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DMagic
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Everything posted by DMagic
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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
I believe changing this would require, more-or-less, a complete rewrite of how CC works, or a rewrite, on the stock side, of how Contracts are identified. All of the other contract addons are mostly hard-coded with a few configuration options, which is why they show up separately like that.- 5,225 replies
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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 1.2 is out. It is just a minor compatibility update for Contract Configurator. Contract Rewards Modifier was trying to get to CC's contract type list before CC could generate it, so this update just makes it wait a bit before trying to access the list. All CC contract types should show up at the bottom of the Contract Type list and be limited to at least 1 offered and active contracts. They also won't update in real time if you have Contracts Window +, all other contract types should, but the update values will be shown after the next scene change. -
[1.8.x] Contract Reward Modifier [v2.7] [11/1/2019]
DMagic replied to DMagic's topic in KSP1 Mod Releases
Thanks. As a side note, Contract Configurator contracts are theoretically supported as of version 7.0, but this may need updating when that is released. For now any CC contract types will simple be ignored; CC parameter types should be fine. -
Version 4.0 is release; get it on Kerbal Stuff Warning: File and folder names have changed. You MUST fully delete all old installations before updating The primary difference is the new mission lists described above. Contracts can be added to separate lists now, each list is persistent, and contracts can be added to as many lists as you want. The contract reward modifier section has been improved and separated into its own addon; [THREAD=113277]check it out here[/THREAD]. Check the first post for a complete changelog and description of the new version.
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Contract Reward Modifier V2.7 Download from Space Dock Download from Curse Forge Alternate Download: GitHub Source is available at GitHub Formerly a part of Contracts Window +, Contract Reward Modifier provides an in-game UI for modifying all contract reward and penalties, as well as allowing for limits to be placed on the number of contracts offered for each type. All values can also be set using a global config file in your GameData folder. The Contract Reward Modifier window presents a set of sliders that allow for changes to all contract and parameter reward amounts, as well as several other options. Contract and Parameter Type Selection At the top of the window are two drop down buttons that allow for the selection of different contract and parameter types. A special Global Settings selection is available for both Contract and Parameter Types. Values can be set with the sliders under the global settings; these will be applied to all Contract/Parameter Types after pushing the Apply To All button. All addon contract and parameter types should be available here. Contract Configurator types are pushed to the bottom of the list to avoid any potential spoilers revealed by contract names. Sliders The sliders below control the amount given for each different reward and penalty type. Strategy values are not directly affected by these sliders, i.e. setting science to 0.1% won't affect the science rewards given while using the science strategy. The sliders are half-way log-scale; the left half of the slider allows for 0.1 - 100% of the original value, while the right half allows for 100-1000% of the original. Contract duration can be adjusted from 10-1000%, but will only affect newly offered contracts. The maximum number of offered and active contracts of a type can be specified; any contracts beyond this amount will be rejected when the system tries to offer new contracts. All Contract Configurator contracts are can only be set to allow 1 or more contracts to be offered. Addon Settings By default the values only go down to 0.1%; there is an option to allow for nearly 0% (0.00000001%) using the Allow 0% Values toggle. Using this may cause odd rounding errors and prevent further adjustments from being made to any active contracts/parameters of that type. A toggle option is available to Alter Active Contracts as well as newly offered contracts. Turning this on and off while adjusting values may cause problems with reward values. Be default it is off; but you should stick with either turning it on, or leaving it off; don't go back and forth. If Blizzy78's Toolbar is installed you can switch between it and the stock app launcher using the Use Stock Toolbar toggle. There is also toggle to completely Disable All Toolbars. This can be used if you have set the values you want and don't need the toolbar icon taking up space. Toolbars can be re-enabled by changing the disableToolbar field to True at the top of the config file. Contract/Parameter amounts can be reverted to the default values set in your config file using the Reset Values button. The current values can be saved to the global config file in your GameData folder using the Save To Config button. Values saved to the config file will serve as the default for current save games. New save files (or save files that haven't been loaded while Contract Reward Modifier has been installed) will set all contract and parameter values using the config file settings. The config file-only disableSaveSpecificValues field allows you to bypass any values set in your save files; all values stored in the save files will be deleted. An annotated example of the config file layout is shown here. ContractValuesNode { disableToolbar = False //Prevents the toolbar button from loading if set to True disableSaveSpecificValues = False //Prevents any save-specific settings from being loaded if set to True allowZero = False //Allows values to be set to near-zero; this can be overridden in a save file alterActive = False //Allows currently active contracts to be altered; this can be overridden in a save file stockToolbar = True //If Blizzy78's Toolbar is installed this can be used to use it instead of the stock app launcher; this can be overridden in a save file warnedZero = False //Prevents the warning popup when activating "Allow Zero" in-game; this can be overridden in a save file warnedToolbar = False //Prevents the warning popup when disable the toolbar in-game; this can be overridden in a save file warnedAlterActive = False //Prevents the warning popup when activating "Alter Active Contracts" in-game; this can be overridden in a save file ContractTypeConfigs { Item //An example of a contract type { typeName = CollectScience //The contract types name; this is found in the game code and must match the real name exactly fundReward = 0.5 //The reward and penalty values can be set from 0 to 10; this corresponds to 0 - 1000%, or a 0 - 10X multiplier. fundPenalty = 1.8 //Values set to 0 in the config file will be replaced by 0.0000000001 fundAdvance = 1.2 repReward = 0.7 repPenalty = 1.3 scienceReward = 0 durationTime = 0.6 //Duration time values below 0.1 (10%) are not allowed; anything below that will be increased to 0.1 maxOffer = 4 //Values can be set to 0 to prevent any offers of this type maxActive = 6 //A value of 100 means no limit on offered or active contracts contractConfiguratorType = False //Contract Configurator contracts require special handling; this value should not be altered by hand } } ParameterTypeConfigs //Each parameter type has its own set of values { Item { typeName = CollectScience //Parameter type name fundReward = 0.2 //Reward and penalty values are set the same as described above fundPenalty = 3.5 repReward = 0.3 repPenalty = 4.0 scienceReward = 0.2 contractConfiguratorType = False //The same as described above } } } -------------------- Consider donating if you like what you see here. * Money will not go directly to development or upkeep of this addon -------------------- Change Log: v2.17 - Update for KSP 1.8 v2.6 - Updated for KSP 1.4 v2.5 - Updated for KSP 1.3 v2.4 - Updated for KSP 1.2 - Update Toolbar wrapper - Fix support for Contract Configurator - CC contracts only modified when the contract is accepted, not when offered - Ignore contract weighting when blocking contracts - Fix some Unity initialization errors v2.3 - Updated for KSP 1.1.1 - Fixed an issue that prevented the window from being used immediately after first starting KSP v2.2 - Updated for KSP 1.1 v2.1 - Updated for KSP 1.0.5 - Don't apply the contract decline penalty when blocking contracts over the limit - Update the default config file with new contract and parameter types; remove deprecated types - Some UI tweaks - Fix some potential loading errors - Fix a potential problem with the close button icon - Remove some log spam when using mods that add new contracts v2.0 - Updated for KSP 1.0 v1.3 - Bug fix for blocking contract offers beyond the limits you've set - Contracts added from the Alt+F12 debug menu will no longer be block - Only contracts added through the automatic Contract System will be blocked now v1.2 - Update for compatibility with Contract Configurator 0.7.0 v1.1 - Initial release This addon uses TriggerAu's KSP Plugin Framework code Released under the MIT License
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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
Actually it was a sensor installed backwards... apparently a common occurrence. They even had this awesome recovery method planned where a helicopter would snatch the thing out of the air as it parachuted down. I haven't tested anything yet, but most of the reset stuff is on the lab side of things (which I don't touch), so it might be something else causing it. The issue here is probably that you still have something targeted (it's showing above the navball). There are basically three ways the ASERT tries to find a receiver. The first is by looking for one on your target vessel, this a regular vessel, targeted by double-clicking on it, or through the map screen, etc... The second is by checking if you are targeting an asteroid through the "Target Center of Mass" button and if that asteroid has an ASERT attached to it somewhere. The third, only if nothing else is targeted, is by checking your current vessel for a second ASERT module. If one is found more than a few meters away then it is selected. What I think might be happening here is that the asteroid is targeted and the first ASERT module is targeting itself, this shouldn't be able to happen, but I might have missed something. If that's the case then it's ignoring the other module and trying to transmit to itself, which causes the transmission to not pass through the asteroid. Just clear any targets if you're using this double-grappling method and it should work fine. You can look at the dish itself and it should be pointed at its target if things are working. If they aren't it will just be spinning around. You should get a prize or something. I think you're the first person in over a year to comment on that. -
[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 posted this as an update to the magnetometer chapter, but this is pretty cool and deserves to be mentioned again. Magnetospheric Multiscale Observatories (MMS) A really interesting launch happened a few days ago. The payload contains four identical satellites meant to orbit in formation and take very precise, high speed measurements of the Earth's magnetosphere. In particular, they are designed to study the points where the Earth's magnetic field reconnects; points where magnetic fields intersect and recombine after having been pushed around by the solar wind. During two stages of its mission the satellite quartet will move into two elliptical orbits to intersect the points where magnetic reconnection occurs. The actual instruments onboard are fairly similar to those described above and are present on many spacecraft. The primary difference is that there are so many of them. The instruments designed to monitor energetic particles usually rely on the spacecraft turning to get a complete view of the area; each MMS has multiple copies of each instrument (eight per craft in the case of the Fast Plasma Investigation instruments), which helps to give very rapid measurements covering the entire area. -
[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
Thanks. I look forward to seeing more science experiment addons. And the solar particle collector is based on the Genesis Mission, one of the few real life missions designed for sample return; so it's definitely not getting full transmission return. Correct, and yes, that dark blue is not the best color. This is intended. You have to select the Community Tech Tree from the list of available tech trees. I believe you can do this on first loading or whenever you go into the R&D center. That's odd, I haven't tested that in a while. Does this happen with any of the other resetable parts? I'll have to test this out. The scanning range is 2km, basically anything within loading range is close enough. The issue here is that the module doesn't seem to have the right target. It's hard to say exactly what's happening without seeing exactly what your configuration looks like, but it looks like you are targeting something while two different crafts are grappled to the asteroid. The sensor looks for a receiving ASERT module on your target vessel when you actually have a target. When you have two sensors on the same vessel (anything grappled to an asteroid is part of the same vessel) you have to clear any targets for the sensor to be able to find the second module on the same vessel; more than two sensors on the same vessel is probably not going to work right. The message shown on your screenshot indicates that the ASERT module has found a receiver, and that there is an asteroid somewhere directly in front of the transmitters dish, but that there is no asteroid between transmitter and receiver, a crude illustration of which is shown below. But again, it's hard to say what's going on without seeing exactly what your craft looks like. Something like this: T -------> R ------> Asteroid Instead of this: T -------> Asteroid ------> R Asteroid science is repeatable with diminishing returns for experiments conducted on asteroids of the same spectral type. There is a longer explanation in the first post, but the total science available across all nine spectral types is around (9 * 40 * Base Science Return (8 for the ASERT)), so if you really want more science just visit more asteroids. -
I don't see anything related to SCANsat there. This is probably all related to a bug with how SCANsat registers scanning vessels and what happens when they undock/decouple; it's already an issue. I've gone back and forth about how to handle this; the big map is a static object, it won't get unloaded between scene changes so it will just continue showing the last map that you looked at. It should show your current planet the first time you open it, but otherwise it will remain on the last planet it was showing. I might change this so that it always reverts to your current planet upon loading and/or switches along with any SOI changes.
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That's odd. Does this happen during every SOI transition? Have you been to Bop before in this save file while SCANsat was installed (with or without SCANsat parts)? Does it work properly if you save and reload, or go to another vessel? I'll look into this more when I get a chance. Yes; and that entire section should probably be looked over, too. Update Regolith.
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No (for reasons that have probably been explained before) and yes, respectively. Pin the contracts, hide one or the other, or change the sort type. I have several new additions to this addon in the works. I've made several changes that simplify things in some ways and allow for more customization. There is now only one window mode, instead of one narrow and one wide; the re-size icon can be used to expand in either dimension. The contract rewards will only be shown if you expand the window horizontally, and you can choose to only expand the window enough to show Funds rewards, rather than having to show all types. I've also added the ability to create a save mission lists. There is a master list that contains all active contracts, from there you can add contracts to different mission lists or create a new list. Each contract has an icon in its title bar that opens up the mission list. An icon along the top allows you to switch between lists. Contracts can be added to more than one list (they are never removed from the master list), and their settings (whether their parameters are shown or if they are pinned to the top of the list) are stored separately for each mission. You can remove contracts from any other mission, or you can delete the mission entirely. The sorting order and type for each mission is also saved separately. There are still a few kinks to work out, but everything is mostly working correctly.
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Several improvements are planned for the zoom window; I'm not sure about re-sizing though. What version of all the relevant mods? Do you have log files? Nope, and that's not likely to change. I'm not sure when I'll get an update out for this, it won't be any time soon though. Swath width is calculated based on the scanner's FOV value and the radius of the planet. It varies based on the square root of the ratio of Kerbin's radius (600km, hard-coded ) to the current body's radius, but is clamped between 1 and 20 X FOV. It also decreases linearly based on altitude when below the ideal scanning height. The resulting value is an integer number of degrees lat and long on all four sides that the vessel will scan during each tick. So basically, smaller bodies scan much faster than larger ones (just try scanning Minmus), but there is a limit to how much everything scales, and the minimum will be scanning the integer lat/long position directly under the vessel. All of the scanning and map generating is based on integer values of lat and long (about 65000 of them for each planet), so trying to set the scale any lower won't work. More configuration options for the terrain altitude limits will be coming in the next update.
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Contracts and Administration Strategies
DMagic replied to Claw's topic in KSP1 Suggestions & Development Discussion
For some reason I've always thought that adding some kind of mission list to my contracts window would be a lot of trouble. But I've just thought of a pretty simple solution. I can add another button to the contract header in my contract window that lets you add a contract to one or more mission lists or create a new list, this is simple to do, both in code and visually. Then add another button at the top of the window to let you select from a list of missions, each one containing all of the contracts you've added to it. The default list would still contain all active contracts, but the lists could be used to store and organize individual contracts. Whenever I get back to working on that I'll look into it. -
I finished up a set of results for [thread=64972]my experiments[/thread] for OPM. It includes results for everything except Plock, I'll wait on New Horizons to work on that one. I'll include it in my next update, but if anyone wants it now they can get it from this link: https://www.dropbox.com/s/vehxjdhwbwo0185/ScienceDefs.cfg?dl=0 You must overwrite the ScienceDefs.cfg file in the GameData/DMagicOrbitalScience/Resources/ folder. If you don't overwrite the existing file it will break most of the experiments.
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I'm writing science reports for the OPM planets. Sometimes it's helpful to have good maps of the planets to base the reports on, so I went ahead and exported some high res SCANsat altimetry and biome maps for each of Sarnus' moons. The Slate and Tekto maps are 3k X 1.5k, the Hale and Ovok maps are 2k X 1k. I noticed a few things while doing this. Tekto's high resolution map appears to be flipped vertically from the standard map, it doesn't match up with the biomes and height map, and I think Hale's is the same (Ovok and Slate seem to be fine), I didn't check the low resolution maps. You can also see in the biome maps a lot of very fine details. KSP doesn't handle these well. Because the colors at the biome borders bleed into each other KSP reads each these areas as different biomes.
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Both the big and small maps will always show your current vessel, even if it doesn't have any SCANsat parts. The small map will also show any other vessels in the same SOI that have active SCANsat modules, you can also double-click the vessels in the list below the map to switch to them. The big map will only show asteroids and flags, no other vessel types are displayed. It could be changed to behave the same way as the small map, but it wouldn't be able to show the orbit lines, that would be prohibitively taxing for the CPU. I suppose an extra toggle to allow for the big map to display inactive SCANsat vessels might be a good idea. It would be especially helpful when viewing planets outside of your current SOI. On another note; the new options for resource, biome and slope colors are getting closer to a usable state. The color management window will have four tabs now, the standard altimetry options haven't changed. An HSV color picker is used to specify the upper and lower bounds for each of the other map types. The hue is selected moving around the circle, the saturation increases going from the center towards the edge, and the brightness value is controlled with the slider (unlabeled for now ) in the middle. For biomes you can switch between regular SCANsat colors and using the stock biome colors, you can also adjust the transparency for showing the terrain underneath the biome map. For resources you can select from the available resources in a drop down menu (which should match the resources available in the big map's menu) and adjust each one's values. The colors and transparency values will be shared for each planet, but the min and max values are saved separately. So Water will share the same colors and transparency everywhere, but you can set the max value much higher for Kerbin than the Mun, or anywhere else. The sliders for the min and max also have a "Fine Control Mode". In the standard mode each slider runs from 0-100% (their limits update like the altimetry terrain sliders do to prevent having min values higher than the max, or the reverse), in fine control mode the limits zoom in to +- 5% of the current values. This is all saved on a per-game basis, but I'm thinking it might be a good idea to have an option for a separate config file, so that everything doesn't have to be adjusted for every new save.
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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
All of my parts have KAS modules. The MM config is in the resources folder. The KAS modules for the Universal Storage parts are added on the US side of things, along with the tweakscale configs. On another note; this will probably be the last update with new parts for this addon* aside from a few Universal Storage versions, but one thing I want to do before I get to Version 1 is to deprecate the survey contracts. The stock survey contracts fulfill basically the same purpose, and it would be nice for everything to share the same behavior. It's easy to setup new types of surveys, and to limit them to certain experiments. The only issue is that they need those tiny little icons to indicate which experiment to perform at each waypoint. I am hoping that someone with more experience in creating tiny textures can help me out here. I don't necessarily need all of my experiments to be represented. There are a few that I want in particular though, the bio drill and the multi-spectral imaging platform are two that may be difficult to come up with textures for. I've come up with textures for a few of my experiments (a few are modified from free, open-source icon collections), I think they work pretty well. Let me know if anyone has any suggestions or feedback on these... or if you figure out what experiments they are for. If anyone is interested in helping out there are just a few things to know. The textures are 32*32, but in-game are re-sized to 16*16 (you could make them at 16*16, but they usually look better down-scaled, all of the stock icons are), and the icon itself should be white with a transparent background, the color is applied later. * This is probably a lie -
[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
http://en.wikipedia.org/wiki/Deep_Space_Climate_Observatory Also, CKAN might not be updated right away. Changing the folder name means that CKAN's index has to be updated with the new installation location. Edit: CKAN should be updated now. -
[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 0.9.2 is out; get it on Kerbal Stuff. Warning: File and folder names have changed. You MUST fully delete all old installations before updating Two new experiments are included. The high-orbit-only Global Orbital Radiance Experiment Satellite (GORESat), a standard experiment used to study reflected light from a planet's surface. The other is an asteroid-only experiment; Asteroid Sounding Experiment by Radiowave Transmission (ASERT). Two ASERT modules must be used together, placed on opposite sides of an asteroid, to scan its interior. The ASERT module will automatically scan for a second module on your target vessel, this also works by targeting an asteroid directly (with the "Target center-of-mass" button) if you have an ASERT module grappled to the asteroid. If you have two modules on the same vessel, two sections grappled to opposite sides of an asteroid for instance, you must clear your targets and the two modules should find each other (more than two modules on the same vessel might cause issues). When the experiment is ready green indicator lights will pulse on the module and a right-click menu field will show "Experiment Ready". The amount of science gained for each experiment is based on the distance that the transmission passes through the asteroid, bigger asteroids require a longer distance. I've also added all of my alternative stock science parts (the Universal Storage parts, and mini goo pod and materials bay) to the list of parts that can fulfill stock satellite contracts. I've also added my own parts as acceptable experiments, so they might be asked for as well by satellite contracts. Anyone ignoring the big red warning above hereby forfeits all future support for this and any other addon I create. See the first post for the full change log.