Aelfhe1m Posted November 7, 2017 Share Posted November 7, 2017 40 minutes ago, Alexology said: Have I done something wrong or will it complete automatically after 75 days? Nothing wrong. You can do other missions while you wait for automatic completion. Quote Link to comment Share on other sites More sharing options...
Alexology Posted November 7, 2017 Share Posted November 7, 2017 1 hour ago, Aelfhe1m said: Nothing wrong. You can do other missions while you wait for automatic completion. Excellent, thanks for the info. It seems to be counting down. Quote Link to comment Share on other sites More sharing options...
Brigadier Posted November 8, 2017 Share Posted November 8, 2017 15 hours ago, Alexology said: I have just put a probe into orbit for a Mag and Plasma orbit mission. I have checked all of the boxes of the mission bar one: -Maintain proper orbit for 75 days. I am in the orbit required (0.20 + eccentricity & 18.0 + inclination) however there is no countdown on the time. Have I done something wrong or will it complete automatically after 75 days? Or have I just missed something entirely? From where are you observing the contract time? I've found that the time does not count down in Mission Control and the VAB (because time is suspended when you're there) but does change when I'm in the Tracking Station and in-flight. Quote Link to comment Share on other sites More sharing options...
Synthesis Posted November 11, 2017 Share Posted November 11, 2017 Hey Dmagic--is a general notice to mods that include agencies for contracts. Squad changed how agency titles are detected in contracts (it's a simple line, title = rather than name = ), and otherwise, any contracts your agency generates show up as a blank under the title. I found this out the hard way, or rather Bruno did, and I think your mod had this issue (meaning a blank line under titles in contracts). You may want to correct it in future releases (it's very easy, literally just one additional line of code in the agents.cfg). Quote Link to comment Share on other sites More sharing options...
Rastan9 Posted December 7, 2017 Share Posted December 7, 2017 In Module Manager 3.0.0 and above using @EXPERIMENT_DEFINITION[*] doesn't work anymore and I guess should never have worked to begin with. Removing the [*] appears to make everything functional again though more thorough testing is probably needed. \DMagicOrbitalScience\Resources\DMagicCommunityTechTree.cfg and \DMagicOrbitalScience\Resources\NewScienceDefs.cfg were the cfgs that I found that needed modification. Quote Link to comment Share on other sites More sharing options...
Jeb, The Lonely Kerbonaut Posted December 9, 2017 Share Posted December 9, 2017 (edited) Nevermind Edited December 9, 2017 by Jeb, The Lonely Kerbonaut Quote Link to comment Share on other sites More sharing options...
maja Posted December 12, 2017 Share Posted December 12, 2017 @DMagic I created PR #80 which address Module Manager 3.0.1 compatibility issue and pushed it to the master branch. I'm not sure if it's the right one or the dev branch will be better. Quote Link to comment Share on other sites More sharing options...
Stratickus Posted December 13, 2017 Share Posted December 13, 2017 (edited) Is there a way to increase the number of available/active survey contracts? Or the DMagic contracts in general? I looked through the config files and it looks like the DMagic uses the stock contract system and not Contract Configurator, but I could be wrong. For other contract packs I have been able to successfully add @CONTRACT_GROUP[xxxxxxxx]:AFTER[xxxxxx] { maxSimultaneous = 3 } But I haven't found a config file with CONTRACT_GROUP to edit. I just want to be able to have multiple RPWS/Magnetometer survey missions at Mun, Minums etc simultaneously. Cheers, Edited December 13, 2017 by Stratickus Quote Link to comment Share on other sites More sharing options...
DMagic Posted December 14, 2017 Author Share Posted December 14, 2017 @maja I'll update soon to fix the MM problems. @Stratickus Orbital Science contracts predate Contract Configurator, so they don't use it in any way. In the Resources folder (GameData/DMagicOrbitalScience/Resources) there is a DMContracts.cfg file that allows for modifying several aspects of the contracts, either through MM patches or directly editing the file. It is setup in a similar manner to the stock contracts config file, and at the top of each contract section are values for the max number of contracts that can be offered or active at the same time. Quote Link to comment Share on other sites More sharing options...
insert_name Posted December 15, 2017 Share Posted December 15, 2017 @DMagic could you make the survey contracts for the sun not require low orbit science Quote Link to comment Share on other sites More sharing options...
sh1pman Posted December 15, 2017 Share Posted December 15, 2017 4 minutes ago, insert_name said: @DMagic could you make the survey contracts for the sun not require low orbit science Why not? You have ion engines for that. Quote Link to comment Share on other sites More sharing options...
DMagic Posted December 15, 2017 Author Share Posted December 15, 2017 Version 1.3.11 is out; get it on Space Dock. It is updated to support the latest version of Module Manager when using Universal Storage and/or the Community Tech Tree. It also fixes the agency title, updates the stock survey contract titles to match the actual experiment titles requested, and changes the method used to detect orbital parameters for the magnetic field and reconnaissance survey contracts. @insert_name Sun survey contracts should only generate for 3-star contracts, which seems fair given the difficulty of reaching low orbit. It also serves as a nice reason to actually get to low solar orbit. But if you don't want to do those contracts, just make sure not to accept them. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 21, 2017 Share Posted December 21, 2017 @DMagic I'm looking to add these science modules to the All Y'All mod. Stock uses the ModuleScienceExperiment, do all of your parts in this use the DMModuleScienceAnimate module? If so, then will the call to DeployExperiment() properly deploy the experiment? Quote Link to comment Share on other sites More sharing options...
DMagic Posted December 21, 2017 Author Share Posted December 21, 2017 (edited) @linuxgurugamer There is an API for this purpose: https://github.com/DMagic1/Orbital-Science/blob/master/Source/DMAPI.cs It takes IScienceDataContainer references and figures out which module it belongs to, as not all use the base DMModuleScienceAnimate (and some don't extend from ModuleScienceExperiment at all). It has methods for checking the biome, and situation for non-standard experiments, and a method for checking if the experiment can actually be run for experiments with extra limitations. The main method calls the internal deploy experiment method to make sure everything runs properly. And there are also several methods for things related to asteroid science. I think a few of the other science helper mods (X Science, and one of those auto-collect mods) implement it if you want to see how it is used. Edited December 21, 2017 by DMagic Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 21, 2017 Share Posted December 21, 2017 1 hour ago, DMagic said: one of those auto-collect mods Thanks, would be helpful if you remember which one of the auto-collect mods uses it. Quote Link to comment Share on other sites More sharing options...
DMagic Posted December 22, 2017 Author Share Posted December 22, 2017 @linuxgurugamer It looks like X Science (it also supports the generic DMScienceAnimateGeneric modules using a similar API) works through reflection: https://github.com/thewebbooth/KSP-X-Science/blob/master/X-Science/DMagic.cs And Automated Science Sampler works through a hard dependency: https://github.com/KerboKatz/AutomatedScienceSampler/blob/master/source/Plugins/DMagic Orbital Science/Activator.cs Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 22, 2017 Share Posted December 22, 2017 Thanks, Ill look at the for inspiration. Quote Link to comment Share on other sites More sharing options...
Kerbal01 Posted January 2, 2018 Share Posted January 2, 2018 (edited) @DMagic, trying to add a 0.9375m rescale to the stack oversize signal intelligence dish, it's not working. Any obvious issues? https://imgur.com/a/RZ0e7 Edited January 2, 2018 by Kerbal01 Quote Link to comment Share on other sites More sharing options...
Jiraiyah Posted January 7, 2018 Share Posted January 7, 2018 (edited) @DMagic sorry to bother you, does your mod disable the m700 survey scanner by default? Ignore me, was an old version of part organizer Edited January 9, 2018 by Jiraiyah Quote Link to comment Share on other sites More sharing options...
Titandesdieu Posted January 10, 2018 Share Posted January 10, 2018 I download dmagic , I see it is loading during game loading but in the game I don't see any of the part it is adding or any change to my game . So I am asking you how can I use the mod. If it can help I have module manager 1.3.0, Dang it , FMRS, MechJeb 2 ,Precise Node , ScanSat , Stage Recovery, Trajectories, Transfer Planner Window and Universal Storage which have the same problem than dmagic Quote Link to comment Share on other sites More sharing options...
danielboro Posted January 11, 2018 Share Posted January 11, 2018 4 hours ago, Titandesdieu said: I download dmagic , I see it is loading during game loading but in the game I don't see any of the part it is adding or any change to my game . So I am asking you how can I use the mod. If it can help I have module manager 1.3.0, Dang it , FMRS, MechJeb 2 ,Precise Node , ScanSat , Stage Recovery, Trajectories, Transfer Planner Window and Universal Storage which have the same problem than dmagic sound like a probable install error wer did you put the files? Quote Link to comment Share on other sites More sharing options...
Brigadier Posted January 11, 2018 Share Posted January 11, 2018 (edited) 10 hours ago, Titandesdieu said: I download dmagic , I see it is loading during game loading but in the game I don't see any of the part it is adding or any change to my game . So I am asking you how can I use the mod. If it can help I have module manager 1.3.0, Dang it , FMRS, MechJeb 2 ,Precise Node , ScanSat , Stage Recovery, Trajectories, Transfer Planner Window and Universal Storage which have the same problem than dmagic Did you manually install or did you use CKAN? You can also help by following the info in this thread: How To Get Support (READ FIRST) - Technical Support (PC, modded installs) - Kerbal Space Program Forums Edited January 11, 2018 by Brigadier Quote Link to comment Share on other sites More sharing options...
Titandesdieu Posted January 12, 2018 Share Posted January 12, 2018 On 10/01/2018 at 7:15 PM, danielboro said: sound like a probable install error wer did you put the files? On 11/01/2018 at 12:57 AM, Brigadier said: Did you manually install or did you use CKAN? You can also help by following the info in this thread: How To Get Support (READ FIRST) - Technical Support (PC, modded installs) - Kerbal Space Program Forums Thank you , I do a install error , Quote Link to comment Share on other sites More sharing options...
shdwlrd Posted January 23, 2018 Share Posted January 23, 2018 Simple question, where do the exported maps save to on a windows setup? For some stupid reason I can't remember. Quote Link to comment Share on other sites More sharing options...
DMagic Posted January 24, 2018 Author Share Posted January 24, 2018 (edited) @shdwlrd Do you mean SCANsat maps? Those go into the GameData/SCANsat/PluginData folder. The exact location is printed on screen when you save a map (though the message can sometimes be hidden behind the SCANsat windows - see here to fix that ) and printed in the log files. Also, I just realized that this mod is 4 years old this month. This is the first part released for 0.22 (which still functions in KSP 1.3) together with the RPWS and telescope. I think things have improved a little since then. All of the original parts have been through at least two redesigns, along with completely changing how they function. Edited January 24, 2018 by DMagic Quote Link to comment Share on other sites More sharing options...
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