Jump to content

DMagic

Members
  • Posts

    4,178
  • Joined

  • Last visited

Reputation

4,379 Excellent

Profile Information

  • About me
    Capsule Communicator

Recent Profile Visitors

30,855 profile views
  1. SCANsat has a relatively rudimentary slope map implementation (compares altitude from 2 neighboring pixels on a map to determine slope). It is very simple to generate if you already have altitude data, but not very useful on a full planet map, a neighboring pixel may be several kilometers away. But if used with some type of zoom map it becomes very useful. It also has a mouse-over tooltip with map information, I believe that uses a much more accurate (but prohibitively expensive for a full map) method for slope information.
  2. I think the mod users are the best source of that information. Last I heard everything is working fine.
  3. Yes, there are extensive map color customization options. The GitHub page has some documentation on this (the images may be a little out of date, but the overall process is accurate). https://github.com/S-C-A-N/SCANsat#top-12a-terrain-colors-and-options
  4. Yeah, I'm not aware of any major issues. A few part loading errors or MM errors for deprecated parts doesn't really affect anything. I'm sure that there are some bugs and issues in here, but I think most of those are pre-existing and not due to KSP updates.
  5. SCANsat takes its data directly from the PQS system (basically the same system used by anything that gives you terrain height data). Its terrain data is generated by querying KSP for terrain height at each pixel of the map. The same for biomes and resources. Everything comes directly out of what KSP's systems provide. Any properly configured planet pack should work fine (gas giants don't have terrain, and should show a static nosie terrain map, but they can have biomes). The only problems tend to arise from scanning altitude issues for planets that are significantly different in size from stock planets. Though, that doesn't seem to be an issue here.
  6. @DMagic   Hello and Thank you for the work you do.

    I have been reinstalling all my mods and DMAGIC Orbital Science is one of them.  I'm doing this 1-by-1 noting each error introduced if any and this is what I got from this mod:

        Line  8919: [ERR 10:12:41.429] PartCompiler: Cannot clone model 'UniversalStorage/Parts/US_1M110_Wedge_ScienceBay/model' as model does not exist
        Line  8925: [ERR 10:12:41.443] PartCompiler: Cannot clone model 'UniversalStorage/Parts/US_1M110_Wedge_ScienceBay/model' as model does not exist
        Line  8931: [ERR 10:12:41.458] PartCompiler: Cannot clone model 'UniversalStorage/Parts/US_1M110_Wedge_ScienceBay/model' as model does not exist
        Line  8937: [ERR 10:12:41.474] PartCompiler: Cannot clone model 'UniversalStorage/Parts/US_1M110_Wedge_ScienceBay/model' as model does not exist
        Line  8943: [ERR 10:12:41.501] PartCompiler: Cannot clone model 'UniversalStorage/Parts/US_1M110_Wedge_ScienceBay/model' as model does not exist
        Line  8949: [ERR 10:12:41.521] PartCompiler: Cannot clone model 'UniversalStorage/Parts/US_1M110_Wedge_ScienceBay/model' as model does not exist
        Line  8955: [ERR 10:12:41.545] PartCompiler: Cannot clone model 'UniversalStorage/Parts/US_1M110_Wedge_ScienceBay/model' as model does not exist
        Line  8961: [ERR 10:12:41.562] PartCompiler: Cannot clone model 'UniversalStorage/Parts/US_1M110_Wedge_ScienceBay/model' as model does not exist
        Line  8967: [ERR 10:12:41.580] PartCompiler: Cannot clone model 'UniversalStorage/Parts/US_1M110_Wedge_ScienceBay/model' as model does not exist
        Line  8973: [ERR 10:12:41.601] PartCompiler: Cannot clone model 'UniversalStorage/Parts/US_1M110_Wedge_ScienceBay/model' as model does not exist
        Line  8979: [ERR 10:12:41.619] PartCompiler: Cannot clone model 'UniversalStorage/Parts/US_1M110_Wedge_ScienceBay/model' as model does not exist
        Line  8985: [ERR 10:12:41.641] PartCompiler: Cannot clone model 'UniversalStorage/Parts/US_1M110_Wedge_ScienceBay/model' as model does not exist
        Line  8991: [ERR 10:12:41.658] PartCompiler: Cannot clone model 'UniversalStorage/Parts/US_1M110_Wedge_ScienceBay/model' as model does not exist
     

    If I sent this to you already... sorry... If not... then here it is and I would like to know if there is any fix to this?

     

    After fixing my issue with the Flexible docking ports and then re-reading these errors, I'm wondering if there is a dependency here that I might be missing.  This is looking for UniversalStorage  and since I don't currently have this installed, it would be the reason for this.   After installing both UniversalStorage 1.4, these directories appeared, BUT immediately upon loading KSP 1.12.4, I get an error message that pops up stating Universal Storage is not supported and to step my KSP down to 1.4  :( 

    I know that Uni Stor 1.4 is not your mod, but wanted you to know what I'm running into.  I'll reach out to those modders with hope they're still modding.

  7. The contracts in this mod don't use contract configurator, so you can't do much with that. Most of these contracts have some basic requirements that have to met before they generate, but those are generally pretty simple, like reach orbit once, or a few other basic signals of progress. And to have the relevant parts unlocked. There are extensive config files to modify most aspects of the DMOS contracts in the mod folder. Otherwise they should generate over time.
  8. I seem to remember having various fixes lined up for US2 that hadn't been released. I think everything is up on the dev version folder of the repo. Assuming everything is still working there it should be fine to take over and fix this up for 1.12.
  9. Tracking Station Evolved Version 7.0 is out; get it on Space Dock. This update fixes the hidden sorting buttons at the top of the vessel list, they were hidden underneath the new stock alarm UI element. It also fixes a bug related to changing the stock vessel type filters if all vessels should be hidden. I was not able to replicate any issues with vessels not being able to load, as mentioned above. Let me know if anyone else runs into this or any other new issues.
  10. It's a problem with the way the BTDT works that has never been dealt with... The part needs a full overhaul in the way it works, but it's always been too much trouble. The only easy work around is to change the max altitude in the part config.
  11. Probably some changes to how the vessel lists work in 1.12.2. This mod kind of pokes around in the stock tracking station functions, so changes to those might be breaking things here. I'll try to look into what's causing it.
  12. The orange color readout on the bottom of the map indicates that you haven't scanned the Mun with the anomaly scanner at the position if the mouse cursor over the map. Keep in mind that the anomaly scanners require the surface to be in daylight during scanning. You can turn off this requirement in the settings menu if you don't want to deal with it.
  13. If it needs updating I will do so, but I haven't seen any problems yet. Do you have some planet packs or planet rescale packs installed? It looks like the scan status indicators on the small map are solid orange, which generally indicates being too low or too high. The SCAN menu part of the right click menu should indicate what is going on.
  14. Yes, that's the general pattern. The high resolution scanners mostly have lower fov than their lower resolution counterparts.
×
×
  • Create New...