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[1.4.1] Magico13's Modlets (Sensible Screenshot, Dated QuickSaves, etc.)


magico13

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I downloaded DatedQuickSaves 1.1.0 via CKAN and it seems the ZIP (91EDDC00-DatedQuickSaves-1.1.0.zip) contains old source code. At least I don't see any of the new features or calls to MagiCore in DatedQuickSaves.cs (and I haven't found it on github, either).

The question, I actually wanted to answer myself by looking into the source: Is there a way to disable the deletion of older quicksaves? If so, what would I have to set MaxQuickSaveCount to?

I must have accidentally not update the source in the rush to get that uploaded before the CKAN bot went through and indexed things :/

You actually didn't need to look into the source to find your answer though, it's listed right in the OP (relevant part bolded):

New in 1.1.0:

- You can now define the filename to use in the same way as Sensible Screenshot, above, including all the fun variables like vessel name or biome

- You can now turn on automatic autosaves in the flight scene at a configurable interval (in integer minutes)

- You can now set a limit on the number of quicksaves and autosaves to keep (only tracks new ones, so clear out the old ones manually. Set to -1 in the config to keep unlimited ones)

Suggestion - allow loading craft from other save folders, perhaps even other game folders, for those of us with a fully modded game folders, and a stripped down one for craft design and testing.

I'll consider this, but it seems like this could be done easier/better using symbolic links to have each save's craft folder just link to one main folder. Then everything would be nicely shared. You could even set the main folder up as a dropbox folder and share the same craft files across computers.

a modlet to show Kerbal class when you hover mouse above it's facecam will be usefull...
I think, you might be interested in the Portrait Stats modlet by DMagic (http://forum.kerbalspaceprogram.com/threads/120731)

I was going to suggest DMagic's Portrait Stats modlet as well. No sense reinventing the wheel, especially when DMagic has done such a good job on it.

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  • 2 weeks later...

It makes a quicksave before it attempts to do anything, so it's safe to try, but it's pretty buggy. You can also back up your save beforehand manually just to be sure.

I've only done tests with small craft and even then it can sometimes have weird results. You might try the manual method with hyperedit and save file manipulation if Re3 doesn't work.

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I've only done tests with small craft and even then it can sometimes have weird results.

Like what, what weird results and how small are we talking? Because the hotel is only like 80ish parts with docking ports.. I take it by the manual hyperedit option, you mean load a copy of the desired end product to the launchpad, hyper edit that to the desired orbit then delete the previous version via savefile editing.. right?

BTW, I love SensibleScreenshot and FieldExperience :)

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Correct, that's what I mean by the manual method.

Some results are just that it doesn't work at all when you press the button. Other times you can't do anything in the editor. When I was testing with something that started as two docked parts that I undocked, the part I undocked magically reappeared as docked despite the fact that it was still in orbit.

When that happens just Alt-F9 to load the backup it made.

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Some results are just that it doesn't work at all when you press the button

Well, use the coffee I just donated to fix it! :D

Just kidding, I'll give it a whirl. Worst that can happen is I have to revert to a quicksave just before attempting reshuffling, no biggie.. It's good enough for me, hold my port, I'm going in!

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I just realized that something I've wanted for a while may make a perfect Modlet candidate. When you're in the VAB or SPH and are assigning crew to their seats, it'd be really nice to know which one you're putting each of them in. I was thinking it'd be perfect if, whenever the mouse was over a capsule in the list on the left, that capsule would be highlighted in the VAB/SPH (like how decouplers highlight when you hover over them in staging).

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Ooooh, I just learned how to do highlighting over the weekend, so your timing is good. I haven't messed with the crew tab though, so I'm not 100% sure how to do that part, but I don't see why it wouldn't be possible!

Not sure when I'll get to it, but I'll add it to the list!

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When I use the treetoppler, nothing happens doesnt matter wich function I click, nothing changes.

Have you tried activating one of the functions, then exiting the R&D center, then going back to it. There's a warning about that in the description:

Note: The changes won't appear right away when unlocking/locking several nodes at once. Close the R&D screen, then reopen it to see the changes.

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  • 2 weeks later...

Fair warning, I have not gotten a chance to test any of these with 1.0.5 yet. My other mods needed a recompile but were otherwise OK. If you notice any issues, let me know and I can put out a fix ASAP. I'll try to take a look at them tonight or tomorrow to make sure there's no obvious issues (if I don't hear from anyone else first). Thanks everybody! :)

Edit: I just tested most of the modlets (all but Re3 and IgnoreFunding) and they all worked just fine in 1.0.5 without any changes :) Let me know if you find evidence to the contrary!

Edited by magico13
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Let me know if you find evidence to the contrary!

There seems to be an issue with installing DatedQuickSaves through CKAN. While its Max KSP version has been updated to 1.0.5 it also requires MagiCore which still has Max KSP 1.0.4 and thus makes DatedQuickSaves uninstallable as well.

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  • 2 weeks later...
[quote name='SpaceNomad']There seems to be an issue with installing DatedQuickSaves through CKAN. While its Max KSP version has been updated to 1.0.5 it also requires MagiCore which still has Max KSP 1.0.4 and thus makes DatedQuickSaves uninstallable as well.[/QUOTE]

I can confirm this. Currently it is not possible to install DatedQuickSaves via CKAN due to the dependency.
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[quote name='Wrathlord']I can confirm this. Currently it is not possible to install DatedQuickSaves via CKAN due to the dependency.[/QUOTE]

Darn. I actually put out a new release of MagiCore on GitHub in the hopes that the CKAN tracker would see it and realize it works with 1.0.5. I'll have to get them to fix it on their end. In the mean time, if you install MagiCore manually (just put the .dll in GameData) then it should recognize the installed dependency and let you install the others properly.
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[quote name='sardia']This mod is crashing my game, it stops crashing when I remove the mod. Crash occurs when returning to KSC command center. I was testing it to see if it would level up to 3. Is anyone else having problems?[/QUOTE]

There are 8 mods listed in the OP. Which of those is "this mod"?
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[quote name='sardia']This mod is crashing my game, it stops crashing when I remove the mod. Crash occurs when returning to KSC command center. I was testing it to see if it would level up to 3. Is anyone else having problems?[/QUOTE]

I'm assuming you're talking about Field Experience, but as 5thHorseman states there are numerous mods in the thread.

No matter which mod, I'll need a log file to see what's going wrong. Check out the following link to find where the log is: [url]http://forum.kerbalspaceprogram.com/threads/92229-How-To-Get-Support-%28READ-FIRST%29[/url]
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I'm trying to update *Sensible Screenshot* for it to use KSP 1.0.5 through CKAN. However, it complains about not having *MagiCore* available. I think this is the same issue as before. Should I install it manually?

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4 hours ago, Agsom said:

I'm trying to update *Sensible Screenshot* for it to use KSP 1.0.5 through CKAN. However, it complains about not having *MagiCore* available. I think this is the same issue as before. Should I install it manually?

Ack, I keep forgetting to update the .netkan file. I need to just package a .version file with it to avoid this issue in the future. I just submitted the pull request on GitHub, so you'll be able to update automatically within a few hours. Alternatively you can install MagiCore manually, or you might be able to by importing the following .ckan file into CKAN (save it into a text file).

 

{
    "spec_version": 1,
    "identifier": "MagiCore",
    "name": "MagiCore",
    "abstract": "A common set of utilities for magico13's mods",
    "author": "magico13",
    "license": "MIT",
    "resources": {
        "homepage": "http://forum.kerbalspaceprogram.com/index.php?/topic/97033-10x",
        "repository": "https://github.com/magico13/MagiCore"
    },
    "version": "1.0.1",
    "ksp_version": "1.0.5",
    "install": [
        {
            "file": "GameData",
            "install_to": "GameData"
        }
    ],
    "download": "https://github.com/magico13/MagiCore/releases/download/1.0.1/MagiCore.zip",
    "download_size": 4230,
    "x_generated_by": "netkan"
}

 

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  • 3 weeks later...

I have an issue with FieldExperience 1.0.2 installed via CKAN on KSP 1.0.5 for Linux 64 bits: The experience of the current flight is not registered even after doing the usual "go to spacecenter" or "quicksave/quickload" dances (I also exited and restarted KSP).

My crew is currently in the SOI of Minmus (but not yet in orbit). The PortraitStats mouse-over on Bob says:

Experience: 5.00/8
Career Log:
Orbit around Kerbin = 2
Orbit around Mun = 3
Current Flight:
Orbit around Kerbin = 2
Fly-by Minmus = 3

As can be seen he should have 8 points needed for his second star (Orbit Kerbin, Orbit Mun, Fly-by Minmus) but still has only 5 points/one star and thus can't reset the Science Jr. The other four Kerbals onboard have the same issue (though they don't have enough XPs for the next star, yet).

Log/savegame can be found in this GIST (the career uses >100 mods though). The affected mission is the "Minmus Orbiter 1" (yes, I know, very creative name :P) I did not see anything seeming relevant in the log (other than that the FieldExperience mod is in fact loaded).

Edit: Turned out I can restore the ScienceJr with a level 1 scientist.

Edit2: After going into orbit of Minmus (and switching to KSC and back), Bob finally got his star.

Edited by SpaceNomad
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