Lindy Posted March 21, 2018 Share Posted March 21, 2018 6 hours ago, DMagic said: Version 2.0 of Tracking Station Evolved is out; get it on Space Dock Thank You!! Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted March 22, 2018 Share Posted March 22, 2018 I got a tiny issue with Maneuver Node Evolved: Before I press MOD + N: Spoiler After I pressed MOD + N: Spoiler After I ALT-Tabbed out and back in: Spoiler As you can see, the UI of the node totally changed... Quote Link to comment Share on other sites More sharing options...
DMagic Posted March 23, 2018 Author Share Posted March 23, 2018 @Gordon Dry Can you still right-click the node to switch back to the normal mode? And if you open the node by clicking on it does it open the normal way? I've seen this happen before, but it's been hard to isolate exactly why it occurs. If you have the "Force Node Open" option set to true in the settings menu you can try turning it off, that can have some unintended effects like this. Quote Link to comment Share on other sites More sharing options...
maculator Posted March 23, 2018 Share Posted March 23, 2018 I can report that behavior too. For me the node stil is openable when it happens, so no big deal. Running both evolved mods now since they released for 1.4 and updated them and never had bigger issues. Sometimes a recovered or destroyed vessel stil stay in the list until you siwtch out and back in on the tracking station, but that too is a thing with no real effect and the benefit of the mod weights muuuch more.. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted March 23, 2018 Share Posted March 23, 2018 1 hour ago, DMagic said: @Gordon Dry Can you still right-click the node to switch back to the normal mode? And if you open the node by clicking on it does it open the normal way? I've seen this happen before, but it's been hard to isolate exactly why it occurs. If you have the "Force Node Open" option set to true in the settings menu you can try turning it off, that can have some unintended effects like this. Yes, it indeed does work normally besides this AlLT-Tab thing. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted March 27, 2018 Share Posted March 27, 2018 (edited) When I recover a vessel the entry "frame" is still there. Is this a known bug? This is the part of the log from when I recovered until now: [VesselRecovery]: Sounding Rocket 2 recovered At KSC. Recovery Value: 98.0% (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [Research & Development]: +1 data on Recovery of a vessel that survived a flight.. 1 Science added. Subject value is 0.03 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [SpaceAge] OnFundsChanged(140891.491947174, VesselRecovery) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [SpaceAge] Current funds: 140891.491947174; SpaceAgeScenario.funds = 140185.695943832 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [SpaceAge] CheckAchievements('Income', body = '', vessel = '', 705.796003341675) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [SpaceAge] Registering candidate achievement: NaN Total Income (705.796003341675). (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [SpaceAge] Old achievement: NaN Total Income (16632.2960033417). (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [SpaceAge] Registration successful: achievement completed! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [EarnYourStripes]: onVesselRecovered Fired (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [EarnYourStripes]: Processing 0 Kerbals (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Flight State Captured (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Saving Achievements Tree... (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Saving Achievements Tree... (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Scenario content to be saved: SCENARIO { DisplayModeFlight = Path DisplayModeTracking = MultiPaths scene = 7, 8 name = CNVCommNetScenario } (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) 3/27/2018 11:57:11 PM,ResearchBodies,RBGameSettings Saving Complete (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) 3/27/2018 11:57:11 PM,ResearchBodies,ResearchBodies Scenario OnSave completed. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [SpaceAge] SpaceAgeScenario.OnSave (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [SpaceAge] 11 nodes saved. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [SpaceAge] 4 achievements saved. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [MessageSystem] Save Messages (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Game State Saved to saves/Gordon Dry ETT + CC/persistent (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Awarding 500 funds to player for contract completion (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [SpaceAge] OnFundsChanged(141391.491947174, ContractReward) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [SpaceAge] Current funds: 141391.491947174; SpaceAgeScenario.funds = 140891.491947174 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [SpaceAge] CheckAchievements('Income', body = '', vessel = '', 500) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [SpaceAge] Registering candidate achievement: NaN Total Income (500). (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [SpaceAge] Old achievement: NaN Total Income (17338.0920066834). (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [SpaceAge] Registration successful: achievement completed! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Awarding 1 science to player for contract completion (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Awarding 1 reputation to player for contract completion (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Added 0.9999971 (1) reputation: 'ContractReward'. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Contract (Fly a sounding rocket to 2000m.): Awesome flight! Someone shared with someone what we were doing, and now we have a sponsor for the next flight! <b><color=#8BED8B>Completion Rewards:</color></b> <color=#B4D455><sprite="CurrencySpriteAsset" name="Funds" tint=1> 500 </color> <color=#6DCFF6><sprite="CurrencySpriteAsset" name="Science" tint=1> 1 </color> <color=#E0D503><sprite="CurrencySpriteAsset" name="Reputation" tint=1> 1 </color> (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) SCREENSHOT!! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Renaming screenshot. New name: screenshot_2018-03-27--23-57-42.png (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Edited March 27, 2018 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
DMagic Posted March 31, 2018 Author Share Posted March 31, 2018 Does anyone have a stock or nearly-stock save with a high number of vessels (not asteroids or debris)? I want to test a few things with 100+ vessels and don't want to deal with putting all of that in orbit, changing the names, changing the type, etc... Quote Link to comment Share on other sites More sharing options...
H4ckerxx44 Posted April 4, 2018 Share Posted April 4, 2018 (edited) i totally need this mod for ksp 1.3.1, is it compatible with 1.3.1 or could you make a version for 1.3.1? haha i would even pay 5€ for that i mean this mod would help me 400% in this game cause i have around 40 planets with around 300 crafts in my savegame (modded as hell) greetings -H4ckerxx44 Edited April 5, 2018 by H4ckerxx44 Quote Link to comment Share on other sites More sharing options...
DMagic Posted April 5, 2018 Author Share Posted April 5, 2018 Tracking Station Evolved version 3.0 is out; Space Dock seems to be down, but you can get it on GitHub or Curse. It adds a search box which can be used to search all vessels by name from any of the available list types. It also extends all of the sort and ordering functions to the standard vessel list, along with adding the vessel rename dialog button to each vessel button in that list. Vessels with maneuver nodes are always shown at the top of the list, regardless of sort order. And some bugs caused by vessels being destroyed (or stopping asteroid tracking) have been fixed, along with making the list update more smoothly when a vessel is created or destroyed (generally only happens with asteroids). Quote Link to comment Share on other sites More sharing options...
H4ckerxx44 Posted April 5, 2018 Share Posted April 5, 2018 so i guess no release for 1.3.1 Quote Link to comment Share on other sites More sharing options...
DMagic Posted April 5, 2018 Author Share Posted April 5, 2018 @H4ckerxx44 Unlikely, given the complexity of basically having to rebuild the mod in the old version of Unity, as downgrading the project doesn't seem to work. Quote Link to comment Share on other sites More sharing options...
klgraham1013 Posted April 18, 2018 Share Posted April 18, 2018 On 4/5/2018 at 3:16 PM, DMagic said: @H4ckerxx44 Unlikely, given the complexity of basically having to rebuild the mod in the old version of Unity, as downgrading the project doesn't seem to work. Fingers crossed 1.4 gets it's act together than. Quote Link to comment Share on other sites More sharing options...
GJNelson Posted April 19, 2018 Share Posted April 19, 2018 Does Maneuver Node Evolved work with KSP v1.4.2? Quote Link to comment Share on other sites More sharing options...
The Minmus Derp Posted April 22, 2018 Share Posted April 22, 2018 WOWE! Quote Link to comment Share on other sites More sharing options...
PossiblyPrecarious Posted May 1, 2018 Share Posted May 1, 2018 this is great! i wish i could click stuff in a group so that i can get rid of debris faster tho Quote Link to comment Share on other sites More sharing options...
fatcargo Posted May 11, 2018 Share Posted May 11, 2018 Feature request (or separate plugin) : manually bind craft to particular contract ? If there is such feature or plugin please direct me to it. Quite often i have multiple long term DMOS missions and i guess trying to sort them is part of "mission management experience" so i also ask if this makes sense or not. Currently, i name my crafts with agency/body/instrumentation/orbit parameters and then manually match them against contract list in CapCom. Quote Link to comment Share on other sites More sharing options...
klesh Posted May 16, 2018 Share Posted May 16, 2018 My goodness, this looks fantastic. I will be checking this out for sure. Quote Link to comment Share on other sites More sharing options...
Warzouz Posted May 16, 2018 Share Posted May 16, 2018 This mod should be named "Tracking station as it should have been". Thx DMagic Quote Link to comment Share on other sites More sharing options...
eddiew Posted May 18, 2018 Share Posted May 18, 2018 Tracking Station Evolved - one of those mods that instantly jumps into your "can't play without" list... Quote Link to comment Share on other sites More sharing options...
Ker_nale Posted May 24, 2018 Share Posted May 24, 2018 @DMagic Both of these mods are really great. I have one question, though: when Maneuver Node Evolved is installed is there a possibility to increment/decrement time by one orbit period? It is possible in stock KSP but I cannot see the option when plugin is installed. When I force increment time by one orbit using Precise Maneuver and ten I try to adjust the node using Maneuver Node Evolved the time is reset back to the original one. Is it a bug or feature? Quote Link to comment Share on other sites More sharing options...
DMagic Posted May 24, 2018 Author Share Posted May 24, 2018 @Ker_nale The "Next Orbit" button (make sure that the Replace Maneuver Gizmo Buttons option is turned on from the settings menu in the stock difficulty settings window; the arrow buttons switch to other maneuver nodes). It will only show the Next and Previous Orbit buttons if they are actually possible (the orbit must be closed, and Previous orbit is only shown after Next Orbit has already been clicked at least once). Mixing this with other maneuver node mods probably won't work right, and you should expect problems if you do so. Quote Link to comment Share on other sites More sharing options...
The Minmus Derp Posted May 24, 2018 Share Posted May 24, 2018 Moar. Quote Link to comment Share on other sites More sharing options...
Ker_nale Posted May 24, 2018 Share Posted May 24, 2018 @DMagic Thanks for the replay, I didn't notice this button. Excellent work :). Quote Link to comment Share on other sites More sharing options...
klesh Posted May 25, 2018 Share Posted May 25, 2018 I've been using the Tracking Station Evolved mod for a bit now, and it is absolutely fantastic. Puts the stock Tracking Station to shame. Very, very well done! Thank you. Quote Link to comment Share on other sites More sharing options...
Ker_nale Posted May 25, 2018 Share Posted May 25, 2018 It seems I have too many mods created by @DMagic and the options in difficulty settings are glitched :/. There are two separate tabs for DMagic mods but when I select one then always both buttons are pressed simultaneously. The options do not fit the screen and they wobble all around so it is not possible to really change anything. Static screenshot that does not really show dynamic behaviour of wobbling: I have following mods from DMagic installed: Let me know if you can reproduce the glitch with these mods. If not then it may be some other mods that I have installed or my particular resolution/scaling - if you cannot reproduce it I will try to investigate more. I have tested it on KSP 1.4.3.2152. Quote Link to comment Share on other sites More sharing options...
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