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  1. Rules: No cheating, kraken drives, overclock, hyperedit, etc. IRSU's/drills allowed Must use SCANSAT to scan all moons and planets fully, Lo, Hi, Multi, Vis Lo, Vis Hi, Anomaly, Res Lo, Res Hi must be 100% Decoding: Lo - Altimetry low, Hi - Altimetry High, Multi - Biome, Vis Lo/Hi - Visual Low/High, Res Lo/Hi - Resource Low/High Stock resource scan not required Only 1 ship can leave planet SOI. You can leave stuff anywhere you like, as long as you are not gonna use it anymore (AKA debris) Least mass wins Information/Autopilot/Visual mods allowed. Stock parts Any settings you like except DSN must be normal-level Anything else?
  2. I think initially having limited information about celestial bodies and having to orbit and scan them first is a really good idea from ScanSat: generating 2D maps and high resolution 3D overlays shown directly on the celestial body. Telescopes should also help with this as the game progresses. Is there any use for KerbNet as it was in KSP1? I found hunting for anomalies kind of interactive / interesting and annoying at the same time. Maybe automating the process like ScanSat does and then analyzing maps / overlays would be better. Also I think a tool like the Trajectories mod should be in the game as a high tech part to unlock. And I have not seen anything about spiraling orbits displayed in map view (as KSP2 should display orbits that change while under constant acceleration, and maneuver nodes should care about where the acceleration phase starts and where it ends). PS: Are we going to have a system similar to Research Bodies where we progressively discover celestial bodies (and improve the way they look in map view) with telescopes? Any info about these topics?
  3. Hello, I recently installed Scansat on my career mode and I like that it makes probes have a bigger purpose than just a relay network or science crafts. Are there any other mods that add more functionality to probes? I would love to hear them
  4. Hello everyone, my problem is all in the title, honestly. I am not a fan of the appearance of the Scan Sat parts, they're not very stock-alike and quite boxy imho. It is however a wonderful mod and I need it in every of my campaigns. Now before you tell me that there are no remakes of these parts, I call jack on that because I used to have such a mod in a previous install of the game, but I have no idea which one it was... Maybe it even was part of a mod for al I know. So what I'm asking you today is if you know where this is from ? Thanks alot for your help ! picture as reference :
  5. Since a few weeks (possibly since Module Manager 4.0.3 was released) I am having problems with some mods. I managed to solve most of them but two persist until now and I am running out of ideas what to do. 1.: The "Link" function of Kerbal Attachment System is no longer availble. It's not just that it is not functioning anymore; the button just disappeared. 2.: The Magnetometer from the DMagic mod does not scan Ore anymore. Similarly to KAS, the necessary buttons aren't there anymore. As I said, I tried various things e.g. checking the Debug Window or running CKAN over it, reinstalling them and uninstalling other mods in case there are interferences. None of this made any difference so I am now turning to the Forum for help.
  6. I've been trying to map some OPM planets and moons. I tried mapping Wal first. The altimetry map is all right, but the biome map just displays green and everything is "Chronister Valley". I haven't got the chance to map anything else yet. Keep in mind that I play KSP 1.2.2. I understand if no-one is able to help me, I do play an outdated version, but I want to know if this is a known bug, and has a fix. Thank you in advance. Edit: I used the stock Kerbnet, and found out that Kerbnet also displays "Chronister Valley". It's apparently not a SCANsat problem, rather, it's an OPM problem.
  7. I've installed SCANsat and OPM. I've never tested this out before, but does SCANsat work with bodies introduced into the game via a plugin? I can see that SCANsat's pull-down menu has (currently blank) maps for the outer planets.
  8. I've been using scansat for a while now but keep forgetting to write down the ideal altitudes for the various instruments. Was wondering if anyone out there has done this and is willing to share
  9. Hi there! So I have this problem with all of my vessels with a scansat probe installed. Basically even if they are at the optimal orbit, they will scan the planet's map, but they won't show any resources whatsoever. I've also installed MKS and Khetane, is it possible that those mods are creating some sort of conflincts?
  10. POLYOT PROBE. (ver1.0) Originally a kermunist design anti-satellite system, has since been converted to a science probe. The warhead part is now filled with Radar Altimetry sensors and various science experiments. Rumour has it that if you slam it hard enough on a satellite or space station it will still do the job it was originally designed to do. Consits of 3 parts: Main bus featuring liquid fuel, oxidizer, monopropellant, liquid fuel engines, a generator and attitude control monopropellant RCS thrusters. Guidance unit featuring a probe core, Level 3 SAS Control, antennas, data transmitter and 4 high power translation control thrusters that use liquid fuel and oxidizer. Also features a Flight Computer if you have kOS installed. Finally the science payload, if you have SCANsat installed, it will work as a RADAR altimetry sensor. Also contains a gravity sensor and experiment, a temperature sensor and experiment, as well as a Mystery Goo experiment. Use @raidernick's awesome R7 from his Soviet Rockets mod to launch the Polyot. This mod comes bundled with dependencies. Module Manager, Textures Unlimited (For reflections and general texture awesomeness). INSTALLATION Unzip and merge with your GameData folder. The folder GameData/LonesomeRobots from the zip must be merged with, not replace, any existing GameData/LonesomeRobots folder. DOWNLOAD https://spacedock.info/mod/1637/Polyot. LonesomeRobots Aerospace .craft files for all LRAERO ships can be found here . These are saved from KSP 1.3.1. Licensing. This mod is licensed under: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License Redistributed with this mod. ModuleManager created by Sarbian. Redistributed as per license. Textures Unlimited created by Shadowmage. Redistributed as per license. Screenshots
  11. I'd like to add the ScanSat mod to my existing game, but I don't want to mess it up. Is that possible? How do I do that?
  12. Hi all, So, the SCANsat toolbar icon stopped showing up for me a few days ago, and the SCANsat section in the settings has also disappeared. I don't know what changed to make it disappear; I haven't downloaded any new mods since then or done anything else to the KSP files. All the parts still appear and there's options to enable/disable scanning, but I can't open the maps or use the mod in any way. I've tried completely deleting SCANsat and reinstalling both manually and from CKAN, and nothing works. In addition, at the same time that this problem occurred, I've been getting orange/red error messages that scroll constantly in the top-right of the screen. These appear in every scene and are quite distracting, but they change so fast I can't read them or tell what they refer to. Hopefully the log files will be able to clear this up. I mainly just want to fix the SCANsat issue so that I can use maps again, but also fixing the error messages is a priority for me. Log download below for both KSP.log and output_log.txt https://www.dropbox.com/s/gpfpeymfukfs4r2/KSP.log?dl=0 https://www.dropbox.com/s/mnnvk1cqezaegd5/output_log.txt?dl=0 All help is appreciated! Thanks, Windspren
  13. I made my first scansat satellite! I really like it! It's a temporary orbit because it goes 5 KM below atmosphere. But should survive a fair bit of orbits. I love it!
  14. My aim was to provide for a coherent system of comms under SCANSAT, and to provide for a set of visually tolerable science parts while eliminating the ugly or impractical ones and the Probes+ historical bling. I've also boosted P+'s RTGs, axed quite a few redundant Ven parts, refitted the aerospike to its old modded appearance (which may require parts and models from an older version of Ven's overhaul), rewrote Ven's Radial Avionics Hub to be a probe core, and included an improvised fix to an old part issue. I hereby declare them public domain, and probably crap because of my bizarre tastes; do with them what you wish. ////COMMS //Omnis @PART[RTShortAntenna1]:FINAL { @description = A specialized launch antenna resistant to airflow; switched on by default, has fairly short range %TechRequired = flightControl %MODULE[ModuleRTAntenna] { %IsRTActive = true %Mode0OmniRange = 0 %Mode1OmniRange = 500000 %EnergyCost = 0.01 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 15.0 } } %MODULE[ModuleSPUPassive] {} } @PART[longAntenna]:FINAL { @description = A standard telescoping omnidirectional antenna and radio kit used for communications in Low Kerbin Orbit; it is likely to be ripped off by a strong airstream, such as during atmospheric ascent or landing !MODULE[ModuleDataTransmitter] {} @MODULE[ModuleAnimateGeneric] { %allowManualControl = false } %MODULE[ModuleRTAntenna] { %Mode0OmniRange = 0 %Mode1OmniRange = 2500000 %MaxQ = 6000 %EnergyCost = 0.1 %DeployFxModules = 0 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 15.0 } } %MODULE[ModuleSPUPassive] {} } @PART[antenna_tv]:FINAL { !MODULE[ModuleDataTransmitter] {} @MODULE[ModuleAnimateGeneric] { %allowManualControl = false } %MODULE[ModuleRTAntenna] { %Mode0OmniRange = 0 %Mode1OmniRange = 2500000 %MaxQ = 6000 %EnergyCost = 0.1 %DeployFxModules = 0 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 15.0 } } %MODULE[ModuleSPUPassive] {} } @PART[RTLongAntenna3]:FINAL { @description = Noticeably more robustly designed than standard Communotrons, this antenna combines enough power to operate in Kerbosynchronous orbits with improved transmission rates @MODULE[ModuleAnimateGeneric] { %allowManualControl = false } %MODULE[ModuleRTAntenna] { %Mode0OmniRange = 0 %Mode1OmniRange = 4300000 %MaxQ = 9000 %EnergyCost = 0.15 %DeployFxModules = 0 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 5 %PacketResourceCost = 20.0 } } %MODULE[ModuleSPUPassive] {} } @PART[RTLongAntenna2]:FINAL { @description = What happens when you take a C-16, install a bigger antenna, and strap in an amplifier? You get an omnidirectional power hog with enough range to reach the Mun. @MODULE[ModuleAnimateGeneric] { %allowManualControl = false } %MODULE[ModuleRTAntenna] { %Mode0OmniRange = 0 %Mode1OmniRange = 12000000 %MaxQ = 6000 %EnergyCost = 0.5 %DeployFxModules = 0 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 15.0 } } %MODULE[ModuleSPUPassive] {} } //Dishes @PART[mediumDishAntenna]:FINAL { @description = The DTS series uses a retractable steerable transceiver to drastically extend its range of operation, capable of reaching across Jool's oversized moon system, so long as the target is in its 45° cone !MODULE[ModuleDataTransmitter] {} @MODULE[ModuleAnimateGeneric] { %allowManualControl = false } %MODULE[ModuleRTAntenna] { %Mode0DishRange = 0 %Mode1DishRange = 220000000 %EnergyCost = 0.2 %MaxQ = 6000 %DishAngle = 45.0 %DeployFxModules = 0 %ProgressFxModules = 1 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 15.0 } } %MODULE[ModuleSPUPassive] {} } @PART[LongDeployableAntenna]:FINAL { @title = Communotron DTS-M5 @description = The M5 variant is an uprating of the basic design to achieve short interplanetary range (Duna) at the cost of drastic increase of power costs and a much narrower cone !MODULE[ModuleDataTransmitter] {} @MODULE[ModuleAnimateGeneric] { %allowManualControl = false } %MODULE[ModuleRTAntenna] { %Mode0DishRange = 0 %Mode1DishRange = 35390000000 %EnergyCost = 1 %MaxQ = 6000 %DishAngle = 0.05 %DeployFxModules = 0 %ProgressFxModules = 1 %TRANSMITTER { %PacketInterval = 0.5 %PacketSize = 2 %PacketResourceCost = 15.0 } } %MODULE[ModuleSPUPassive] {} } @PART[HighGainAntenna]:FINAL { !MODULE[ModuleDataTransmitter] {} @MODULE[ModuleAnimateGeneric] { %allowManualControl = false } @description = The HG series introduces enhanced electronic subsystems which allow it to combine advantages from several antenna: it has both interplanetary range, a wide cone, and higher packet fideltiy %MODULE[ModuleRTAntenna] { %Mode0DishRange = 0 %Mode1DishRange = 60500000000 %EnergyCost = 1.0 %MaxQ = 6000 %DishAngle = 20 %DeployFxModules = 0 %TRANSMITTER { %PacketInterval = 0.2 %PacketSize = 5 %PacketResourceCost = 25.0 } } %MODULE[ModuleSPUPassive] {} } @PART[RelayAntenna5]:FINAL { @title = CommTech D-800 @description = An invention of one Ven Kerman, CommTech D-800 combines an enhanced datalink unit with a large focusing reflector dish covered in Shiny Stuff™ to maintain a reliable connection all the way out to Dres without excessive use of electric power. Canvas cover accidentally included; do not remove. !MODULE[ModuleDataTransmitter] {} %MODULE[ModuleRTAntenna] { %Mode0DishRange = 0 %Mode1DishRange = 60500000000 %EnergyCost = 0.8 %DishAngle = 0.08 %TRANSMITTER { %PacketInterval = 0.9 %PacketSize = 6 %PacketResourceCost = 45.0 } } %MODULE[ModuleSPUPassive] {} } @PART[commDishVSR]:FINAL { @title = Communotron 88-88 @description = The 88-88 is the second edition of the classic Symphonic long-range collapsible radio communications dish. Just like old one, it can reach all the way to Jool and Sarnus, but this one suffers no loss in signal quality. Our QA department assures that any "screams of the damned" heard on the channel it are purely signal interference. !MODULE[ModuleDataTransmitter] {} @MODULE[ModuleAnimateGeneric] { %allowManualControl = false } %MODULE[ModuleRTAntenna] { %Mode0DishRange = 0 %Mode1DishRange = 146220000000 %EnergyCost = 0.95 %MaxQ = 4500 %DishAngle = 0.06 %DeployFxModules = 0 %TRANSMITTER { %PacketInterval = 0.5 %PacketSize = 2 %PacketResourceCost = 20.0 } } %MODULE[ModuleSPUPassive] {} } @PART[RelayAntenna50]:FINAL { @title = CommTech D-850 @description = The D-850 builds upon the basic design through upscaling of all major components in order to perform effectively in missions to the gas giants; like the original, it sends data in large encrypted packages - stop calling our tech support !MODULE[ModuleDataTransmitter] {} %MODULE[ModuleRTAntenna] { %Mode0DishRange = 0 %Mode1DishRange = 428180000000 %EnergyCost = 1.2 %DishAngle = 0.03 %TRANSMITTER { %PacketInterval = 0.9 %PacketSize = 6 %PacketResourceCost = 50.0 } } %MODULE[ModuleSPUPassive] {} } @PART[RelayAntenna100]:FINAL { @title = CommTech D-X @description = CommTech D-X is reengineered from the ground up to retain effectiveness at extreme ranges, such as during missions to Plock; as a result, it is noticeably more efficient than all of its counterparts. Reports of packets being corrupted with the phrase "I'll be back" are greatly exaggerated. !MODULE[ModuleDataTransmitter] {} %MODULE[ModuleRTAntenna] { %Mode0DishRange = 0 %Mode1DishRange = 700360000000 %EnergyCost = 1.2 %DishAngle = 0.01 %TRANSMITTER { %PacketInterval = 0.5 %PacketSize = 6 %PacketResourceCost = 50.0 } } %MODULE[ModuleSPUPassive] {} } @PART[jx2LDA]:FINAL { @descripton = This enormous, high-powered relay antenna was commissioned by Blinkenlights LLC after someone asked "What happens if we go further out than the Kerbol system?" It most definitely is not in response to any vessels having accidentally already achieved an escape trajectory from the system. -MODULE[ModuleDeployableAntenna] {} MODULE { name = ModuleAnimateGeneric animationName = deployHexes allowManualControl = false isOneShot = false startEventGUIName = Extend endEventGUIName = Retract actionGUIName = Toggle Antenna } %MODULE[ModuleRTAntenna] { %Mode0DishRange = 0 %Mode1DishRange = 9460000000000000 %EnergyCost = 5 %MaxQ = 3000 %DishAngle = 0.001 %DeployFxModules = 0 %TRANSMITTER { %PacketInterval = 0.5 %PacketSize = 2 %PacketResourceCost = 20.0 } } %MODULE[ModuleSPUPassive] {} } @PART[ju1MDA]:FINAL { @description = This rather good sized, high-powered antenna was originally a garden variety umbrella. Unlike its CommTech competitor, it's optimized for relay operations via beamforming to expand its signal cone -MODULE[ModuleDeployableAntenna] {} MODULE { name = ModuleAnimateGeneric animationName = deployHexes allowManualControl = false isOneShot = false startEventGUIName = Extend endEventGUIName = Retract actionGUIName = Toggle Antenna } // This is what makes it work with RemoteTech. %MODULE[ModuleRTAntenna] { %Mode0DishRange = 0 %Mode1DishRange = 700360000000 %EnergyCost = 3 %MaxQ = 6000 %DishAngle = 5 %DeployFxModules = 0 %TRANSMITTER { %PacketInterval = 0.5 %PacketSize = 2 %PacketResourceCost = 20.0 } } %MODULE[ModuleSPUPassive] {} } @PART[jw1MDA]:FINAL { @description = Commissioned by Blinkenlights LLC, this part is primarily targeted for those probes and rovers destined to head a bit further out than the last lot… While using a significantly different design, it is comparable in capabilities to JU1. -MODULE[ModuleDeployableAntenna] {} MODULE { name = ModuleAnimateGeneric animationName = deployHexes allowManualControl = false isOneShot = false startEventGUIName = Extend endEventGUIName = Retract actionGUIName = Toggle Antenna } // This is what makes it work with RemoteTech. %MODULE[ModuleRTAntenna] { %Mode0DishRange = 0 %Mode1DishRange = 700360000000 %EnergyCost = 3 %MaxQ = 3000 %DishAngle = 5 %DeployFxModules = 0 %TRANSMITTER { %PacketInterval = 0.5 %PacketSize = 2 %PacketResourceCost = 20.0 } } %MODULE[ModuleSPUPassive] {} } ////PRUNING !PART[commDish]:FINAL { } !PART[SurfAntenna]:FINAL { } !PART[HighGainAntenna5]:FINAL { } !PART[RTShortDish2]:FINAL { } !PART[RTLongDish2]:FINAL { } !PART[RTGigaDish1]:FINAL { } !PART[RTGigaDish2]:FINAL { } !PART[KerbCan]:FINAL { } !PART[LargeInflatableHAB]:FINAL { } !PART[VenLV909b]:FINAL { } !PART[PoodleM]:FINAL { } !PART[stationHubLarge]:FINAL { } !PART[MK2VApod]:FINAL { } !PART[SmallInflatableHAB]:FINAL { } !PART[MicroInflatableHAB]:FINAL { } !PART[InflatableHAB]:FINAL { } !PART[size2nuclearEngine]:FINAL { } //Radial Avionics Hub refit @PART[RadialavionicsHub]:FINAL { !MODULE[ModuleSAS] { } %MODULE[ModuleSPU] { } %MODULE[ModuleCommand] { %minimumCrew = 0 %RESOURCE { name = ElectricCharge rate = 0.005 } } } //Aerospike edit @PART[toroidalAerospike]:FINAL { @author = Ven !mesh = DELETE @rescaleFactor = 1.2 MODEL { model = VenStockRevamp/Squad/Parts/Propulsion/Aerospike } @node_stack_bottom = 0.0, -0.7941136, 0.0, 0.0, -1.0, 0.0 @MODULE[ModuleAnimateHeat] { @ThermalAnim = ToroidalAerospikeHeat } MODULE { name = ModuleJettison jettisonName = fairing bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } } //Glitchy part fix @PART[ParaDockingPort]:FINAL { !DRAG_CUBE {} } //RTGs @PART[ca_rtg2000]:FINAL { %MODULE[ModuleGenerator] { %OUTPUT_RESOURCE { name = ElectricalCharge %rate = 0.75 } } } @PART[ca_rtg3900]:FINAL { %MODULE[ModuleGenerator] { %OUTPUT_RESOURCE { name = ElectricalCharge %rate = 2.25 } } } //Pruning !PART[dmUSAccGrav]:FINAL {} !PART[dmUSAtmosSense]:FINAL {} !PART[dmUSPresTemp]:FINAL {} !PART[dmUSScope]:FINAL {} !PART[dmUSImagingPlatform]:FINAL {} !PART[dmUSMat]:FINAL {} !PART[dmUSGoo]:FINAL {} !PART[dmUSGoreSat]:FINAL {} !PART[dmUSAsert]:FINAL {} !PART[dmReconLarge]:FINAL {} !PART[dmSIGINT]:FINAL {} !PART[dmSIGINT.End]:FINAL {} !PART[dmSIGINT.Small]:FINAL {} !PART[dmReconSmall]:FINAL {} !PART[dmSeismicHammer]:FINAL {} !PART[dmSeismicPod]:FINAL {} !PART[dmBathymetry]:FINAL {} !PART[SCANsat_Scanner2]:FINAL {} !PART[SCANsat_Scanner32]:FINAL {} !PART[SCANsat_Scanner24]:FINAL {} !PART[ca_fom_lander]:FINAL {} !PART[ca_vor_tank]:FINAL {} !PART[ca_vor_sp2]:FINAL {} !PART[ca_vor_sp]:FINAL {} !PART[ca_vor_sep1]:FINAL {} !PART[ca_vor_sar]:FINAL {} !PART[ca_vor_mptank]:FINAL {} !PART[ca_vor_engine]:FINAL {} !PART[ca_vor_dish]:FINAL {} !PART[ca_vor_core]:FINAL {} !PART[ca_fom_sp]:FINAL {} !PART[ca_fom_parachute]:FINAL {} !PART[ca_fom_heatS]:FINAL {} !PART[ca_vor_comm]:FINAL {} !PART[ca_fom_drogue]:FINAL {} !PART[ca_ESM2]:FINAL {} !PART[ca_ESM]:FINAL {} !PART[ca_torekkaPM]:FINAL {} !PART[ca_torekka_truss]:FINAL {} !PART[ca_louver_s]:FINAL {} !PART[ca_louver_m]:FINAL {} !PART[ca_louver_s2]:FINAL {} !PART[ca_gravioli]:FINAL {} !PART[ca_accelerometer]:FINAL {} !PART[ca_thermometer]:FINAL {} !PART[ca_tank_mp_m]:FINAL {} !PART[ca_tank_lfo_m]:FINAL {} !PART[ca_trident]:FINAL {} !PART[ca_linkor]:FINAL {} !PART[ca_lahar]:FINAL {} !PART[ca_jib]:FINAL {} !PART[ca_tank_mp_s]:FINAL {} !PART[ca_battery_m]:FINAL {} !PART[ca_battery_l]:FINAL {} !PART[sp_odyssey_b]:FINAL {} !PART[sp_odyssey_a]:FINAL {} !PART[sp_maven]:FINAL {} !PART[sp_mariner_b]:FINAL {} !PART[sp_mariner_a]:FINAL {} !PART[sp_express_b]:FINAL {} !PART[sp_express_a]:FINAL {} !PART[ca_rtg8200]:FINAL {} !PART[ca_battery_s]:FINAL {} !PART[ca_rw_xsmall]:FINAL {} !PART[ca_rw_small]:FINAL {} !PART[ca_rw_medium]:FINAL {} !PART[ca_rw_large]:FINAL {} !PART[ca_rst]:FINAL {} !PART[ca_rs04]:FINAL {} !PART[ca_rs01]:FINAL {} !PART[ca_RM04]:FINAL {} !PART[ca_RM03]:FINAL {} !PART[ca_RM02]:FINAL {} !PART[ca_RM01]:FINAL {} !PART[ca_aacs]:FINAL {} !PART[ca_startrack]:FINAL {} !PART[tatsujin]:FINAL {} !PART[quetzal]:FINAL {} !PART[barquetta]:FINAL {} !PART[torekka]:FINAL {} !PART[antenna_quetzal]:FINAL {} !PART[ca_ant_gps]:FINAL {} !PART[antenna_cone_toggle]:FINAL {} !PART[antenna_cone]:FINAL {} !PART[dish_tatsujin]:FINAL {} !PART[dish_S]:FINAL {} !PART[dish_quetzal]:FINAL {} !PART[dish_L]:FINAL {} !PART[dish_deploy_S2]:FINAL {} !PART[dish_deploy_S]:FINAL {} !PART[ca_landv_srm]:FINAL {} !PART[ca_landv_vernier]:FINAL {} !PART[ca_landv_battery]:FINAL {} !PART[ca_landv_core]:FINAL {} !PART[ca_landv_hga]:FINAL {} !PART[ca_landv_omni]:FINAL {}
  15. Whenever I place a SCANSat landing target it doesn't appear for MechJeb landing guidance, it just says "Pick target on map" and the "Land at Target" button is grayed out.
  16. Today I've been playing around with KSP and ScanSat, and I noticed something interesting in the map preview. I exported the elevation map, and it's definitely there! It's a smiling face I wonder if it's original KSP easter egg or ScanSat easter egg. Here's contrast enhanced photo: http://i.imgur.com/HyEeDOC.png And here's the original:
  17. I have finally figured out how to add on mods to KSP, however I find myself perplexed I downloaded SCANsat and installed it I got the parts and there are a few bugs in my game, I deleted the SCANsat files and everything was okay, but I would like to know where to get a fully working SCANsat from. The bugs included the parts not unlocking in normal menu but where okay in sub assembly menu, couldn't preform science even clicking on things such as mystery goo or capsule, and one of the maps stayed open even though I hit the "x"
  18. kOS-SCANsat is an Addon to kOS kill Kerbals in new and exciting ways. It allows you to use the inaccurate data provided by a low resolution scanner to be used for mission planning**. It is designed to provide a "realistic" way to plan your missions and forces*** you to scan your landing side before you send a lander. Features: Low and High resolution altimeter scans Biome scans Resource scans slope data (and highly inaccurate slope data for low resolution scans) KerbNet Scanning of the current vessel. (only for biome and altimeter) ** you should bring a KerbNet compatible scanner with you, so you can prevent the worst. *** actually it doesn't remove the magical geoposition:terrainhight suffix, but using that is now considered cheating Requirements: KSP 1.3.1 kOS 1.1.5.1 SCANsat Full Documentation: Documentation of the API Downloads: Get the latest release here Source code is here
  19. In each celestial body (even in a big asteroid too?) lies an anomaly that once investigated by a Kerbonaut, will give a clue to the discovery of an exotic engine, with very high efficiency only in deep space far from a star (best for interestellar travel) as well as the location of a new star system. When all anomalies in each body have been discovered and investigated, the engine will be available and the location of the new star system will be revealed. Then, the players will be able to build a vessel and try to reach that star with plenty (some?) of new worlds to discover. Won't be easy, the new engine is only good at travelling in deep space between star systems, first reaching the edge of the Kerbol system is needed, and once in the new star system, the ship must reach the celestial bodies by normal means. So ISRU would be almost a must. Well, thats the idea. I think its not the first time something like this has been proposed, i dont know if with all this plot or not. Anyway, this "Story Mode" couald add many many hours of gameplay to game... Several Mods would be needed, at least: - kopernikus, and a new star system; - Scansat would be useful for detecting anomalies; - Contract configurator could give some hints or goals in order to achieve that. - Future Tech or at least the implementation of the Exotic Engine. So, if modders find this interesting, do something with it! Regards
  20. Hi all, Hopefully a quick answer. I'm fooling around with SCANsat for the first time - could anyone please tell me what the icon with "LA" in it, to the very right of the screen, does? I notice it orients my craft when I press it and occasionally a window pops up with biome data, but can't quite figure it out. Thanks in advance! Link to example: http://imgur.com/MtcN7zz
  21. Hi, is Scansat working with custom celestial bodies like Outer Planet Mod ones? I deduce it doesnt as its names doesnt appear in the surface map list. Are there any plans of implement it?
  22. Can't understand this; I have a probe scanning Minmus on a nearly perfect polar orbit (see MechJeb window) but the tracks it is doing on the ground while scanning are inclined like 30-45º... I have checked the Wiki and can't find any mention of Minmus axis having any inclination. Any ideas?
  23. The name Heimdallr came from the Norse Mythology. Who is the god that can see everything. Craft files download and mod list on the botton. (On my potato notebook, so no good graphics) Heimdallr is equiped with 5 scan instruments: - SCAN SAR Altimeter Sensor [High precision altitude maping] - Multi-Spectral Imaging Plataform [For surface and compositon analysis] - Dynamic Albedo of Neutrons [Search for hydrogen molecules; specifically searching for water] - CA-SCB01 Torekka Science Boom [Cameras(wide and narrow fields of view), infrared and ultraviolet spectometer] - RPWS Antenna [Eletrostatic and eletromagnetic fields measurments] The satellite maps the planet so you can know everything about it, plan where to land a rover or where to build a base. Downloads[Dropbox]: Just the Satellite Satellite with fairing Satellite with my LS (Kerbin Low-High Orbit) Mods list (and mod version - used are highlighted in green): Toolbar - 1.7.12 B9 Part Switch - 1.3 Community Resource Pack - 0.5.2 DMagic Orbital Science - 1.3 Kerbal Engineer Redux - 1.1.1 Kerbal Joint Reinforcement - 3.1.7 KSP-AVC Plugin - 1.1.6.1 KWRocketryRedux - 3.0.10 NearFutureConstruction - 0.6.3 NearFutureElectrical - 0.7.4 NearFuturePropulsion - 0.7.2 NearFutureSolar - 0.6.1 NearFutureSpacecraft - 0.5 RealPlume - Stock - 0.10.7 SCANsat - 1.1.6.1 SpaceY Lifters - 1.13 Kerbal Alarm Clock - 3.6.3
  24. I was browsing the KSPedia in game when I saw that Scansat and Deepfreeze had taken the extra step to document their mods via the KSPedia ingame. I thought that was pretty cool, and wanted to know how many mods have integrated the KSPedia into it.
  25. Here is the idea. If you have a group of GPS satellites on orbit and you are done with SCANSat mapping then you could do fast travel on your plane. This will give a reason to build GPS constellations and will make easier contracts sort of "take scientific data from 5 points on 9999km distance from each other". No more boring half-hour flights. Conditions: - SCANSat map, you can fast travel only in discovered area - at least 3 GPS satellites in line of sight (there is old GPS antenna part in SCANSat) - be on cruising altitude (10km, for example) You pick a point on a map, plugin calculates the route and fade out screen (maybe turn on more than 4x warp). Fuel spending is calculated too: if your fuel level became lower than 15% fast travel stops at a calculated point on the route and you can make an emergency landing.
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