Jump to content

Innsewerants

Members
  • Posts

    90
  • Joined

  • Last visited

Everything posted by Innsewerants

  1. Just uploaded 3.3.1 Minor fix update. -Should fix the problem on macs. -Added a "GPS" Part The GPS part simply uses what data you have, maps, artefact locations etc. It can't scan but it's very compact for mobility. Let me know if the mac issue is solved or any other problems
  2. O you didn't just explaining my absence and why the mac thing hasn't been fixed yet I'll be releasing a completely different mod soon. It's a bit experimental. Then it's mapsat's turn to get fixed for macs. I hope that won't be too much work. As for wine I have no clue honestly. It's written for windows. It should just look for csv's in the same folder it's in and render but I have no idea how wine handles this. Maybe I can set up a vm to test on. Will see what I can do. Something like that is planned already, the part's already made Some planned features will make this request obsolete, that's all I can say for now
  3. If you are using another part instead of the dish the problem is most likely a lot of null reference errors, the dish animation in mapsat is done by code so it's looking for dish model parts that aren't there if you use a different part and such null references can halt the rest of the code from running properly.
  4. Hello, I will look into the mac thing, wasn't aware until careo notified me, been ill and otherwise busy. I'll see about working on mapsat in the coming days and release a fixed version for macs, probably in the weekend. @123kde No but I can only spend so much time working on a mod and I don't frequent the forums much. I do this in my spare time after all without any benefit in return. Also the last release was pretty recent, bit odd to think it's suddenly dead lol. I've been ill as said, still am. A lot of stuff going on irl too. Helping out here and there with other people's mods and working on another mod of my own as well. The issue is a simple file path problem. I'll see about it this week. Apart from needing this fix out soon for macs I've been working on new features for mapsat so it's anything but dead. Cheers all and thanks for using kerbalnet's link, I can't believe how many downloads I had in such a short time.
  5. As the code is now it will require an update by me. I do get an early look at 17 when the test build gets out so I can test if everything still works before 17 goes public. If 17 doesn't break any code then adding support for the planets shouldn't take long at all so I can probably update and then release it when 17 goes public or shortly after (I do have to test 17 on the test team and not my mod after all). If 17 breaks a lot... Different story. Eventually I will recode it to be more future proof regarding new content without requiring me to update it all the time but first I want to wait and see what coding changes and additions 17 brings and what those allow me to do and I still need to learn a few things before having what I need make it more dynamically compatible with unknown future content. No, it should be right next to the axis in the bottom left not overlapping. What resolution do you run ksp with, I'll have a go with different window sizes and see about a bugfix if needed.
  6. You deleted or didn't copy over the plugindata/isa_mapsat dir or the hilo.dat file therein and it generated a new one without my rounded values. Replace your current hilo.dat with the one from the zip and all should be back to the normal -1000 to 3500. You might see some colour change when it passes over already scanned parts but shouldn't be dramatic.
  7. New update.. again. Forgot to change to my new icon button and to add geostationary orbit information. Version 3.2.1 -Added forgotten Geostationary orbit altitude and velocity to wiki.[MAPSAT] -Forgot to change main button to the new icon as planned, fixed.[MAPSAT] (update Parts folder too!)
  8. Version 3.2.0 is out!! After being distracted with new mod idea's finally a new update Most important change is another instance fixed where textures could get replaced by corrupted ones but it includes several relatively big changes: -Replaced the information panel completely, you can now look up wiki data on any body regardless of current orbit and it's in a more readable scrolling window. [MAPSAT] -Added a mouse tooltip when you hover over the map that gives you the GPS coordinates of the pixel underneath, doesn't work in polar. [MAPSAT] -Removed saving textures when part gets destroyed for now, you won't lose much and it's a suspect for texture problems. [MAPSAT] -Fixed another instance where texture corruption could happen. [MAPSAT] -Changed beam from a premade pattern to a simpler to handle grid [MAPSAT] -Increased the density of the scan beam a lot [MAPSAT] -Can't believe noone including me noticed but fixed the north pole being mirrored [MAPSAT & MAPGEN] (requires rerendering the polar textures, deleting polar textures or manually doing a horizontal mirror on the North pole half, sorry) -CSV data now collects over a period of time without writing to file as often [MAPSAT] -The previous change allows me to remove duplicates somewhat, at least per write. [MAPSAT] Please if your textures are corrupt or contain transparency let MapSat make new ones by removing them prior to starting ksp and mapsat or render new ones using MapGen if you have the csv data or it will keep on drawing on the corrupt ones.
  9. 1- That\'s bug, it\'s my priority bug Im hunting but it\'s hiding well, I\'m starting to suspect one of the ksp or unity functions I\'m using will have a chat with nexis if that\'s a possibility. 2- Apart from bugs data should be stored, it just saves the png\'s and reloads them when you next enter a mapsat craft. 3- This enables the csv writing from my previous versions and will store elevaiton + longitude and latitude as raw text data you can use with mapgen.exe to render bigger maps with more options for out of game use. 4- It maps up to 10x speed (3 play symbols in the top left) 5-powertech? I haven\'t named anything powertech so thats not my mod and so i don\'t know what to answer to this. You need my dish to make mapping work, parts are what call the module code. I haven\'t had craft fly apart testing the mapsat during dev without other mods installed so I doubt it\'s the mapsat part.
  10. ATM I\'m not working on the mod for a while. I\'ve run into an issue with 0.16 crashing/freezing constantly. I have downloaded ksp fresh, installed it separately and left out any mods whatsoever. still randomly crashes. So atm I can\'t trust the program on my system I\'m modding for and that makes it very hard to trace any mod issues as it might just be another random crash of ksp. I suggest also that people keep back ups of their gui textures now and then, it may or may not be related to the random crashes but it replaced my maps with blank new ones yesterday. Which unless I\'m missing something in my code should never happen as the creating new textures code should never run if there is a file already. The first line of it is a fileexist check to decide to create or load textures. Until I can get ksp to run modfree without crashing randomly I can\'t work on anything. I\'m trying to work on a bug report but there is just very little to go on, no log as ksp doesn\'t get a chance to write to it and windows crash report isn\'t very forthcoming beyond stating it\'s a 1002 application hanged issue. and my next suggestion is just the tip of the iceberg...new features list yay: - a seperate part like a small laterally attachable part where you can only view the previously created maps and see where you are on it...but it needs the small computer to kick the plugin and 'be a compass on the map'-yep it can look cool a laterally mountable compass for EVAkerbals - maps of the texture of the object-kerbin interestingly...maybe the muns have some texture as well...only have to read the textures of the objects and not calculate at all! - also new type of maps for kerbol(the star) which could be called infrared maps...could be done for the planets too...scan for the heatlevels unravel the secrets behind artifacts...better than the red dots - ground level mapping:build a rover and on the surface you can scan a 'medium' area around but only relative height! i know it adds one more variable to the math... and don\'t know if it is possible or not...background simulated vessels scan too...now that would be the best! The main reason for some of the err.. archaic and/or expansive coding is otherwise I end up not understanding my own code. MapSat still is the first thing I ever made and I didn\'t know a line of c# when I started making it. The fancier the code gets the more like Mandarin it looks to me, and I don\'t read Mandarin sadly As I learn and get more comfortable with c# I tend to come back to old code pieces and rewrite them. Ground level mapping already happens. the map is just 400px wide, at kerbin\'s equator 1 pixel covers 9.4x9.4 km. Being able to draw a 20x20 km shape in the map from ground level is just not realistic, but it does draw the 1 pixel it has some data for so technically it is mapping from the second it sits on the launchpad. What you see around Kerbol is not game data. There is no interesting heat data to collect in the game that I know of. I was discussing a small gps unit that just uses maps, as far as you have collected them that is, just yesterday on irc. It would be slightly more compact and just show locations, map and current position marker. usability is debatable though with 400x200 maps. tbh mapping the textures does not really seem all that interesting, it be easy to emulate though unless you want the realism of only scanning when the sun is at a certain angle to keep the map the same lighting all over. Kerbol in game has no terrain and nothing to map, that\'s why I coded an easter egg instead for kerbol. I can probably emulate mapsats elsewhere. I already don\'t protect code from running by checking if its the active flight, the reason other sats aren\'t running is because their code doesn\'t run far away from your position. You can check that I left that check out by doing the following: put a craft with mapsat on the launchpad. go to space center and leave it there, start a plane without mapsat on the runway.. tadaa.. mapsat. But as things despawn beyond a distance from you so does their code. So i\'d have to emulate it. I might. It\'s not a priority feature tbh and currently I\'m having this crash problem with ksp vanilla so I never know if it\'s a mod or ksp itself when I run into crashes with testing. I\'m thinking about more sensor like things but this highly depends on if the devs have put in anything interesting to sense. I mean a lot of things that would be interesting to sense aren\'t required to create the gameplay of ksp so a lot of things I find, are just not in game to do anything with (Don\'t need volcanic hotspots on kerbin to do the rocket gameplay, just saying).
  11. Random crashes/ksp not responding. Well I am aware, but I am not sure yet if it\'s the mapper and if so how, there\'s no debug log if ksp froze and I have plenty of people saying they have mapped for hours without a single crash. did you have old 400x400 textures in the data folder? if there\'s anything there it will load thos einstead of new ones, if you want your old once crop them to 400x256 I see some of you are missing the scale? you need to copy over everything with updates including the part folder, I keep gui textures there so if you don\'t you don\'t copy over the correctly size black starting texture and none of the new gui stuff like scale. Not doing this can also account for the corrupt textures as the old one is 400x400 and new ones are 400x256, unity does weird things if this doesn\'t match up sometimes rescaling image sometimes making the white noise corrupt looking thing. You really need to update the part folder now too with every release not just the mapsat dll and mapgen
  12. Just finished uploading 3.1.0 The nasty corrupt or transparent textures bug should be fixed, it had to do with saving when the part gets destroyed. Polished the gui some, added a scale display, added polar maps and stuffs. That\'s really because they aren\'t options but toggle controls lol. I can see about saving it instead. They are still all in the same position above kerbin when they scan? So they would map the same data * amount of dishes on your craft. Artifacts show up as you discover them when you scan planetoids. As soon as one gets picked up by the scans it gets stored and added to the overlay. Also being just 400 pixels wide 1 pixel on the map equates to a lot of surface, just because it has colour does not mean all the terrain it represents fell within the confines of the scan, you might need a second pass to pick up an artifact. So far I found most of them on Kerbin and 1 on the mun. I recommend to still get something like r4m0n\'s detector if you plan to land near one as said a pixel represents quite a bit of surface and so too do the markers. Happy hunting! No it\'s not supposed to start fresh, or with non black maps etc. Try 3.1.0 on ksp 16.0 I suspect this will fix your problem. It\'s probably the saving maps while in vab and hangar editing bug. It\'s fixed in this release.
  13. Thanks everyone for details about the transparent texture bug. I think I have solved it, although I can\'t be 100% sure as I was unable to really reproduce it in the first place. Expect the fix in the next release. I think tomorrow or later this evening (my time). Really soon any way.
  14. Consider it done. This is what I\'m planning, a new command line argument something like 'isa_mapgen.exe textures' It would render out the textures before you start the new sat installation from any csv data you have in the folder with all the settings so everything matches up with the colour scale the gui draws. When done you start KSP and your satellite(s) and instead of creating black new ones it will just load the textures MapGen made for it to start with. People actually might want to keep recording csv data even if you were using it just for the GUI, some image editing of the textures already collected or csv data to render with the new mapgen command will be needed when I change texture sizes while polishing the GUI. I think it\'s a safe bet to say there\'s an update in the coming week with more polish, the mapgen argument and some minor bugs gone that I squashed today, I\'ll be spending my time for now on the polish because I need to have a final idea on the texture/window size because I don\'t want people to have to mess with image and data files every time I change something so that\'s my current focus. --------- A question and request to help hunt down an illusive problem I can not seem to reproduce on my system no matter how much I abuse mapsat, reinstall it delete its data etc: So far 2 people have reported not getting black maps to start from but transparent textures showing the gui window colour. I can not for the life of me coax this bug out on my system and am running out of idea\'s that would not be obvious mass breakage problems to explain it and try and fix it. I tried starting mapsat without textures so it goes through the initial creation code more often than I can count and I only have 2 people so far that told me they had this problem. I am looking for more people who are experiencing this problem and would like to know some information to help figure this elusive one out. And logs have been useless so far -What I would like to know: -os, cpu, gpu, ram. -Ksp version used. -Other mods installed. -How do you start ksp (shortcut, clicking the exe, steam shortcut...)? -in the PluginData/isa_mapsat/ dir, are any png\'s missing for the planetoids in ksp? are they blank or black if not? -which ones are blank which ones are black? It\'s the only thing I have left in my idea\'s bin, to run a comparison between people that have the problem and see if they share a common theme in some way. Sorry if you have the bug, a temp fix on affected systems might be to go into the plugindata/isa_mapsat dir and replace any blank pngs with exactly named 400x400 black pngs. Start KSP and see if it loads them from now on.
  15. If you mean an ingame texture of what you collected in previous versions I can solve that real easily. Rendering the data in game halts ksp to a crash, (referencing render times with MapGen). I\'m already working on adding a command line argument in Mapgen to render textures for the gui with the same colour scale etc so the drawing all matches up. I need to finalize how I am going to make the gui and the textures, it won\'t stay the big black square. I just wanted it out to test the functionality, I will spend more time on cleaning the gui, already planned changes and optimizing the code and fixing bugs people might find that haven\'t happened to me during testing. Changing the texture sizes will either mean a little image editing or restarting the maps, so rendering out csv\'s with mapgen using the correct settings to match the texture drawing is a good idea and it would effectively give you what you want. Cheers
  16. Rofl yes these kinds of things are why I\'m always a little resistant at first to just assume it\'s something in my code, I prefer to wait until a few people report the same problem and then hopefully get them to share what other mods they have installed, console output etc. I hate digging through my code for 4 hours looking for a problem that then ends up not having been caused by something in my code lol. Happens a lot during development with me, usually a typo somewhere and me assuming there\'s something wrong with the code itself, 3 hours of code changes to try and fix later and I notice the typo *slaps self... again... I see, i hope that will work in the future someday. Did you turn on raw data collection in the sat gui? It\'s defaulted off so you don\'t collect the same bits everytime you launch a new sat with the mapper on board and for the people who only really want the in game map.
  17. It can be faked, part code doesn\'t run beyond a certain distance from your current location. Currently if you pass another sat closely it will draw it\'s data for the time its close enough to you. To really make it work, or seem to work like simultaneous sats all over the place I don\'t see any way past emulating the effect. Counting every sat around getting their positions and doing the whole drawing thing for each of them. I don\'t know how KSP will hold up, atm I\'m debating adding a few more pixels in the 'beam' and see how performance is affected. As for how long it takes to map a gui texture map, kerbin finished for me somewhere in the 8 hours I was away using at 5x speed @ a 135km polar orbit , not counting the odd pixel gap here and there. There\'s probably a faster orbit than this too, and i don\'t know how long it took exactly it might have been done after 4 hours e.g. I just know it was a fully filled map bar some gaps when I got home. Do you have the lag only when storing raw data is on? The only lag you should have once is a slightly longer load time starting the first flight with a sat after installing the mod, it\'s just setting up the textures and stuff in the pluginsdata directory. It\'s really not made to have more than 1 sat per craft, it has no benefit at all and just increases the chance of oddities and bad performance (2 sats on 1 craft and the whole code get done twice as it were on the same position above the planets surface) It\'s odd there was no spamming in the console because I left a few prints in by mistake that should be spamming and are up for removal in the coming incremental updates and fixes etc. At the moment I don\'t have any lag issues, my ksp is pretty much vanilla + mapping sat at the moment to keep testing clear. Phenom x4 underclocked to 2 ghz during testing, gtx 260 and 3 gb ram. For comparison.
  18. Not at all, unless all one wants is the small gui map. Mapgen or another external tool is still needed to do stuff with csv data if you desire to collect it. The gui also only supports one colour mode and one projection at the moment. I will still work on mapgen when I get new idea\'s for it or finally get to learning standalone apps with gui\'s, the mod and mapgen are still my prime code learning projects as my slight fascination with mapmaking and ksp itself keep the learning interesting. From now on updated versions of mapgen are included in the PluginData/isa_mapsat folder. It\'s not deprecated to me because it\'s a nice platform I built for myself to play around with my mapmaking fascination and I will keep including it with MapSat for the people that like collecting csv data and using MapGen to render polar views or natural colour maps etc. For the ingame map and gui you do not need to run the exe. MapGen exe is a rendering tool for the csv data, the instructions are in the opening post under the spoiler: MapGen command line arguments/usage. When you have some csv data collected you can use mapgen do render different kinds map projections, colour schemes and sizes for out of game use. One note before using MapGen, either don\'t run ksp or turn of the raw data collection before using MapGen. You can toggle csv data collection in the gui with the 'Store raw data' button. Sounds like an interesting idea, not sure how it would work, you could have many directions of slopes in one 20x20m piece of terrain. I\'ll keep the basic idea in the back of my mind, maybe I will get some ideas further down the road. As for the accuracy of the code used, I take elevation data from the in game PQS values directly, I feed it the lon and lat in double precision I want data for, it gives me elevation in double precision, scanning, discovering is all just deliberate.. 'gameplay'. You can get more precision then will ever be effectively used by any 3d terrain in the actual game I think because I get the data from the PQS values. Sound a bit more like a whole new separate section/feature to the mod, both code and gui-wise or a separate one. Interesting.
  19. Mapgen handles them as doubles so you can feed it a lot more than 2 decimals precision. Although unless you have a bundle of drivespace for the csv and want to render 36000x18000px big maps or very zoomed in regions.. 36000x18000 would be the biggest isa projection map you can render without gaps using a full data set at current resolution and no extrapolation. In such a size map 1 pixel width would equal a mere 104.7m on the equator of Kerbin. a full set without duplicates at the current resolution would run into gigabytes and there are plenty of duplicates that build up over time in raw csv collection. each line of lat;lon;elevation in the csv\'s is between 11 and 16 or so bytes times 648.000.000 coordinates total at 2 decimal resolution. My code also fetches the unity internal values, it only rounds them to 2 just before saving them. As for the linux thing, seems to be incompatible with the culturecode stuff I had to use in c#. I\'m unsure if this is something I can/need to fix on my end.
  20. After all the delays it\'s finally here. Dropbox just finished my upload. The new 15.2 Satellite with gui, artifact detection and so on and so forth, started from scratch. The very, very first flight might load slow and even show stopped responding for a millisecond. It prepares some stuff and stores it so it only has to do this once unless a new planet gets added. It\'s not fully future planet proof with all the new features but it should be ver easy to add in support for planets in new ksp updates. The gui still hasn\'t had much love, I was focussing on getting everything working correctly. Polish can be done in an update. I still haven\'t decided what to do with the extra texture space, it has to do with plas that haven\'t (yet?) made it in. I can remove it to clear some space for people on lower resolutions, or perhaps I can experiment how much it can draw without getting too many complaints about ksp crawling to a halt. Anyway I hope you all like it despite the long time it\'s been. Updated front page with new info, changelog etc. Cheers! Innsewerants PS. Don\'t forget to toggle on raw data collection if you want to collect csv data for MapGen ^^
  21. Hello mappers, I\'m back from hiatus and started checking out and experimenting with the new methods in 15.2 and it\'s looking good. There\'s still a lot of bad stuff going on in my life but I finally started working on the mapper again. I wanted to ask, seeing as more than 1 person has taken it upon themselves to release versions of this mod, if people want a fixed version of the mod for just the csv collection quickly or not (a day or 2 depending on the time I have available to work on it) I am asking because the new version I was and now am working on again includes a lot more than just collecting csv\'s and the mapgen tool but this might take a little bit of time to convert from my 14.x dev code and complete (a week? hard to say) If people desire I can release a 15.2+ version of the basic mapper relatively quick or if they are content with all the new stuff in the last ksp releases and the versions made by other people, I can also just work to complete all the new stuff and release it when it\'s fully finished. Once again I apologize for the lengthy hiatus, sometimes life just throws too much at a person at the same time to cope with. Kind regards, Innsewerants
  22. winglets make for great landing gear if you are still on the pre-preorder version, that\'s how I did my landings before the pre-order versions came out works a charm, I still use them they are plain better than the legs. May I suggest less height and a wider base for a lander too. A vid of mine in 13.x using winglets for landing legs Cheers!
  23. Hello all, I\'m sorry the new security features in 15 killed the mapping as is. N3X1S confirmed there will be a method to do the csv streaming again in a patch. Until then I will focus on taking my gui experiment and make it a proper usable mod. I won\'t be releasing a work-around version for the csv creation, just to messy and as that will be fixed so it can be done proper again, a waste of time. The gui stuff creates and draws images directly without mapgen. When csv\'s can be done neatly again I will add that functionality again with an enable/disable button in the gui to also collect raw data. So the csv part in the end will become just a feature of the mod and not the main subject (code wise anyway, just drawing the gui takes more lines of code than the csv collection part) I see quite a few people have taken to playing with the code themselves. If r4m0n and I have overlooked a way of making decent appending data files with the current ksp.io stuff I\'d appreciate a pm here or on irc. But so far we\'ve concluded it will become a mess of many csv files and I don\'t want that for the official mod tbh and rather wait for a decent analogue of the system io streamwriter. Sorry I\'m taking so long with updates lately, long boring story. @Dani, I already have a few tools made to merge or convert csv\'s if you like to collaborate. Minmus is already supported (and any future body) just too messy with the current ksp.io stuff if you were doing your thing for minmus support.
  24. yeh the pqs code is recommended, the data collected with the mapper is straight from pqs, iow the raw data fed to pqs terrain as it were before it decides the lod to approximate it with. pity you don\'t use the mapper for it though, any particular reason? asl and agl never gave me usable terrain elevation btw nothing resembling any accuracy, afaik it\'s relative to the base sphere of the planet not terrain elevation. But as I said last I checked telemetry was before I made this. Also if it uses anything that uses the collision mesh like raycasts your data will depend on the lod level of the terrain, the current one in the mapper is independent of current terrain lod. tbh I\'m not sure if mapgen will process 4gb successfully, hadn\'t had the chance to test such file sizes yet. oO ah well anyone can use the code currently in place, I think it came from mu after speaking to him yesterday but I\'m not sure. Giucam was the one who shared it with me back then though but also said he didn\'t understand why it worked (have figured it out by now though lol) , that combined with a little chat with mu yesterday makes me think it came from mu but I\'m not certain.
  25. How do you mean use telemetry? The last version I checked doesn\'t actually get you terrain elevation or any numbers that you can calculate into actual terrain elevation or my mod would have never started, telemetry was what i checked first before getting the idea to make a mod myself.
×
×
  • Create New...