SheepDog2142 Posted December 13, 2014 Share Posted December 13, 2014 With all the new biomes coming out in .90 will there be any new features or parts to flush that out? Quote Link to comment Share on other sites More sharing options...
DMagic Posted December 14, 2014 Author Share Posted December 14, 2014 Considering that all of my science instruments already have reports for the default Custom Biomes set it shouldn't be too much trouble to update those results for the new stock biomes. Quote Link to comment Share on other sites More sharing options...
Holyvision Posted December 16, 2014 Share Posted December 16, 2014 Can't wait for .90 update! Quote Link to comment Share on other sites More sharing options...
CmdrRom Posted December 16, 2014 Share Posted December 16, 2014 Considering that all of my science instruments already have reports for the default Custom Biomes set it shouldn't be too much trouble to update those results for the new stock biomes.Just wanted to say I really dig the work you've put into the mod! Quote Link to comment Share on other sites More sharing options...
hollyfeld Posted December 16, 2014 Share Posted December 16, 2014 Hi, DMagic! I think I found a new bug (in v0.25, that is). Working on a new career game, I get my first magnetic field survey contract (requiring magnetometer and RPWS data from low & high orbits). Upon building my probe and going to launch it, I discover a two-fold bug: one part has to do with interacting with another mod (Kerbal Alarm Clock), and I will be mentioning this on their forum thread as well; the other part, however, has to do with maneuver nodes and the navball. Any ship that has the magnetometer boom on it (tested on two different probes and added to a previous manned ship design) will cause the KAC window to disappear as long as the scene is on that ship (i.e. the KAC window reappears when going to another ship without the boom, or back to the KSC). Also, whenever a maneuver node is created for a ship with the boom, the display of ÃŽâ€v numbers only never appears (the little 'x' for deleting the node shows up by itself).Very strange bug, and with my admittedly modest knowledge of programming, I can't imagine why only the one part is causing it. If I take the magnetometer boom off the same ship that first showed this problem (the one with your RPWS antenna still), all is back to normal. So it seems pretty clear that the boom is the sole culprit. I believe this is the first career game I had started since the 0.25 update; at any rate, my last career game had no such problem.If this actually was brought up before, sorry for repeating. Quote Link to comment Share on other sites More sharing options...
vardicd Posted December 16, 2014 Share Posted December 16, 2014 Anyone know if this is working in .90? or do we need to wait on update? just asking, don't shoot me! Quote Link to comment Share on other sites More sharing options...
CatastrophicFailure Posted December 16, 2014 Share Posted December 16, 2014 Hey quick question. Is there any way to disable the timer texts in the lower right corner other than nixing the relevant contracts? I'm playing with making cinematics and its a bit fistrwctijg Quote Link to comment Share on other sites More sharing options...
Gryphon Posted December 16, 2014 Share Posted December 16, 2014 Any ship that has the magnetometer boom on it (tested on two different probes and added to a previous manned ship design) will cause the KAC window to disappear as long as the scene is on that ship (i.e. the KAC window reappears when going to another ship without the boom, or back to the KSC).I use DMagic and KAC (among other mods) and I cannot confirm this. I did have a ship with the Universal Storage magnetometer boom in 0.25, and I did not see this behavior. Which boom were you using, US or non-US? Quote Link to comment Share on other sites More sharing options...
after_shock_1991 Posted December 16, 2014 Share Posted December 16, 2014 Is anyone else having issues with logging science data after the new Beta update? The button is there to collect science data but it doesn't seem to do anything for any of these parts.. I'm not sure if it's the beta update itself causing the problem or another mod conflicting with this mod after the update. I had no issues with this mod before the update, just wanted to know if anyone else is having this issue? Thanks Quote Link to comment Share on other sites More sharing options...
Demigod Posted December 16, 2014 Share Posted December 16, 2014 Is anyone else having issues with logging science data after the new Beta update? The button is there to collect science data but it doesn't seem to do anything for any of these parts.. I'm not sure if it's the beta update itself causing the problem or another mod conflicting with this mod after the update. I had no issues with this mod before the update, just wanted to know if anyone else is having this issue? ThanksYes. Im getting it with the magnetometer. Cant strip the other mods tonight but will try it alone tomorrow to see if its a game version problem or mod conflict. Quote Link to comment Share on other sites More sharing options...
HerrGeneral Posted December 17, 2014 Share Posted December 17, 2014 Is anyone else having issues with logging science data after the new Beta update? The button is there to collect science data but it doesn't seem to do anything for any of these parts.. I'm not sure if it's the beta update itself causing the problem or another mod conflicting with this mod after the update. I had no issues with this mod before the update, just wanted to know if anyone else is having this issue? ThanksI'm having the same problem, so it's not just you. Probably got something to do with the new update and the new biomes, I'd imagine. Quote Link to comment Share on other sites More sharing options...
BNSF1995 Posted December 17, 2014 Share Posted December 17, 2014 None of the DMagic parts are working for me in 0.90.0, either. That goes for the standalone parts and the Universal Storage versions. Quote Link to comment Share on other sites More sharing options...
Telanor Posted December 17, 2014 Share Posted December 17, 2014 They're not working for me either. The US versions of stock experiments don't even work. Output log shows this error when you try to run an experiment:MissingFieldException: Field '.CelestialBody.BiomeMap' not found. at DMagic.Part_Modules.DMModuleScienceAnimate.makeScience (Single boost) [0x00000] in <filename unknown>:0 at DMagic.Part_Modules.DMModuleScienceAnimate.runExperiment () [0x00000] in <filename unknown>:0 at DMagic.Part_Modules.DMModuleScienceAnimate.DeployExperiment () [0x00000] in <filename unknown>:0 at BaseEvent.Invoke () [0x00000] in <filename unknown>:0 at UIPartActionButton.OnClick () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Quote Link to comment Share on other sites More sharing options...
DMagic Posted December 17, 2014 Author Share Posted December 17, 2014 It basically just requires a re-compile and a few changes because of the combined editor scenes. Which I unfortunately won't be able to get to tonight, or tomorrow, so maybe Thursday. I'll need to test things out too, just to make sure nothing weird happened in 0.90. Quote Link to comment Share on other sites More sharing options...
RainDreamer Posted December 17, 2014 Share Posted December 17, 2014 Glad to hear it only require a recompile. I will be waiting patiently for this and ScanSat! Take your time. Quote Link to comment Share on other sites More sharing options...
eddiew Posted December 17, 2014 Share Posted December 17, 2014 It basically just requires a re-compile and a few changes because of the combined editor scenes. Which I unfortunately won't be able to get to tonight, or tomorrow, so maybe Thursday. I'll need to test things out too, just to make sure nothing weird happened in 0.90.No probs, DMagic, thanks for letting us know you're on the case Quote Link to comment Share on other sites More sharing options...
Guest Posted December 17, 2014 Share Posted December 17, 2014 I have an idea. What about some instruments that would have to be held right next to the surface? A good example would be the APXS:http://en.wikipedia.org/wiki/Alpha_particle_X-ray_spectrometerAnother good options would be a sample drill and a microscope, as well as various spectrometers (like Mini-TES and MIMOS II). Those would give some utility to Infernal Robotics-based robotic arms. The pack could even contain arm parts, but in that case, it should probably be separate from the core mod. Quote Link to comment Share on other sites More sharing options...
Olympic1 Posted December 17, 2014 Share Posted December 17, 2014 I have done some research for the biomes and listed them here. I'll still have to do some research on Kerbin because now buildings have their own biome, so maybe also the old KSC and KSC island have a seperate biome. Quote Link to comment Share on other sites More sharing options...
Cocox Posted December 18, 2014 Share Posted December 18, 2014 Without this mod and procedural parts, the game is less fun. Procedural parts will be updated shortly. When this will get updated too, I'll have more fun Quote Link to comment Share on other sites More sharing options...
Fred4106 Posted December 18, 2014 Share Posted December 18, 2014 (edited) For everybody waiting on this mod for the .9 install, I have edited the source and recomplied for the latest version.The plugin cannot be found here.This is an UNOFFICIAL update. It worked for me, but your mileage my vary. I hope this can help tide people over until the op has a chance to work on the plugin.Have a nice day. Edited December 18, 2014 by NathanKell dll-only link Quote Link to comment Share on other sites More sharing options...
Nitrous Oxide Posted December 18, 2014 Share Posted December 18, 2014 (edited) For everybody waiting on this mod for the .9 install, I have edited the source and recomplied for the latest version.The plugin cannot be found here.This is an UNOFFICIAL update. It worked for me, but your mileage my vary. I hope this can help tide people over until the op has a chance to work on the plugin.Have a nice day.And here I thought I was going to get some sleep tonight... Edited December 18, 2014 by NathanKell missed this one. Quote Link to comment Share on other sites More sharing options...
theesigil Posted December 18, 2014 Share Posted December 18, 2014 Thank you so much for this mod! Eagerly awaiting your update It's in my mandatory list of mods Quote Link to comment Share on other sites More sharing options...
acc Posted December 18, 2014 Share Posted December 18, 2014 would be cool if you could add something to disable the boring/silly stock contracts ;> Quote Link to comment Share on other sites More sharing options...
biohazard15 Posted December 18, 2014 Share Posted December 18, 2014 would be cool if you could add something to disable the boring/silly stock contracts ;>Why would he do that? New stock survey contracts are actually very similar to DMagic's survey contracts, he just need to add a config for his parts. Anomaly surveys, orbital surveys and magnetic field surveys should stay, though, as Fine Print doesn't have an alternative to them. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted December 18, 2014 Share Posted December 18, 2014 Fred4106, while you doubtless have noble intent, *all* dlls must be accompanied by their license in the zip, and either the source in the zip or a link to the source.If you want to link to that, please post the source, include the source, or note the source is unchanged, and please include a license that does not violate the terms of DMagic's license. Quote Link to comment Share on other sites More sharing options...
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