just use the Orbital Survey Scanner and SCANsat will automatically detect the change and update the map for that planet. Yeah, Hyper Edit has lots of potential to break things in interesting ways. - - - Updated - - - That would be embarrassing, though I'm not sure the real issue is any better... That's an old copy of SCANsat, one that was built against the an old copy of MechJeb. When MechJeb updated to 2.5 the assembly version was changed too, so it refuses to load, even though nothing that SCANsatmechjeb uses actually changed. SCANsat 12 is compatible with the official version of MechJeb 2.5 and the latest dev build (I think #444 was the latest I tried). They are good about keeping the assembly version consistent throughout major versions, so future compatibility shouldn't be an issue.
  22. Look a little further down in the config. A Module Manager config is added at the end of each part's config file that places each part in the tech tree and makes it show up in the editor list. The Universal Storage parts must be set to not show up by default. Without Universal Storage the parts are technically loaded, but don't function correctly. I need to know what version you are using, and log files would be helpful.
  23. Documentation is still a work in progress. For the most up-to-date information always go to the GitHub ReadMe. Waypoints documentation hasn't really been added, but yes, the stock, FinePrint contract, waypoint system. Any time you open a map of a planet with FinePrint survey or stationary position waypoints they can be displayed on the map (not in the space center for technical reasons). The name of each waypoint can be seen by putting the mouse cursor over its position, this is easier to do in the zoom map. Waypoints are also displayed in the instruments window when you are within range for completing a contract. The visibility of the landing guidance markers is also controlled by the waypoint icon toggle, shown in the big map and the zoom map. Custom waypoints added by Waypoint Manager should work fine, they are just stock waypoints without an associated contract. Yes, without ground surveys the orbital resource scans will only be of limited use in finding areas of high resource concentration. There is an option in the settings menu to remove this limitation. The GitHub ReadMe has a more complete description of the process and options. You need to deactivate the "Instant scan" option, otherwise the SCANsat resource scanner options won't show on the part. You also need Module Manager installed.
  24. I didn't test SCANsat 12 against this, but nothing in the public API was changed, so it should still work.
  25. Version 12 is up on the [thread=80369]release thread[/thread]; everyone should move over to that version.
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