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About DMagic

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  1. Contracts Window 9.3 is out; get it on Space Dock. This update includes French translations by don-vip. It also fixes a few bugs related to the mission list popup windows not accommodating more than 4 or 5 missions. It also fixes some weird behavior when you apply the stock game settings while Contracts Window + is closed, along with behaving better when switching between the two different UI styles.
  2. SCANsat version 18.13 is out; get it on Space Dock. This update fixes some more errors related to Breaking Ground surface feature detection, particularly when running in Sandbox mode.
  3. @hraban Is this in Sandbox mode? I think there might be an issue where it checks to see if the surface features have been scanned with the robot science arms.
  4. SCANsat version 18.12 is out; get it on Space Dock. It fixes some bugs related to the Breaking Ground surface features and the zoom map auto refresh. It also adds the option to customize the color of the ground track indicators based on scanner type. The basic SCANsat types (low and high resolution altimetry, biome, anomaly, and the low resolution resources) are all defined in the settings file found in the SCANsat/PluginData folder. The other resource types can be defined in the SCANResource.cfg file found in SCANsat/Resources. The default color is used for all resources now, to change it you would need to add a 'color' field to a certain resource: SCANSAT_SENSOR { name = Ore SCANtype = 256 //2^8 color = 128,200,200,104 } All of the colors are in RGBA, 0-255 format. Colors are combined when a vessel has multiple different scanner types.
  5. I like both of these ideas and am adding them to the GitHub tracker so I won't forget them. They should both be doable, just probably not right now. There are options for biome colors in the settings window. You can switch to use the stock color palettes, which are sometimes easier to read. Like a "here be dragons" type of map? That would be kind of neat. It would require loading a fairly large size texture. An option to change the background color would be simpler, maybe with some way to add a vignette style border. I'll add this to the tracker, too. Resources are always overlayed over other maps, there is no resource-only map. To turn off the resource overlay just toggle the resource icon on the left of the big map or the bottom of the big map. Not really, as there is the Zoom map for that purpose. The performance hit when rebuilding the big map is just how it works. It has to query KSP's PQS terrain system to get the actual terrain height at each position on the map, which is very slow. This data is cached, so that when you rebuild the map it should be much faster. Changing the map size, or changing to a new celestial body map resets the cache (storing the data for each planet would require way too much memory). Running it on a different thread isn't really an option, since it is working through Unity components, which don't play well with threading and tend to have unpredictable errors (threading is used in SCANsat when possible, generally for math-heavy operations involving map interpolation; the resource overlay, for instance, is mostly generated in a separate thread). You can change the map refresh speed in the settings window, it will adjust how many rows of the map are generated per frame, which can alleviate some of the performance impact.
  6. @Atlas Gaming Do you have any mods running that affect the CommNet system? There are a few out there, CommNet Constellation is one, I think there are a few others. They have been known to interact badly with Science Relay in ways that hard to replicate and very strange. You can try turning off the connection requirement for Science Relay, so that you will basically be able to send science results to any active vessel. But there isn't much else to do about it.
  7. @Dizor This is when running KSP with the Unity Debugger? I don't think that has any effect when running KSP normally, it's just something that Unity complains about. Something similar has been brought to my attention for some of my other mods and it never caused any issues (though I can't remember if I fixed them to avoid the warning or not ).
  8. I think GPU Instancing is a DX11 thing, not really a Unity version thing. Of course, Unity 2018 drops support for DX9, which would force DX11, so it's sort of a semantic difference. Even so, it might take some effort to make the terrain work with GPU Instancing, as it isn't nearly as straightforward as simple duplicate-mesh-GPU instancing. In any event, GPU Instancing would really have a CPU-side effect, as it reduces draw calls (which would be great, as KSP's terrain generates a huge number of draw calls). Shader complexity would have a GPU-side impact.
  9. High resolution textures are generally an either/or thing in terms of performance. Either your video card has enough vRAM to handle them and it makes little difference to performance, or it doesn't have enough vRAM and performance falls off a cliff.
  10. I'm guessing any performance hit is more likely to come from more complex shaders, not so much texture resolution. Though, probably still won't be much of a difference, these are all likely to be relatively simple shaders, as everything else in KSP is.
  11. I'm fairly certain that setting DELTAV_CALCULATIONS_ENABLED = False will disable all of the deltaV functions and their related readouts. Both the UI and the back-end calculations. Another option, if you like the stock UI is to use Basic DeltaV, it disables the stock calculations (regardless of what you have in your settings file), but keeps the stock UI. The problem with using KER or MechJeb solely for performance reasons (there are plenty of non-performance reasons to prefer either of those, though), is that they use the legacy Unity UI system. That system is so bad for performance (primarily because of excess garbage generation) that it likely overwhelms any performance saving you get from the back-end dV calculations themselves. That's why Basic dV is the better choice for strictly performance reasons.
  12. @Angel-125 They only show up on the smaller, 'zoom map', and only for the area immediately surrounding the current vessel. The surface features seem to load to a distance of about 7-8km from the active vessel, and there is no way that I can see to figure out where the features will be until they are loaded. So there is no way to display them until they are loaded (it could be possible to record the position of each feature when it is loaded, but that would quickly lead to data storage problems, as there are so many of the features). The limited load distance makes displaying them on the big map useless (the features would all clump together with the current vessel icon). Even on the zoom map you have to zoom in to about 50-100X for it to really be useful. Their status on the zoom map is tied to the BTDT scanner, so they will only show up in a given region if that region has been scanned with the BTDT scanner, similar to how anomalies will show up when scanned with the multispectral scanner, the major difference being that the BTDT only works to an altitude of 2000m. So you don't necessarily need a BTDT on the current vessel for them to show up on the zoom map, as long as the region has been scanned at some point.
  13. @Horus @Tabris Does the zoom map/instruments window problem happen all of the time, or just with certain planets. I'm fairly certain gas giants or the sun are going to break it, since I missed a null check in there at some point. @OhioBob Those labels are the defaults for the UI in Unity, which would suggest that the UI is not getting properly initialized for some reason. But it's hard to say why without more information. @madindehead With those settings the SCANsat resource maps would function similar to the stock resource map. The M700 would provide a full, instant scan, which would show up on the big SCANsat map or the SCANsat planetary overlay map at a low detail level (rounded to the nearest whole percentage number, I think). The "Require Narrow Band Scanner" option means that the resources won't show up on the zoom map unless you have a narrow band scanner in orbit. So I think those settings will get you what you want. The wiki on GitHub has a little bit more detailed explanation of the resource scan settings than you'll find in the KSPedia entry: For biome scanning nothing has changed since version 1 or 2 of SCANsat, so any old video showing how that works would still apply.
  14. SCANsat version 18.11 is out; get it on Space Dock. This version is updated for the Breaking Ground DLC and adds new features related to the Breaking Ground surface features. This update requires KSP 1.7.1 or higher, but does not require the Breaking Ground DLC. The BTDT scanner can now be used to detect these surface features (known as "ROCs" internally) and display them on both the Zoom Map and the Instruments Window anomaly viewer camera. Any area on the surface that has been scanned with the BTDT (which only works up to 2000m above the surface) will display all nearby "large" surface features (the kind that can't be picked up by EVA Kerbals). Note that this only works for a relatively small area surrounding the current active vessel, as KSP does not load surface features further away (the limit seems to be about 6-7km) or store their location. If you have an active BTDT scanner on the current vessel you also be able to view the nearby surface features in the anomaly viewer camera. There is also a new auto-refresh feature on the zoom map (the cycle icon in the top-right). It has three settings: no refresh, 4 second refresh, 8 second refresh. (Note that at low map generation speeds with a large size zoom map the auto-refresh may trigger before the map is finished drawing, you can adjust the map generation speed in the settings menu). Also, French translations are now available courtesy of don-vip. And some errors in the Chinese localization tags were fixed. Let me know if you run into any problems. @zeant93 Did you scan using the stock M700 scan function, where it scans instantly, requires a polar orbit and then transmits the science data? Or with the SCANsat function, where it progressively scans the planet? The SCANsat scanning method is required for contracts (the stock scanning function might work for contracts if the "Instant Scan" option is on in the settings menu and stock scanning is not disabled, but it also might not behave as expected).
  15. The smaller, "zoom" map in SCANsat has undergone a lot of changes from its original version as just a popout from the regular map: It also uses a similar map projection as KerbNet does now, it helps to reduce distortion and looks nicer, if you zoom out far enough you can see it: Some day I'll look into the new DLC surface sites and how they should be displayed.