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About Innsewerants

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    Rocketry Enthusiast

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  1. This mod hasn't ever been dead. Unless you missed the links to my blog in.. o I don't know, only my signature, opening post here, half my more recent replies here, my youtube, spaceports info page on the old version, irc chat. Mapsat has been alive and well and working all the way up to and including 0.22 unless you missed all of my linkage. Furthermore I think you need a kick up your *** Yes it works on 0.22, the maps are always up to date or it updates them, mapsat gets the actual elevation data, no pre-packed textures or anything Get the latest versions on my blog here. There's no tweak
  2. New dev build, more info on blog http://forum.kerbalspaceprogram.com/entries/1081-Mapsat-4-devbuild-2-now-available
  3. Hehe I'm not that paranoid lol, if you had used bits of it I would have offered to put in an exemption for your use that's all.
  4. Nice stuff, finally some competition on the mapping front. You just reveal/unhide game textures? I purposely avoided that because I wanted Mapsat to actually do what a topography sat does (though that means multisat was too perfomance intensive for mapsat.) But it's a valid approach and one I though about using for colour maps but I couldn't find a reliable method of accessing the planet colour textures ingame without pre-making them and putting them in the zip and that's just not a good solution imho so I stopped with the real terrain colour. Good luck with the mod, I've been waiting for som
  5. Hereby confirming the assumed license as now stated on the opening post: License ALL RIGHTS RESERVED No code is allowed to be used or modified and published without express written consent. I will be making a blog post about this too. Cheers from hiatus-land.
  6. come back innsewerants please

  7. Are you sure it's not just that you're moving very slowly compared to the ground? 1 pixel in y on kerbin represents 1.84 km on the 2048x1024 maps. It might take a while if you are going very slowly compared to the ground for it to move enough to scan something that's represented by another pixel. It would explain why timewarp works. Using old saves should be fine as long as it's fine with ksp itself. You can easily check this having the POS marker on and zooming in on it fully.
  8. Leave scanning off when still in range of each other? (SCN) button. That's why it's there It's not really confused most likely. There are a few instances this happens. On intitial flight start it's default orientated to a course of 000° and it needs to fly a bit to get the data for a course over land calculation. So it always starts flight with a horizontal line for a 000° course and might draw once or twice while switching to the actual course value. It can seem confused around the poles but it's not, your course over ground quickly turns 180° as you get near and pass the pole (e.g.
  9. Try 100, yes, seriously. I had it on 100 for a really long time. I only upped it because my machine can handle it without getting unacceptable spacing. IS this with csv on? and with what timewarp? Also whats your fps like / system specs. Curious I'm wanting to show Mapsat on youtube again, that would make it easier to compare performance to my machine for others as well. I just lack the diskspace for the huge files you get from recording at 720p Come to think of it if this was at 1x speed this might actually be your script doing it, the io functions don't take kindly to programs other then un
  10. Don't worry I won't drop the csv writing and I'll make it mroe clear in the documentation when the final is done that it's just a time consuming operation and that means framedrops. Atm though it's simply also just very not optimized at all really *cough. It's fine for the old resolutions but I'm scanning a lot more coordinates to keep the gui maps nice, it takes a bit to compensate for switching to 2048x1024 maps and the csv routine has not been tweaked since the old small maps in 3.3.4 Filewriting takes a lot longer than my gui stuff so it really needs some tweakage before I'll take the "Bro
  11. this could simply be because a resolution of 300 results in less duplicate results, there's a filter, this would then actually have more data per write to the csv file than the 500 setting because a lot of those will be duplicates that are filtered out before writing the file. The real problem is it's waiting for 5 seconds and dumping that data (10s of thousands of lines) in one go. I had secretly hoped to drop the csv feature, filewriting is slow. As said csv writing is on the list to look at, for now it's not recommended to use it. Consider it known to be broken. Also the raw data without ma
  12. I'll try and explain a bit more. I'm sorry if I come across robotic, I'm deathly tired now. First of everything of course always depends on hardware, no matter how good or bad my good there will be a limit somewhere where you notice fps drops beyond acceptable levels The new scanning routing doesn't use a square grid of points any more instead trading that for a line that adjusts it's orientation to keep it optimal for whatever direction you are tracking over ground. This "scanline" consists of measurement points spread out evenly. The number of points used equals the scan resolution setting.
  13. It's not really the visual scanning causing this, it's directly related to writing the csv file. As I explained shortly in the change log and the blog post csv writing atm will likely be horror, I have not tended to it all since I increased the resolutions apart from changing the save interval from 15s to 5s. I don't recommend the csv writing feature in the dev build atm. Giving csv writing some love is on the planned list. & I've put this on the to do/explore list. Thanks for the suggestion
  14. tek_604 Just ignore people that don't read, I do I must have posted 3 or 4 times today keeping the thread up to date for a coming dev build release today.. and then someone comes along and ask such a question. Just ignore it Anyhow, the blog post is up with the dev build and a lengthy post about the changes since the last blog update enjoy!
  15. Just added some options to the settings menu to allow you to tweak the scan routine to your liking/tech specs. The Scan resolution default starts at 200 measurements per scan. 100 is where it was at in the screenshots I posted earlier and most of that was mapped at 50x timewarp. With my cpu downclocked to 2.2 ghz from 3.0 ghz and a setting of 500 I get acceptable performance and my first passes on Mun were fully solid except for really close to the poles in the rectangular projection. I'll explain more in the blog later. I also added the option to change the time interval between autosaving th
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