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DMagic

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Everything posted by DMagic

  1. Remove Tarsier Space Tech. It is broken and breaks other addons along with it. There is an updated version of it floating around somewhere, but I can't guarantee that it doesn't have similar problems. Other mods have had this same problem though, so without the log files I can't say for sure.
  2. Also make sure to follow along with my active branch if you start using anything other than those exposed SCANUtil methods (those should always remain unchanged for the foreseeable future). A lot of other types and methods are getting move around and their accessibility levels will change in the next update. So there is a good chance that anything designed to work with the current dev version will break in the next version.
  3. Any suggestions or requests for this type of methods should be submitted as issues to the SCANsat repo, or as a pull request, preferably to my active branch found here. I'll add pretty much anything within reason. Just keep in mind that the simplest methods (especially if you are using reflection) don't use any non-generic types. So something that returns results using only common types (string, bool, lists, etc...) will be much easier to use. For more examples of reflection stuff using these simple static methods you can check out how SCANsat handles Regolith interaction. It is very easy to set up when you have methods designed specifically for it.
  4. Yep, I'm pretty sure those contracts work based on the part name, not based on what the part does or the experiment name. There's nothing to be done about that.
  5. Do you mean the cost to research a part after unlocking its tech node? That's given by the part's entryCost field in the .cfg file (and the cost field is the actual purchase price in the VAB/SPH). There should be no problem adjusting that with Module Manager.
  6. I haven't noticed any more of the intermittent connection problems (very slow page loading usually) that I've been seeing in the past few weeks.
  7. That's correct. There are probably still some bugs with the anomaly system. Yep. These will be fixed. That's the imaging platform (the egg shaped thing). That version is very out-of-date and this issue should be clarified with more recent versions. 0.9.0.2 is the latest version supported by 0.25. What contract? Did you try stock goo pods, or my Universal Storage goo pod? What happened when you tried to collect data with my parts, were there any screen messages?
  8. I haven't actually tried it, but it should work fine. Very little of what it does has much to do with KSP specifically, so I don't foresee any problems. In my experience those older i7's actually do fairly well with KSP; they tend to cluster together with most of the other high end Intel CPUs, with only the very highly OC'd CPUs really doing any better. Single-threaded performance just hasn't improved all that much in the past few years, so KSP tends to hit a limit with any desktop i5/i7.
  9. I'm not sure if these have changed or are completely accurate (I think a lot of the values below are truncated), but I figured the multipliers for each planet at each prestige level a long time ago: The actual multiplier governing celestial bodies specifically is the RecovereryValue found in the CelestialBodyScienceParams (CelestialBody.scienceValues for each body) class. This is the value used to determine the science amount for returning a vessel from that body. There is an additional prestige multiplier (I think trivial is 1), and a bunch of other multipliers that can affect rewards, penalties, etc..., but the celestial body multiplier is the primary one. It's easy to change this using my [thread=80220]Celestial Body Science Multiplier Editor[/thread], if you really want to.
  10. Well, I've discovered two bugs, but neither produces the errors you are seeing. It seems that the replace stock contract app function is indeed broken (a last minute change thoroughly screwed that up...), and the strategy rewards were mixing up rep and science values. Both are simple fixes and I'll release an update soon. I can't, however, replicate the error log you are seeing just by activating the replace stock contract app button. I did see those errors while trying out your save file, but that was because some of your contracts use agents that I don't have. Squads agency code is very fragile, and if a contract is assigned to an agent that doesn't exist, or that did exist but was deleted, it will completely destroy your save file. I made a short tutorial on how to handle this type of thing in my [thread=64972]Orbital Science thread[/thread] (scroll down a bit to the FAQ section and expand the spoiler tag about removing DMagic Orbital Science), but I don't see how this would be the issue on your end. According to your log files those agents should be present and loaded correctly. Your save files break like this only after selecting the replace stock contract app button? I can't explain how that would happen, but I would love to know if anyone else is running into this same problem. - - - Updated - - - Version 3.1 is up on Kerbal Stuff. It fixes bugs with replacing the stock contract toolbar button and correctly displays the science and reputation strategy modifiers.
  11. The logs are saying that the stock contract system is having some error while saving, which prevents the scene from changing: NullReferenceException: Object reference not set to an instance of an object at Contracts.Contract.Save (.ConfigNode node) [0x00000] in <filename unknown>:0 at Contracts.ContractSystem.OnSave (.ConfigNode gameNode) [0x00000] in <filename unknown>:0 at ScenarioModule.Save (.ConfigNode node) [0x00000] in <filename unknown>:0 at ProtoScenarioModule..ctor (.ScenarioModule module) [0x00000] in <filename unknown>:0 at ScenarioRunner.GetUpdatedProtoModules () [0x00000] in <filename unknown>:0 at Game.Updated () [0x00000] in <filename unknown>:0 at GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode) [0x00000] in <filename unknown>:0 at VehicleAssemblyBuilding.OnClicked () [0x00000] in <filename unknown>:0 at SpaceCenterBuilding.EnterBuilding () [0x00000] in <filename unknown>:0 at SpaceCenterBuilding.OnLeftClick () [0x00000] in <filename unknown>:0 at SpaceCenterBuilding+ I have no idea how the stock contract app button could cause this effect. And I'm not sure how your backup system works (it looks like there is some kind of automated backup), but I'm guessing that something in save file is being altered. If the Contracts Window + .dll isn't present then it can't be directly causing this, but obviously something is happening. Can you post your save file, the backup and one with Contracts Window + installed?
  12. Something called Kerbanomics is breaking during its scenario module loading process. This interrupts the loading process for all subsequent scenario modules and causes all sorts of problems. Your log file is filled with log spam from Enhanced Nav Ball, but that is most likely a side effect of the Kerbanomics problem (SCANsat was recently changed to avoid spamming the log file in just this kind of situation, that's why all you see is that one line about the scenario module). Get rid of Kerbanomics and try it again. FormatException: Input string was not in the correct format at System.Int32.Parse (System.String s) [0x00000] in <filename unknown>:0 at Kerbanomics.KerbanomicsMain.LoadData () [0x00000] in <filename unknown>:0 at Kerbanomics.KerbanomicsScenario.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at ScenarioModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 at ScenarioRunner.AddModule (.ConfigNode node) [0x00000] in <filename unknown>:0 at ProtoScenarioModule.Load (.ScenarioRunner host) [0x00000] in <filename unknown>:0 at ScenarioRunner+ .MoveNext () [0x00000] in <filename unknown>:0
  13. That's what the difficulty settings menu when you first start a game is for. A global settings config file, something that would allow you to define and save values for each contract/parameter type for all save games is something that is planned, but this not quite the same as just adding another slider to effect every type.
  14. That's not so much a hidden biome as a it is a side effect of the shoddy way that biomes are reported near their borders. Those color maps blend together to give out-of-place biomes. Like getting the tundra biome just a bit west of the KSC where the shore biome meets the grasslands. As far as I can tell there simply isn't anywhere on Duna where the craters biome is intentionally placed, sort of like how Tylo technically has three separate Major Crater biomes for some reason.
  15. This might be useful, but it would be just another thing to cram into an already overcrowded UI.
  16. Version 3.0 is released; get it on Kerbal Stuff. Several updates have been made in this release; see the first post for the complete changelog. It has been updated for KSP 0.90 to account for the editor scene changes, the part preview function has been disabled for now. The requested agency preview has been added as a small icon above each contract title. Click it to reveal the agency flag and name, click anywhere else inside the contract window to dismiss this popup. Strategy effects are shown in the rewards section now. This uses the same technique as the mission control center description, where the base level + strategy amount is shown followed by the strategy amount in parenthesis. Stock toolbar support has been added. There is a toggle option to switch between Blizzy's toolbar and the stock app launcher. There is also an option to replace the stock contracts app. The stock icon will not change, but it will no longer open up the tiny, useless stock app. It is possible that there may be issues when replacing the stock app, let me know if anyone finds any problems. The contract configuration window has also been added. Its functionality is mostly as has been described before and more can be seen in the first post. Basically it allows for contract reward and penalty amounts to be adjusted for each contract type, the settings will stored in each save file. Any addon contracts/parameters should be recognized and allow for adjustments (it is possible that the contract/parameter type names might be ambiguous for some of these, this depends on the mod author). There are a handful of stock contract and parameter types that are unused, but still show up here, as someone else may be using them (there is also one broken stock parameter type that has been specifically excluded from the list). A global config file is planned for a later version, but for now every save file will start out with the default values. Be aware that allowing for 0% values, or toggling the option to adjust active contracts on and off may cause problems. It is best to stick with the 0.1% minimum value and to choose to either adjust active contracts or only adjust newly offered contracts and not change the option.
  17. Feel free to play around with the resource color settings to try and find something that works better. If you can come up with colors that work better submit them as a pull request to this file on the GitHub repo. All of the resource colors are defined in the GameData/SCANsat/Resources/SCANresource.cfg file. The ColorEmpty and ColorFull fields are 0-1 RGB color values. The ColorEmpty defines the color at the low concentration range and ColorFull defines it at the high range. These concentrations are defined based on the Regolith resource settings and might actually have serious problems if you are using multiple definitions for a single resource on the same planet (ie overwriting the default regolith settings); this is an area that needs work, but is separate from the colors themselves.
  18. Well you've only scanned Kerbin with a multi-spectral scanner, but you are displaying an altimetry map. The multi-spec scanner only reveals biomes and anomalies. You need to use the RADAR or SAR scanner to reveal terrain data.
  19. Nope. It takes too much to properly change over the resource system to handle the multiple configs possible for each resource type (the dev version also needs to be updated to handle this in some cases). There have already been many changes to how resources are handled between v8 and v9, so I'm not going to bother making those changes again. What was the problem with v9? The anomalies not showing up for the BTDT? Was this after scanning the area with the multi-spectral scanner? I don't think they will show up with the BTDT until you do that.
  20. onVesselRecoveryProcessing fires before the dialog appears. onVesselRecovered fires after the dialog appears and its values have been calculated. I think it also passes a reference to the MissionRecoveryDialog object. Edit: Or not. onVesselRecovered only passes the ProtoVessel reference, so I guess you have to use onVesselRecoveryProcessing.
  21. This is most likely being caused by another addon that uses a scenario module in career mode, but not in other game modes. Tarsier Space Tech has had this problem for a while, but it's most likely not the only one. I'll need full log files to tell you more, not just excerpts. Need more info. I'll have to bug SirCmpwn about changing the version title, since I can't update that myself. I might also update SCANsat again if Kethane gets updated and is working with SCANsat again; I'll make sure to get the version number right in subsequent updates. #1 is a good idea and should be easy to implement. I'll add it to the next update. I've gone back and forth about allowing for this kind of either text box input to specify map size, or allowing for a handful of predetermined sizes. This might be especially useful for saving exported maps.
  22. My only guess is that Duna is in for an overhaul so they didn't want to worry too much about different biomes. At least that's my optimistic guess...
  23. This [thread=94638]thread[/thread] is primarily concerned with modeling, but at the bottom has a number of useful links for plugin development. The tutorials by TriggerAu and TaranisElsu are extremely helpful. There are also a few threads further down this page that address basically the same thing.
  24. A small hotfix has been released to address the orbit overlay problem while still using the first tier tracking station. Get it on GitHub.
  25. The orbit overlays, which are on by default, break when using the first tier tracking station. Either upgrade the tracking station or manually turn off the orbit overlay in the save file (if you can't figure out how on your own then I don't trust you enough not to break your save file, so I won't explain how). For grid-like resource maps make sure you are using the latest version of Regolith, which may not be included in whatever resource-using addon you have.
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