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DMagic
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Everything posted by DMagic
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[KSP 1.8.1] SCANsat [v19.1] -- Dev version [February 20, 2020]
DMagic replied to DMagic's topic in KSP1 Mod Development
That would have to be on the RPM side. I can imagine that maybe the targets menu could be expanded to handle waypoints. The only problem is that actually getting from the contract parameter to the waypoint object is surprisingly difficult, and if you want the waypoints to update based on the status of each parameter (not show waypoints for completed parameters in each survey contract) you would need to have that information. -
[KSP 1.8.1] SCANsat [v19.1] -- Dev version [February 20, 2020]
DMagic replied to DMagic's topic in KSP1 Mod Development
Once upon a time RPM handled the SCANsat maps, but they've been integrated into SCANsat for a while now. The RPM stuff does sort of live in a place of its own though; all of the IVA map code is handled in a completely different way, some of which I have no understanding of... But the icon drawing stuff is pretty easy, so it shouldn't be a problem. Edit: Yep, it's a pretty easy fix to add waypoints to the IVA maps. The only problem is that there is no way to identify them on the map, only their location. Even that can be tricky because you don't get the kind of precise mouse-over info that you get with the regular SCANsat maps. -
[KSP 1.8.1] SCANsat [v19.1] -- Dev version [February 20, 2020]
DMagic replied to DMagic's topic in KSP1 Mod Development
No, I'll need to add them to IVA maps.It shouldn't be difficult, I just didn't think about it. -
[1.8.x] Contract Reward Modifier [v2.7] [11/1/2019]
DMagic replied to DMagic's topic in KSP1 Mod Releases
So, um, is there something I should know about? There seems to be a lot of downloads for Version 1.2 and not so many for 1.3. I'm wondering if there is some bug in 1.3 that I'm not aware of. -
[KSP 1.8.1] SCANsat [v19.1] -- Dev version [February 20, 2020]
DMagic replied to DMagic's topic in KSP1 Mod Development
Tell me about it, I just noticed those; there was a "read more" button a few minutes ago for the text, but it didn't seem to go the correct link and now it's gone... Edit: Now even the gallery link doesn't go the right place. -
I released a new dev version, you can get it on GitHub. I'm not sure if CKAN can handle separate dev versions like this, I think it does so with MechJeb, but that might require some specific setup, so you'll probably have to manually install this one. Check out the [thread=96859]dev thread[/thread] for more details. It includes mostly what has been described in the last few posts. The waypoints are set to always show up on the maps and in the instruments window, though they don't appear when you are at the Space Center scene for some technical reasons.
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[KSP 1.8.1] SCANsat [v19.1] -- Dev version [February 20, 2020]
DMagic replied to DMagic's topic in KSP1 Mod Development
A new dev version is up; get it at GitHub. This version has a much improved zoom map, additional color configuration options for biomes and resource, an external config file to store all the color options, FinePrint waypoint integration, and a few bug fixes. See the first post for all the details and previews of the new features. -
[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 ScienceDefs file defines the experiments. You have duplicate experiment definitions somewhere. Did you upgrade from an earlier version of this mod? Did you not delete the old folder? -
That's sort of my thinking. Waypoints are basically coordinates with lots of wrapping, and SCANsat already shows your current vessel's location all of the time (including in the instruments window), so even though the waypoints look a little funny on a blank map it's probably best to show them all of the time; this is only for waypoints of active contracts, offered contracts and waypoints that are already completed don't show up.
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Done. I've also improved upon the zoom map some more, I fixed re-sizing and made sure everything syncs with the big map (resources, current planet, etc...). I've also added support for FinePrint waypoints. They show up on the big map and the zoom map, you can toggle them on and off, when you mouse over them they show the site's name (when your cursor is within the max range specified in the FinePrint config file), and they show up in the instruments window (this uses the more accurate range finder to determine when you are in a site), and they work with other addons' waypoints (ie Contract Configurator's anomaly contracts). The only thing I'm undecided on is how to display these. Should they be displayed all of the time, regardless of whether an area has been scanned? If not, which scanner type should be used to determine whether they are displayed? The same goes for showing this information in the instruments window.
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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
Yeah, I'll probably hold off on fixing this until there is something else that needs updating too. I'll need more information. Logs, game type, if any science works, etc... -
After a bit of messing around I've come up with the beginnings of a much improved zoom map. It is independent of the big map, can be moved, zoomed in, out, or re-centered (with right-click, left-click, and middle-click, respectively), just pretend those flag icons are zoom in/out icons. It displays the current coordinates of the center and the zoom level. It also gives an info readout when you mouse over the map (I might make this slightly simplified for space reasons). The orbit and anomaly overlays can be turned on/off independently of how they are set in the big map (this might not actually be useful ). Theoretically it can be re-sized, but that currently doesn't work, and I'll probably want to put limits on the min and max size for that. For only working a few hours on it I think it's a pretty good start. I've also got all of the color, terrain settings, resource settings, etc... loading from a config file. You can set values in the config file, or with the in-game UI to customize settings. This is particularly useful for getting a better idea of resource distribution, as you can quickly find the best color combinations and set the min/max resource values for each planet, and the transparency of the resource layer. The UI isn't quite complete, but everything is functioning correctly (mostly ). I hope to get at least one test version of this out before v1.0 comes along and breaks things.
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[Unaswered]High Orbit
DMagic replied to FreeThinker's topic in KSP1 C# Plugin Development Help and Support
Do you mean the altitude used for science results/contracts? CelestialBody.scienceValues.spaceAltitudeThreshold. Low orbit would go from the atmosphere, if it's there, to the threshold, and high orbit goes from the threshold to the edge of the SOI. -
[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
This is a sandbox save? I guess I didn't take that into account. The Scenario Module isn't being added when in Sandbox mode, so it's freaking out when it tries to conduct asteroid science, several other parts will also have problems. I'll see about fixing this later tonight or maybe tomorrow. -
[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 need full log files, not excerpts. -
It looks like you might not really be making an independent copy of the stock GUISkin. I would check TriggerAu's code for doing this, as it seems to work fine: http://forum.kerbalspaceprogram.com/entries/1259-An-Adventure-in-Plugin-Coding-6-Lay-some-skin-on-me
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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
Version 1.0.1 is out, get it on Kerbal Stuff. This fixes the harmless, but annoying debug log spam when adding the Anomaly Scanner while in the VAB. It also fixes the FinePrint survey contracts not triggering. An updated DDS texture format version is also out with the same changes. -
[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 1.0 is out; get it on Kerbal Stuff This update adds Universal Storage versions of the Imaging Platform and Soil Moisture Sensor (a baby version ), which completes all of the Universal Storage probe parts. Many changes have been made to contracts along with bug fixes to the anomaly scanner, asteroid sensor and several other minor issues. You probably want to finish any existing contracts before updating, the standard survey contracts should be fine, but any other DMagic contracts will have problems, though you should still be able to finish them. Surface and biological activity surveys have been changed to use the FinePrint waypoint system, Module Manager is needed for these to be added. Loads of new science results have been added for all of the completed (those with full biome maps) Outer Planets Mod planets and moons, and for the RSS planets, mainly for use with RP-0. An alternate version with dds textures can be downloaded from Kerbal Stuff. It replaces all of the part textures with .dds format textures, this requires [thread=96729]Sarbian's DDS Loader[/thread] to work and you must delete any existing installations to avoid having textures loaded twice. Check the first post for the complete change log and additional download links and info. -
[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
Fix your installation location. You can see the mismatch between the actual folder (with spaces) and the folder the PartLoader is checking in for the models (no spaces). The latest version must be installed from scratch using the folders included in the installation package. -
Don't copy the config from a DMOS part, the modules are different and have different fields. Use the template provided in the DM Module Science Animate thread. If the dll says that it hasn't been modified since 2014 then you still have the old version. Completely delete it and download the latest version from the GitHub release.
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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
Don't use the latest version if you are still on KSP 0.25, download the last version before 0.90 was released. Not quite, that isn't how contracts work. If a contract parameter has sub-parameters then you need to complete or satisfy the conditions specified in those before completing the parent parameter. And you need to complete all top level parameters before completing the contract. Sub-parameters are shown in a darker font and offset slightly to the right. The two orbital parameters, eccentricity and inclination, are sub-parameters of the orbit time parameter. You need to meet both of those conditions before the long orbit time parameter can start running. Different top level parameters are completely independent of each other (generally, it is possible in some round-about way to make top level parameters dependent on each other, but that's what sub-parameters are for), so the Mag and RPWS science results are completely independent of the orbit parameters. They don't even need to be collected by the same vessel (you can actually have two different vessels to complete each of the orbital parameters if you want), there is no order involved.