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[1.10.1] SCANsat [v20.4] -- Real Scanning, Real Science, at Warp Speed! [September 9, 2020]


DMagic

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26 minutes ago, DracoSilverpath said:

...You sure? The description of the SCAN Multispectral sensor says it does radar and several others.... :/ Now i'm just confused.

The multispectral shows you biomes as well as easter eggs, or anomalies. SCANsat separate low and high res RADAR scanners for altimetry.

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Another little thing, if I remember correctly, the SAR (high resolution) scanner does not require a RADAR (low resolution) scan as a prerequisite. That is, if you have access to both, you get everything you would need from the high res one. The disadvantage of the high res scanner is that it works best in a high altitude and has a narrow field of view, so it takes a lot longer to scan the entire planet. However, if you have time and are planning on doing both, you can skip the low res RADAR scan.

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On 8/20/2016 at 11:39 AM, Merkov said:

Another little thing, if I remember correctly, the SAR (high resolution) scanner does not require a RADAR (low resolution) scan as a prerequisite. That is, if you have access to both, you get everything you would need from the high res one. The disadvantage of the high res scanner is that it works best in a high altitude and has a narrow field of view, so it takes a lot longer to scan the entire planet. However, if you have time and are planning on doing both, you can skip the low res RADAR scan.

I didn't know that.  I wish there was a chart of what scanners overlap, especially between stock, SCAN, DMagic and USI scanners.

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I just got a great idea.  There has been discussion in the past about the purpose of the BTDT scanner.

I was just thinking that maybe it should be used for a set of contracts.

Once an anomaly is discovered with the MULTI scanner a mission should become available to visit it with the BTDT scanner.
This could allow science and reputation from the BTDT without having the BTDT scanner itself produce science, and encourage players to visit the anomolies.

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On 8/24/2016 at 8:11 AM, DracoSilverpath said:

Agreed! soo many scanners, soo confused!

Yeah, someone needs to coordinate making a scanning module for the community resource system.
Then we just need rule sets created for high-res and low-res scanning to simplify it into a few fixed scanner definitions.
The scanner selection should then be largely aesthetic.

 

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There is only one low resolution resource scanner, the stock M700.

The high resolution scans are generally limited to just a few parts: the stock Narrow Band scanner covers Ore (and I think KSPI resources) and the USI camera covers all relevant USI resources. There are a handful of scanners from DMOS that work for individual CRP resources, but those just provide a little variety. So basically, stock scanners cover stock resources, and the USI Planetary Camera covers USI resources (there is also the Karbonite scanner if you are using that), anything else is just duplicates that might appear at different positions on the tech tree.

@Ruedii I've been hesitant to do anything with anomaly contract because there already exists an anomaly contract pack that would almost certainly be better than anything I come up with.

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On 8/30/2016 at 0:59 PM, DMagic said:

@Ruedii I've been hesitant to do anything with anomaly contract because there already exists an anomaly contract pack that would almost certainly be better than anything I come up with.

Maybe I should draft up some contracts.  SCANSAT adds different conditions to get them  (Namely detecting them with the MULTI scanner).  It also allows for flyby analysis.   A close up examination by EVA might be an optional addition contract after doing the BTDT scan.

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On 8/27/2016 at 8:03 AM, Ruedii said:

I just got a great idea.  There has been discussion in the past about the purpose of the BTDT scanner.

I was just thinking that maybe it should be used for a set of contracts.

On 8/30/2016 at 10:59 AM, DMagic said:

 

@Ruedii I've been hesitant to do anything with anomaly contract because there already exists an anomaly contract pack that would almost certainly be better than anything I come up with.

I believe the contract pack to which DMagic is referring is @nightingale's Anomaly Surveyor contract pack. It sounds like what you're looking for.

 

 

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Hello,

Hope this community can help me get back on track, I've been trying now for hours to find the cause of why my SCANsat radar(using the first one you get, and the second one, can't name them but if it's important I can find it out quiet easily) The scanner works and I can see the texture that is getting captured on my map. But on all resources I get "No Data". Ive been trying to deactivate some of the checkboxes as one Youtube video advised me to do but no luck there. I'm about to give up my KSP save no due to this :( Anyone that have any idea of why this is happening?

Thanks in advance!

//Toastmastern

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11 hours ago, DMagic said:

@Toastmastern You are trying to scan for resources? There are instructions on how resource scanning works and which scanners are used for it in SCANsat's KSPedia entry. Different parts are used for different resources.

Oh thanks a lot, after all this Googleing and then the answer is ingame :o That is amazing and very unsual :)

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Hell guys! I've got an issue with color changing. Let's say I want to change pallete for a BIOME map. When I click on HVS color picker nothing changes - "NEW color" is still the same so default. Moreover almost all interface elements disappear for a time of clicking. Any idea? ScanSat reinstallation dosn't help. Should I try with reinstalling whole game? Thanks.

Screen:

ss1.jpg

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I'm not a specialist but red one seems to be weird:

 

UnityException: Texture 'SCANsat/Icons/SCAN_BigColorWheel_Tex' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings.
  at (wrapper managed-to-native) UnityEngine.Texture2D:GetPixel (int,int)
  at SCANsat.SCAN_UI.UI_Framework.SCANuiColorPicker.drawColorSelector (Rect R) [0x00000] in <filename unknown>:0
  at SCANsat.SCAN_UI.SCANcolorSelection.DrawWindow (Int32 id) [0x00000] in <filename unknown>:0
  at SCANsat.SCAN_Platform.SCAN_MBW.DrawWindowInternal (Int32 id) [0x00000] in <filename unknown>:0
  at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0
  at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 
 

Hope this is log you were talking about :)

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@Nedvedinspace That looks like what I was saying. Either the file is in a location where the OS is preventing KSP from accessing it, or it has been converted into a .dds file, which also would be read-only. 

The download package includes the texture as a .png file, it should not be changed from that. I'm not sure exactly what needs to be done to make sure the file is not marked as read-only. Maybe check the file itself or the entire KSP folder. That information should be easy enough to find elsewhere.

@Aegrim Yes, it works fine with all planets.

Edited by DMagic
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On 9/1/2016 at 3:38 PM, DMagic said:

@Toastmastern You are trying to scan for resources? There are instructions on how resource scanning works and which scanners are used for it in SCANsat's KSPedia entry. Different parts are used for different resources.

@DMagic Read through the KSPedia entry - which was awesome, BTW, that's the first time I've seen the KSPedia at all; forgot all about it - but still not really sure of the resource scanning path here.

I've turned off stock scanning in the settings, and I have SAR and Multispectral scanners on 97%+ orbits of Minimus, Mun, Eve and Gilly, but I have no resource data for any of them.  

Even with stock scanning disabled, do I need the stock scanner parts?  The KSPedia isn't really clear about how resource scanning works.

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Different resources require different scanners to see them. When you are looking at the parts in the VAB, they will tell you which resources they can see. By default, the stock M700 will give you a rough representation of where all resources are. For higher detail, most resources require their own scanners. Some DMagic OS and SCANSat scanners will show you some resources (If I remember right, the Multispectral Scanner has the option to do a minerals scan if you have CRP installed, and likewise the DMOS Soil Moisture part has a water scanner feature with CRP installed). For Ore, you still use the stock Narrow Band scanner, if just now uses the SCANSat functionality instead of the stock interface. 

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3 minutes ago, Merkov said:

Different resources require different scanners to see them. When you are looking at the parts in the VAB, they will tell you which resources they can see. By default, the stock M700 will give you a rough representation of where all resources are. For higher detail, most resources require their own scanners. Some DMagic OS and SCANSat scanners will show you some resources (If I remember right, the Multispectral Scanner has the option to do a minerals scan if you have CRP installed, and likewise the DMOS Soil Moisture part has a water scanner feature with CRP installed). For Ore, you still use the stock Narrow Band scanner, if just now uses the SCANSat functionality instead of the stock interface. 

Ah; ok.  I thought selecting "Disable stock scanning" would have the ScanSAT parts wholly replace the stock parts.  

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@DMagic

I've tried to reinstall game to other path and it dosen't help :( . File is still in .png. I've googled it and find something like this: https://unionassets.com/iosnative/texture-is-not-readable-177

 

Unfortunately I'm totally green when it comes to coding but maybe it's a clue?

 

EDIT: Issue solved. I've removed mod TextureReplacer and ScanSat works perfectly now :o 

 

EDIT2: I went further and add below code to \Kerbal Space Program\GameData\TextureReplacer\@Default.cfg 

keepLoaded = ^SCANsat/Icons

Both mods installed, both work nice :) Maybe someone will use it :) Thanks.

Edited by Nedvedinspace
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