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DMagic
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Everything posted by DMagic
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I'm not sure about the animationclip parts. But to get the animation to play you should just need to set the speed, and maybe the time, and use Play. anim["scene"].speed = 1f; anim["scene"].normalizedTime = 0f; anim.Play("scene"); To play it backwards you would just set the speed to -1f, and the time to 1f, you can also use regular time (in seconds) instead of normalized time.
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I haven't tested anything, but I believe the global science modifier is completely separate from what this is changing. So it should still be possible to reduce or increase the global science returns while changing individual multipliers as you see fit.
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[0.25] [x] Science! v4.0 (2014-10-24) [Old thread]
DMagic replied to Bodrick's topic in KSP1 Mod Releases
Also, you should note that stock experiments don't actually use the CelestialBody.scienceValues.FlyingHighDataValue or InSpaceHighDataValue values, the FlyingLow and InSpaceLow values are used for both respective cases. Your remaining science values will be calculated too high (or too low in the case of the sun) if you use those values. -
[0.25] [x] Science! v4.0 (2014-10-24) [Old thread]
DMagic replied to Bodrick's topic in KSP1 Mod Releases
The Science Library that hasn't been updated for several months, and that doesn't handle mod experiments correctly? It's nice that it works now, but that probably won't always be the case. -
Official Mod Compatibility Thread for .25
DMagic replied to NathanKell's topic in KSP1 Mods Discussions
Version 8 of SCANsat is released; link to this post for the GitHub link and changelog. -
Version 8 is out now on GitHub This is mostly the same as the latest version 7 release; Kethane integration is broken for some reason, it will have to be updated later. I'll see about a new thread and a Kerbal Stuff release at some point. The changes from version 6 are below - Updated for KSP 0.25 Resource Scanning: - Planetary resource overlay for big map - Supports ORSX resources - All resources types can be scanned in the background; no need to remain in control of a vessel while scanning - All resource scanning data is persistent; no different from standard SCANsat sensors - Resource types controlled through the SCANsat settings menu - Resources scanner types defined through included config file - Support for Modular Kolonization System and Karbonite are provided in their respective packages - ORSX resources - Resources displayed on the big map - Overlay colors can be defined in the included resource scanner config file Parts: - MapTraq deprecated - Part still exists but is not available in the VAB/SPH - Part functionality is completely removed - Module Manager configs for adding the MapTraq SCANsat module should be removed (having the module shouldn't hurt though) - Scanning altitude indicator is present for all SCANsat scanners, including resource scanners - Displayed in the right-click context menu - Improved Multi-Spectral scanner - Improved clickability - More efficient model; 60% reduction in triangle count - Rescaled the BTDT to be much smaller - Part cost balancing BackEnd Changes: - Background scanning will function in every scene where time passes - Flight, Map, Tracking Station and Space Center - Can be turned off from the SCANsat settings menu - SCANsat parts not required for background scanning during flight - SCANsat parts not required for toolbar icons and functional maps - Maps and menus don't work outside of the flight/map scenes - Persistent scanning data storage has been altered - Requires a one-time, automatic conversion from the old to the new method - There have been no complaints as of yet, but users upgrading from SCANsat v6.x may want to make backups of any existing save files - ModStatistics removed Bug Fixes: - Science can be gathered from all planets - Reduced science return for planets without terrain/biomes - Active scanners no longer play through their animation on startup; they start fully deployed - Toolbar icons fallback to place holder textures if the default SCANsat icons are moved/altered/deleted - Prevent small map from opening improperly in non-toolbar version - Prevent debug spam on EVA science collection - Improved support for command pods/cockpits using Raster Prop Monitor - Possibly prevent problems such as issue #63
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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 doesn't look too bad, I'll think about; it will probably be possible to add several parts without needing new textures, just new models. Yep, pretty cool stuff, there is another similar satellite, but it looks much more difficult to model and animate. I'll probably end up remaking this one to be a little bit smaller and have a better texture. A better question might be, why does the science lab only cost 1/4 as much as some simple science experiments? Thanks. Do you have the latest versions of both addons? Both are required to work properly together. Also, check the R&D center to make sure the parts aren't there but not purchased yet. You might also want to make sure you're using the latest version of Module Manager, not the one packaged with US. -
Official Mod Compatibility Thread for .25
DMagic replied to NathanKell's topic in KSP1 Mods Discussions
[thread=64972]DMagic Orbital Science[/thread] is updated to version 0.8.6. All appears to be well. -
[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 0.8.6 is out: Kerbal Stuff The primary changes included are: - New soil moisture sensor for use in orbit; can also be used as a SCANsat/ORSX water detector - New Universal Storage version of the solar particle collector - Tweakscale and KAS (thanks Tabakhase and [thread=71683]GavinZac[/thread]) integration for all parts - Folder and file reorganization - Various bug fixes Note that automatic contract resets are not working correctly and have been disabled. Anyone upgrading from 0.8.5 or 0.8.5.1 should be fine, but anyone upgrading from an earlier version may need to manually reset contracts in the Alt+F12 menu; this could also affect other contracts, so you should finish or cancel all DMagic contracts before updating from 0.8.4 or earlier. See the first post of this thread for more info and download links. Changlog: v0.8.6 - Updated for KSP 0.25 - New Soil moisture sensor - New Universal Storage version of the solar particle collector - Updated all US parts for latest US version - TweakScale and KASModuleGrab nodes added to all parts - Won't conflict with older versions of GavinZac's KAS config - .version file included for use with KSP-AVC - All mu and config file names changed to be more descriptive - Fixed anomaly contract bugs - Anomalies with the same name are correctly identified - Accurate height above anomaly calculated - A few minor bug fixes - Prevent loading duplicate science experiments at startup - Prevent null science data results - Disabled automatic contract reset on update -
It should be, I didn't change anything specifically for 0.25.
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Official Mod Compatibility Thread for .25
DMagic replied to NathanKell's topic in KSP1 Mods Discussions
[thread=91034]Contracts Window + Version 2.0[/thread] is updated on KS and pending on Curse; everything appears to be working. [thread=64972]DMagic Orbital Science[/thread] is not fully working and needs to be updated (how much it is broken I'm not sure, but at least one function will not work at all and possibly will cause other errors when used in 0.25). -
Version 2 is up: Kerbal Stuff First post docs will be updated later, check the post above to see the new updates.
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That's strange, it seems like the SCANsat scenario module isn't being initialized for some reason. But I don't know why this would happen in career mode and not in sandbox. You can check your save file to see if the scenario module has been added. Just open the persistent.sfs file and search for SCANcontroller. It should be followed by a bunch of variables. There is a more robust method for adding scenario modules to the game, SCANsat should probably be moved over to that. That's harmless, but should still be fixed. There's just some duplicate code being run when you transfer science by EVA, so the second time it gets to it some things have already been deleted and it gives an NRE like that. This is 32-bit right? This kind of thing happens in x64 sometimes, but I haven't seen it x86 before, and the crash log doesn't really tell me anything. This is happening right before it gets to the main menu? That's what it looked like, but SCANsat shouldn't start doing anything until after it gets to the main menu. Did previous versions of SCANsat work? You could try rolling back to an older version, or just re-installing this version. Just make sure to completely delete the existing SCANsat folder.
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I like my own solution to this (natch ); I gave up my contracts that request only one specific result and combined them with planetary survey contracts of some sort. These can be requests for a number of results from orbit that are not dependent on biomes (because I find locating a specific biome from orbit to be extremely tedious, even with Science Alert and/or SCANsat), or returning a number of results from one specific biome on the surface (because visiting multiple biomes on the surface can be a tall order). This opens up the possibility of more targeted types of surveys, with requests for related science experiments, or more scatter-shot contracts, with random science requests, or grand-tour types of contracts (of which there is a type already included in stock, but not, it would seem, activated), with requests for multiple results from multiple planets. Having contracts for one specific experimental result doesn't seem very effective to me. You might end up having to create a mission just to get one result (obviously you can get more, it's not quite the same as part test contracts) to prevent letting a contract expire. Or you might spend forever tediously declining contracts until you have multiple offers for the same target to make a mission worthwhile.
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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
This one I might get to eventually. I would think a bigger antenna would be good here, since the low-gain and the small dish antenna can be slapped on just about anywhere. I don't put them all in the same part because I would have to then wait until you are very far along in the tech tree to unlock it, or give you some of the stock science very early on. And, also, it would make for a really busy part and right-click context menu. How big are the BoxSat parts? It's difficult to fit a lot of my parts in the US wedges, and the BoxSat parts seem like they are even smaller, which could make things difficult. I think I've fixed the two anomaly contract issues. They are being assigned correctly even when anomalies with the same name exist and the height above the anomaly is finally being calculated correctly using some vector math. It still might be possible that the coordinates given in the description can be wrong (I saw this happen once, but it was in the midst of lots of other testing and I couldn't repeat it; I also have no idea how it would happen), but in the next update these coordinates will update every time the contract loads. So even if they are wrong once for some reason they should be reset the next time you load/change scenes. Has anyone found issues with any of the other contracts? I think I'll try to make it more explicit that only the US parts will work for the stock experiments during asteroid contracts, but otherwise I haven't run into any issues with the other contracts. The US parts should have Tweakscale integrated in the next update (I think this will be handled on the Universal Storage end with Module Manager, but either way I'll make sure the modules get added), along with the stack-mounted solar particle collector, and my new part (which is inline-mounted). If I can test things out (I need to figure out the non-fixed scale changes) I'll add it to the other parts as well. -
[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 Minmus anomaly is at: Minmus: 23.7oN, 60oE Last I checked it was actually on the ground, previously it had always been floating about 100 or 200 m above the surface. You probably won't be able to compete anything except the first parameter, the one that asks for the anomaly scan data (make sure to check if it asks for a scan while on the ground, or flying above it, both require very close distance). On planets without an atmosphere the "scan from above" parameters can be completed by scanning from just above the surface, there is no need to actually be in orbit. If you find it and complete that first parameter you can always just force the contract to complete by opening the debug menu (Alt+F12) and heading to the Contracts tab, then Active Contracts, then press the "Com" button. -
CPU Performance Database
DMagic replied to DMagic's topic in KSP1 Suggestions & Development Discussion
Thanks for all of the results. The front page has been updated and another comparison graph added with the different graphics settings from Thanny. The 8350 results have been up for a while, it's at the top of the AMD chart, more or less tied with the Phenom X4. The other 8350 was probably run with FRAPS recording video, which limits it to 30FPS. -
[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 see it now. I'm matching anomalies based on their names (Monolith00 in this case), but not taking into account the planet. So when it searches for the Minmus monolith it can pick up the one on Kerbin or the Mun instead. That should be easy enough to fix, and also explains why the problem comes up with Minmus so much. I'm not totally sure why it's giving those coordinates (from this line "Target_Anomaly = Monolith00|3|29.59|-133.19"), since there is nothing there on Kerbin or the Mun, but those don't really matter aside from the contract description. The individual parameters check for the actual position of the anomaly. I'll have to try to duplicate this and make sure that I can fix it. -
[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
Does RSS change the name of the planets? If the stock experiments work without changes then mine should too. At worst you'll just end up with default results for all of the experiments. The same goes for custom biomes; if there is an exact match between the biome name and an experimental result name then you'll get that result, otherwise you'll get default results. Science only mode should be fine for any setup. -
[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's definitely not the right location for the Minmus anomaly. I'm wondering if you can check your persistence file to see what the contract says. Just search for DMAnomalyContract and see what it says for "Target_Anomaly=", it should have the anomaly name followed by a bunch of other stuff. I might have to explicitly check to see if the anomaly list being generated actually contains the "real" anomalies or not. You can also download this [thread=91034]contracts window mod[/thread] and it will just tell you exactly what part is needed for these types of contracts. -
[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 probably isn't anything simple that can be done about this. I know what's happening, it would be nice to know why it's happening, but failing that I can at least prevent it from breaking things in the next update. -
[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
Well that's new. As far as I can tell that shouldn't be possible, but apparently it is. At least in this case it's under my control. When KSP gets to the main menu my plugin loads a bunch of info from one of my config files to setup contracts. In doing so it has to load a ScienceExperiment (the same thing happens whenever you activate a science part), and here it is somehow trying to add that experiment to the science experiment dictionary (as if it hasn't already been loaded), instead of just pulling an existing experiment out. I really wonder how that happens. But in any event, I can make sure that this doesn't break the loading process if it happens again. This error interrupts the loading method and prevents some essential stuff from getting initialized, which is breaking my parts. I'll also put all of that essential stuff up front, so it gets taken care of first, that way this kind of error will only affect contract generation (it should only affect my contracts) instead of breaking everything.