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technogeeky

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Everything posted by technogeeky

  1. You should include SCANsat. Surely your pioneers had RADAR before they built jet planes!
  2. From the module manager thread: 2. @PART[myPart]:Final {...} is for "tweakers", who want to release a set of reconfigurations of other peoples' parts that changes gameplay, or personal patch. The change with :Final are applied after all others are done. Try just putting :Final at the end of your part MM declerations, to make sure they're loaded last.
  3. Are you talking about the toolbar icons? Yes, we're aware of that. I should make a bug out of it. If you're talking about the palette icons: I actually guessed at this to myself, but why would textures be transparent by default?
  4. Unless there is a bug I'm not aware of, then you need to right click the MapTraq part and 'enable' it (by clicking Open Map). This is actually confusing now that I think about it. The orbit display checks to see if you are 'scanning today' (if any instrument is active). This is something I will probably remove in the future.
  5. As the scanner says in the VAB, the RADAR scanner will only work between 5 km and 500 km. Your altitude of 2,200 km is too high for it to work. In addition, you probably do not want to launch your scanner into an equatorial orbit (ie, inclination near 0 degrees). This will result in you only being able to scan near the equator, which will not yield much of the map. Try launching yourself into an inclination in the 75 to 90 degree range, and getting the scanner in workable altitude. The answer is in the picture (LO). Thanks for telling him, though. Also, the high-res (SAR) scanner will have a maximum field of view when above 750 km (which is perilously close to its maximum of 800 km).
  6. This is quite a nice looking tool. Excellent work.
  7. I've had some success with palettes. Here is a screenshot showing the current palette on the right. I don't know why the colors there seem washed out compared to those in the legend, but they are the same colors: I also changed the BigMap in two ways: the legend is now always above the infobox (so they don't swap when you mouseover) the min. size of the BigMap is now 450 instead of 400 to make sure the resizer doesn't overlap with the buttons (dev change) I added a bunch of regions in the bigmap UI to see what is going on
  8. Please post a screenshot with the Small Map open. If the scanner indicators are solid orange, it means that your altitude is too high -- and this would explain why your scanner is not recording anything.
  9. Sounds like a good idea; but it also sounds slightly difficult to implement. It would probably be easier to implement if it did this functionality but only along your current orbital track (with some significant sidelap). I guess you would want to see what landing possibilities are available for +/- 5 degrees or so inclination. But wouldn't this have to be updated along your orbit? Maybe not.
  10. I've updated the first post to reflect the release of v7.0rc1. This includes several bug fixes with resource scanning. If you are using the DEV version and having bugs, we recommend you upgrade.
  11. Slow your roll! I'm working on color palettes as a whole package. Everything will be editable in-game. The primary unit of color currency will be a palette, not a color. The default color palette should be colorblind friendly. There should be three or four color palettes available for choosing on the right hand side (laid out vertically) of the Big Map. These three or four should be selectable from a larger set on some yet-to-be-named palette settings window. You should be able to add your own palette, or copy existing palettes and make changes to them. There should be smaller palettes for overlays (two or three colors).
  12. In order for me to work on it, and in order to debug (if needed) the Settings window, I broke it out from being one function and made it eight. public static void gui_settings_build ( int wid ) { GUI.skin = null; GUILayout.BeginVertical (); GUILayout.Space (8); gui_settings_xmarks(wid); /* X marker selection */ GUILayout.Space(16); gui_settings_resources(wid); /* resource details sub-window */ GUILayout.Space (16); gui_settings_toggle_body_scanning(wid); /* background and body scanning toggles */ GUILayout.Space (16); gui_settings_timewarp (wid); /* time warp resolution settings */ GUILayout.Space (8); GUILayout.Label (gui_settings_numbers (wid));/* sensor/scanning statistics */ GUILayout.Space (16); gui_settings_data_resets (wid); /* reset data and/or reset resources */ GUILayout.Space (8); gui_settings_window_resets (wid); /* reset windows and positions */ GUILayout.Space (16); if (GUILayout.Button ("Close")) settings_visible = false; /* close settings */ GUILayout.EndVertical (); GUI.DragWindow (); } None of them actually need the window id, but I didn't know better at the time.
  13. DMagic: there is something else interesting about this bug (the bigmap-click-button bug): it causes the smallmap scanline speed to be much faster than usual. It makes me question several things, one of which being the effect that framerate limiting would have on SCANsat (right now I have it set to unlimited).
  14. I'll just have to get better at testing before we release something like that. Can you get on IRC this week? I'm set up to be in there whenever now (using irssi). But if you just want to get on there temporarily, the mibbit client isn't so bad.
  15. Yes, it did persist through resizing. I'll look further. edit: Yes, it persists through resizing. Yes, it happens on v7-Resource-Overlay. And v7.0.
  16. Last night I extracted all of the colors SCANsat uses anywhere into a new file called SCANpalette.cs: All of the colors that start with cb_ are the colorblind safe ones. Clearly, these do not comprise a majority of color usage in SCANsat, however. And it's also clear they are not used for map drawing (the heightGradient colors are all xkcd colors). And I would trust the site I linked because someone's PhD thesis depended on its correctness
  17. Why can't we just move 'everything' in the bitmask way, way up to to 2^30 (from 2^8) or something -- and use all the values in between? Would this break existing persistent.sfs files?
  18. Yes. I ran into this bug today. This is a pretty serious one, but it's intermittent. Restarting KSP seems to sometimes get rid of it. It seems the 'big map' button in the toolbar will open/close a variety of windows. Earlier, my game was such that clicking the Big Map button opened/closed two BOSS (Screenshot) windows AND the SCANsat Instruments window. The problem seems to be in SCANui.gui_show(). I'll take a look. DMagic: can you also take a look? In my output_log.txt, I am seeing lots and lots of this: [MechJeb2] Adding button for Vessel_Info (Filename: /BuildAgent/work/d3d49558e4d408f4/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Unpacking Scanner 3 (Filename: /BuildAgent/work/d3d49558e4d408f4/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ArgumentOutOfRangeException: Argument is out of range. Parameter name: index at System.Collections.Generic.List`1[System.String].get_Item (Int32 index) [0x00000] in <filename unknown>:0 at SCANsat.SCANui.gui_show () [0x00000] in <filename unknown>:0 at (wrapper delegate-invoke) Callback:invoke_void__this__ () at RenderingManager.OnGUI () [0x00000] in <filename unknown>:0 (Filename: Line: 4294967295) ArgumentOutOfRangeException: Argument is out of range. Parameter name: index at System.Collections.Generic.List`1[System.String].get_Item (Int32 index) [0x00000] in <filename unknown>:0 at SCANsat.SCANui.gui_show () [0x00000] in <filename unknown>:0 at (wrapper delegate-invoke) Callback:invoke_void__this__ () at RenderingManager.OnGUI () [0x00000] in <filename unknown>:0 (Filename: Line: 4294967295) I talked to blizzy78 and he suggests that it really is in gui_show and is probably not toolbar related. DMagic: Also, the dev version seems to have some issues big map rendering. All of these images are rendered with the branch 'dev' -- except the one that looks correct. When I checkout 'master' and/or 'master' with cherry-picked palette changes, it works fine.
  19. As discussed in IRC: The BTDT scanner as it stands does not generate science of any kind. It is possible for it to do so; however this is not considered a high priority. An issue has been created to consider this.
  20. All of these satellites are in sun-synchronous orbits, which is why their inclinations are at about 98 degrees (retrograde). It's pretty important for EO satellites to take images at the same solar time of day each pass (typically about 9:30 AM to 10:00 AM). I think it might also allow them to remain in constant sunlight to keep the solar panels charged, having just enough altitude to reach sunlight while travelling over the night side at 10 PM. This cannot be replicated in KSP because orbits around non-spherical masses are not modelled. Nice post! This will prove helpful indeed. I suppose we can just calculate it (and I also suppose it's somewhat arbitrary), but one thing I wanted to know was how long it took these satellites to complete a full map of the planet (indeed, if they ever did so). That might require more digging or even e-mailing principal investigators
  21. Orbit projection doesn't work like I expected it to. I had those screenshots of me playing with it. What I found is that it was happy to project backwards, but would only project one orbit forwards. This could have been the way I was doing it, though. *shrug* It's on the list anyway. I want a line-based orbit projection (for projecting into the far future), a fixed-dot-sized orbit projection (like the current implementation) for projecting the next and previous orbit with a sense of velocity; and a variable-sized-dot orbit projection (with low opacity) to show the swath width of each active scanner.
  22. To make things clearer, I have added a thing showing the structure of directories in GameData. Hopefully it is clear. My main concern is that MechJeb is completely unrelated right now, but I included it for completeness.
  23. Can you edit this to be more coherent, and perhaps include screenshots? It's hard to understand what your edits mean relative to your first post.
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