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DMagic
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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
That definitely shouldn't happen. The problem discussed in the posts above only affects existing contracts with certain parameters. It shouldn't have any affect on new contracts or new games. Is there anything else wrong happening, or something in the log files? The contracts all have certain requirements that must be met before they are offered. You have to at least reach Kerbin orbit for some of them. The asteroid contracts require going to Minmus and back (to simulate rendezvousing with a small target), and one of them requires breaking Kerbin orbit. They also require that certain parts be unlocked, these are different for each contract type. If this happens with all agents (probably because of the two flag textures required for it) then Texture Replacer probably needs some update to handle this. -
[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
TweakScale problems are probably to be expected. You can manually replace things like this if you're up to that. You can also just delete the TweakScale .cfg file in the Resources folder (or leave the configs for the Solar Particle Collector and Soil Moisture Detector, they use standard TweakScale settings, and only delete the others) and everything should just reset to a scale of 1. I'm not sure what will happen if you delete the config, load a save, then add it back later. I'll look into this more later. I do hate the way the contract system can be so fragile. But the problem here is actually much dumber. A small change to my experiments causes some parameters not to load correctly, and I'm not interrupting the loading process correctly, so it breaks everything. I'll need to test this more, but you can try out this very quick, use-at-your-own-risk patch for now. Just replace the DMagic.dll file with this one. DropBox Link You should see a bunch of debug entries upon first loading a save saying "[DM] Failed To Load Variables; Parameter Removed" or something along those lines. And any parameter asking for results from the Imaging Platform (Broad Spectrum Analysis) will be removed. But the contracts should still load. -
[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
Nope, no conflicts. The parts, their names, and the experiments are different. -
DMagic Orbital Science has been updated with support for this.
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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 0.9 is up; get it in KerbalStuff Four new parts are added in this update. Three are based on Sethnizzle's [thread=64336]Panda Jager[/thread] set; all were created from scratch and don't use any assets from that pack. The other part is based on Curiosity's CheMin powder X-Ray diffraction instrument. It is used for detailed surface analysis and can also be used on asteroids. This part requires that its drill be able to contact the planet or asteroid surface. The handy arrows on the side of the instrument should give you an idea of how to orient the part, you can test it in the VAB/SPH to make sure the drill is functioning correctly. For reference the length of the drill at the default size is 8.8m and it scales with TweakScale or manual scale changes. Full [thread=100385]Community Tech Tree[/thread] support is included in this update. Module Manager configs are included to change the tech tree position of most of my parts along with the part costs (default part costs have been reduced, CTT costs are higher) and some of the experiment science values. There are also a handful of bug fixes. TweakScale configs have been switched to a fixed scale type, with several size options for each part. See the first post for more info. v0.9 - Several new rover parts - X-Ray Diffraction and DAN parts based on Curiosity science instruments - Micro-sized Goo pod and Materials bay - New science reports and fixed typos - Community Tech Tree support - All parts and science experiments have been rebalanced for the Community Tech Tree - Includes different tech node position, part costs, and science experiment values - Part costs reduced for stock tech tree - All Module Manager configs (except Universal Storage) have been moved out to separate files in the Resources folder - TweakScale configs changed to non-free-scale, custom mode; several size options are allowed for each part - ORSX/SCANsat Ore scanner added to magnetometer; ORSX/SCANsat Minerals scanner added to Imaging Platform - Magnetic survey contract duration bug fixed when using Earth days - Non-repeatable parts show how many samples can be collected in the VAB info tab -
[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
Taken care of, thanks Streetwind and Kerbas_ad_astra. Already taken care of (TweakScale 1.47 seems to do something to break my free scale parts, 1.46 works fine for me). The new update should be ready this weekend. Expect new parts, approximately two gagillion new science reports , community tech tree support, and cost/science re-balancing for both standard and CTT modes; all Module Manager configs (except US) have been moved out to separate files as well. -
How about a standard BBCode notice and/or badge of some sort to put on forum threads of addons that support this, rather than having everyone using some different way to indicate such support?
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It's possible, but agency names can be fairly long, so there would need to be some option to hide them, which means adding another icon to an already crowded list. I'll see if there is a reasonable method for it though. It should be off by default. The window settings are saved separately for each scene, so if you turn it off in the VAB then switch to flight it will load a different group of settings, but if you go back to the VAB again it should remain off. If this isn't happening then something else is wrong.
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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
The Kethane integration doesn't work right now. But if it did it would support background scanning the same as the other SCANsat sensors. -
It's on the list, but I would like to see the stock toolbar less buggy before I add this. Yep, technogeeky did a really nice job setting up the forum thread and the markdown for the GitHub readme. The SAR sensor gives color elevation maps. The multi-spectral scanner gives biome maps, color or black and white depending on your map settings.
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You don't, apparently. If fairly self-explanatory. It doesn't affect strategy science returns, only those returned by the contract and its parameters. There is a fair amount of room to make this more configurable, reducing science by a percentage, including or not including strategies, removing parameter science return but not overall contract return, etc... but since I don't imagine many people using this I'll leave that up to someone else to do. If anyone wants to submit pull requests for such features I would be more than happy to add them. Edit: I should also note that, while I don't intend on expanding this, I'm half-way considering adding a much more robust contract settings manager to [thread=91034]Contracts Window +[/thread]. Something that would incorporate this, along with options to edit each individual contract type: number of each type offered, rewards for each type, etc... I have an idea in my head of how to accomplish most of this, but I haven't actually done anything about it.
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Should this include TechManager as well? @PART[panel-static01]:NEEDS[CommunityTechTree,TechManager] { @TechRequired = advSolarTech } That should avoid the situation where someone installs this but not TechManager, or deletes TechManager at some point (never underestimate the ability of people to screw up things like this ). I'll be adding such configs to Orbital Science when I update sometime this week or next. I'll add SCANsat configs at some point too.
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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
Technically asteroid spectral type is only based (I think) on the reflectance spectra, i.e. which wavelengths of light it reflects and which it absorbs. Generally this corresponds to what the asteroid is actually made out of. There are three common types, C, S, and M. C-type asteroids are called carbonaceous, are very dark (as in almost completely black), and have lots of water and carbon compounds, these are the most common type but are very difficult to see. S-type asteroid are stony, made mostly of the kind of silicates that make up planets' crust, and are fairly bright; these are basically what KSP asteroids look like. M-type asteroids are metallic, sometimes almost completely iron and nickel, but frequently have lots of other valuable heavy metals. They probably come from the core of bigger asteroids that have been broken up. There are quite a few other smaller types and sub-types, I cover nine of them for my reports. I'm just assigning them randomly, but Starstrider is working on a much better method of doing it for Custom Asteroids based on the actual distribution of asteroids in the solar system. -
[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
There are other addons with similar experiment parts, but I generally try to avoid duplicating something else's parts unless I have a reason to. Need more info; log files. The multi-spectral imaging platform. Read those reports more carefully, they are referring to the asteroid type, not the size class. -
KOSMOS 3/14/2015 RD-170 Family Released!
DMagic replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
Those numbers aren't actually accurate, unfortunately. Kerbal Stuff apparently has problems with registering download managers as several hundred or thousand downloads. -
The MapTraq hasn't quite been integrated into all command pods; it's more that its functionality has been completely off-loaded to another component, making it redundant and also allowing for scanning to function in the background without any SCANsat parts or modules. The is a Module Manager config adding a SCANsat module to some command pods, but that is for RPM integration and is entirely unrelated to basic SCANsat functions. Yes, only SCANsat and Kethane would be required. Module Manager is also required if you want any of the benefits beyond displaying existing Kethane data on SCANsat maps (ie background scanning); it is not included with either addon. Also, yes, the KSC map available in the dev version will eventually replace the old big map. There are a few options that aren't available when not in flight that need to be added, and it needs to be re-sizable, but otherwise it should be about the same, including the ability to display other planets. Yes, some of those attachment nodes probably need to be fixed, but it unlikely that this is the only thing causing problems like that. There are a number of parts, stock and addon, that clip into the collider of their parent part. The wildly inconsistent position of colliders with respect to the part's geometry really doesn't help in this area. That is basically at the top of the list of SCANsat issues. But being somewhat of a thorny problem it's not something likely to be improved significantly any time soon. Yep, there has been some discussion of this, but the current solution is not very good. Getting rid of the folder names should probably not be too difficult. Ideally there would be some way to filter out which objects should be displayed as anomalies without just hard-coding the list. The asteroids are doing what they do. If one is passing through Kerbin's SOI, or in orbit, it will show up on the big map if you have the Asteroid button turned on.
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Ever wish contracts didn't give out any science? Anyone? Well, someone did, so this plugin removes all science from newly offered contracts. Note that it doesn't affect existing contracts and it doesn't affect additional rewards from strategies. Download from CurseForge Alternate download from MediaFire See, no science. License is BSD. Source is included in the download (as a .txt file).
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Adding new agencies can be a little dangerous so I wouldn't do it unless you have some specific reason. I'm not aware of any way to prevent stock contracts from using a custom agency. If you have any contracts (offered, active, or completed) that use your custom agency and you delete that agency for some reason it will totally brick your save file. There are ways to work around it, but they aren't obvious if you don't already know what you're doing.
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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
Those experiments are from a different addon. I don't have any plant growth experiments. -
[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
Most of that info can be answered by the part descriptions in the first post. None of the parts are explicitly described as being repeatable, all of them are unless otherwise noted, though I do need to add that info for the anomaly scanner. The Interstellar magnetometer is completely separate (I tried adding configs to allow my magnetometer to function as both, but it didn't work very well). Update/delete/re-install tweakscale. That's basically the only thing that can cause parts to be scaled incorrectly like this, though there may be some way to change the Tweakscale configs to prevent this. Wrong place. Definitely something else going on here if the stock science reports are also missing. -
What kind of contracts do you want to see in KSP 0.90
DMagic replied to .DJFrostbite's topic in KSP1 Discussion
Which is exactly why I got rid of the specific-biome-science contracts from Orbital Science. Trying to figure out which biome you're in without SCANsat or ScienceAlert while in orbit is terrible; spamming the collect science button is not how it should be done. Trying to plan your orbit to fly over some specific, probably tiny biome is even worse. -
This is not even remotely tested , but it might do what you're looking for. It only works for newly offered contracts. There is also a possibility that the values may revert, but I think they should only be set once. If it works I'll package up something and release it. using UnityEngine; using Contracts; namespace ContractScienceKiller { [KSPAddon(KSPAddon.Startup.MainMenu, true)] public class QuashContractScience : MonoBehaviour { private bool started; private void Start() { if (!started) { GameEvents.Contract.onOffered.Add(onContractOffer); DontDestroyOnLoad(this); started = true; } } private void onContractOffer(Contract c) { c.ScienceCompletion = 0; foreach (ContractParameter cP in c.AllParameters) cP.ScienceCompletion = 0; } } }
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Why? Don't these kinds of things all ready exist? A total overhaul of the tech tree seems like something that should be made for some specific vision, like BTSM. Whereas this is basically, take the stock tree and expand it so that the nodes aren't so overcrowded and so that you have a little more variety in tech tree progression. Doing anything more than expanding the stock tree would be a tremendous amount of work. And asking addon creators to support more than one alternative tree would likely be a total non-starter.