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DMagic
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KSP2 Release Notes
Everything posted by DMagic
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Version 14.4 is out; get it on Kerbal Stuff. This release fixes an issue with science data being returned to the correct part on transmission failure. It includes the features described a few posts up. It also fixes a few minor bugs. See the full change log below. Change Log: Version 14.4 - 2015-11-14 ------------------------ - New export functions - Option to sse a true grey-scale color scheme - Option to export a .csv file with coordinates and terrain height for each pixel - Option to manually specify the big map width - Stock resource scan threshold - Active when stock resource scanning is disabled - Set a SCANsat resource scanning threshold level above which the stock resource scan will apply for each celestial body - Misc and Bug Fixes - Fix science data return on transmission failure - Zoom maps use variable terrain height ranges based on the local min and max terrain height - Add an ocean depth indicator to the instruments window - Add a distance-to-landing-target indicator on instruments window when within 15km - Fix drawing the terrain height behind the biome map - Fix some errors in ground track drawing
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This is a start, the difference between the old and new version is pretty obvious: The mouse cursor is on the little white patch in the top-left corner, the normal max height for Kerbin is around 6000m. There is something weird about the discrete palettes that causes the map to blow up about half way through rendering, I'm not sure why, I'll have to look into it more. But the standard, continuous palette works fine. The delay for calculating the new min and max terrain height limits is essentially zero (it does it every time you zoom in/out, or re-center the map), and as you can see, it handles the clamped settings for ocean planets like Kerbin fine. Other features for version 14.4 include: An ocean depth meter when splashed down: A scanning threshold setting to complete the stock resource scan after a certain level of SCANsat resource scanning: A few export-focused options: Grey-scale uses a true black-to-white color scale instead of the standard black-and-white option (which uses several discrete shades of grey to construct the map), the text box allows for manually setting the big map width, and there is an option to export a .csv data file. This file writes out: pixel row, column, latitude, longitude, terrain height. Writing out such a file for a really big map is super-slow, but it runs nicely in a separate thread, so there is no noticeable impact (other than not being able to spam the export button, which is probably a bad idea anyway). Edit: There we go, the discrete color scheme seems to be working OK, too:
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Fathometer or Water Depth Indicator?
DMagic replied to Castille7's topic in KSP1 Gameplay Questions and Tutorials
This can be added to SCANsat relatively easy: It shows ocean depth right now, but I could also set it to show the depth of your craft if you are actually underwater. -
You should also note that the Science Data constructor has two new arguments (with default values). I'm not really sure what the bool does, but the uint is used by the transmitter to correctly identify which part the science data came from. This is used to return the data if the transmission fails. I'm using false for the bool and the part.flightID for the uint and it seems to be working correctly.
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[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
DMagic replied to DMagic's topic in KSP1 Mod Releases
And why are you posting this here? There are four download links in the first post, if one doesn't work try another. -
[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
DMagic replied to DMagic's topic in KSP1 Mod Releases
It's just for visual reasons. You can create a mini-probe if you want, or make something a bit smaller or larger to fit better. The XRay surface analyzer does adjust the acceptable height above the surface when using TweakScale, so if you use a bigger version you can place it further away from the surface and still be able to use it. -
https://github.com/S-C-A-N/SCANsat/wiki/SCANsat-Resource-Settings This is something I have thought about but never got around to. It's actually not very difficult to get a reasonable approximation of the min and max altitude for the terrain displayed in the zoom map. With that information it would be simple to adjust the color scale to fit only the range shown in that area. You mean combine all resource overlays into one? With each resource given a specific color range? That's an interesting idea. I'm not sure how feasible it is for performance reasons, but it's something I can look into. The color selection wheel just allows you to define the high and low ends of the color spectrum for any given resource, with resource values between the limits smoothly interpolating between the two colors.
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[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
DMagic replied to DMagic's topic in KSP1 Mod Releases
"Silent" update version 1.0.9.1 released; get it on Kerbal Stuff. -
There isn't really a great way. The slope map is borderline useless because the data it provides is so inaccurate. The only way to really find a good spot is to use the zoom map to get very close. Keep zooming in with the zoom icon or by right-clicking on the map. Note that zooming in using the slope map doesn't help, the more you zoom in, the more all slope data flattens out... only zoom in using high resolution terrain data. When you mouse-over the map there will also be a slope percentage readout at the bottom of the window; again, this is only really valuable at very high zoom level. The instruments window also shows a very accurate slope calculation using a grid 5m around your current position. This is most useful below 1000m or so. https://github.com/S-C-A-N/SCANsat/wiki/SCANsat-Resource-Settings Nope. There is no legend for the slope map because it doesn't show anything resembling an actual slope percentage or angle.
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[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
DMagic replied to DMagic's topic in KSP1 Mod Releases
Version 1.0.9 is out; get it on Kerbal Stuff. It has been updated for KSP 1.0.5; it will not work with old versions of KSP. The new transmission interrupt function has been implemented and will return the data to the part if you run out of electricity during transmission. There are also a few other tweaks to experiment power usage and TweakScale compatibility. -
Version 5.4 is out; get it on Kerbal Stuff. It has been updated for KSP 1.0.5; old versions of KSP will not work.
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[1.8.x] CapCom - Mission Control On The Go [v2.11] [11-1-2019]
DMagic replied to DMagic's topic in KSP1 Mod Releases
Version 1.3 is out; get it on Kerbal Stuff. It has been updated for KSP 1.0.5; old versions of KSP will not work. -
Version 14.3 is out; get it on Kerbal Stuff It has been updated for KSP 1.0.5 and should be working as before; this version is not compatible with old versions of KSP. A new help tooltip function has been added to several windows (settings, resource settings, color control); activate it by clicking on the ? icon in the top right. Tooltips will then appear giving detailed descriptions of what each option does. The text for each help tooltip is included in a config file in the SCANsat/Resources folder. You can add additional config nodes to this file with translations in different languages, and mark the different language packs as the active collection. I'll explain more about how this works later. But the idea is to eventually replace all hard-coded strings (at least where possible) with user-editable text files like this. There have also been several minor bug fixes and changes, see the change log below. Change Log: Version 14.3 - 2015-11-10 ------------------------ - Update for KSP 1.0.5 - In-Game Help Function - Help section for Settings window, Resource Settings window, and Color Selection window - Activate help mode with the question mark button in the top right - Localization project - All help function strings are included in a config file - Local translations can be added to this file to replace the English text - Misc and Bug Fixes - Fix bug while switching vessels from the small map vessel list - Fix planetary overlay tooltips while in the tracking station - Fix a potential loading error - Fix bug generating terrain height maps on planets with PQS errors; prevents endless NRE spam - Fix some problems with the background terrain height map generator - Power usage works correctly up to 10000X time warp, instead of 1000X - Remove debug log messages during planetary overlay map generation - Change the default anomaly marker and close box icons to standard text
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I noticed the same thing the other day. What operating system are you using? I only noticed after updating to Windows 10, but it didn't happen on another Windows 10 computer. I'm not exactly sure what's causing it, those aren't icons, they are just different text symbols. For the anomaly markers you can select a different icon in the settings menu, but there's nothing you can do about the close icon.
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[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
DMagic replied to DMagic's topic in KSP1 Mod Releases
You can get to the logs in-game with Alt+F2 or looking around in the Alt+F12 debug menu. The files are stored in the KSP folder in KSP.log, or the KSP_Data folder in Output_log.txt. Does the problem happen everywhere? It should work on the launch pad, but all of the KSC structures are handled a bit differently from regular terrain and that might be causing issues with RO/RSS. Version 1.0.8 might have problems with KSP 1.0.5. Specifically, the new transmission interrupt function isn't implemented by my parts. I'm not sure what will happen if you try to run this in the new version. It should be a simple fix, but I might not get to it for a little while. -
14.2 might not be working correctly under KSP 1.0.5. There are some issues with setting up the waypoint overlays for FinePrint contracts (these shouldn't break anything, you just probably won't see any waypoint overlays) and for handling the science transmission aspects of the scanner parts. Both of these issues have been fixed, but I'll need more time to test them out before releasing anything. Basic scanning functions seem unaffected.
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[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
DMagic replied to DMagic's topic in KSP1 Mod Releases
Both Portrait Stats and EVA Resource Transfer compile fine in 1.0.5. Let me know if anyone runs into problems using them; I might not be able to test them out for a few days. -
[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
DMagic replied to DMagic's topic in KSP1 Mod Releases
Are you using TweakScale? Is there anything in the logs when you try to run the experiment? -
The surface scanning module is a bit confusing because it incorrectly uses that [x% avg.] notation making you think that it works the same way as the narrow-band scanner, which functions as described above. The surface scanner really shows the fully accurate resource value, regardless of whether or not the biome has been scanned from the surface. It only works from below 1000m above the terrain, so it doesn't change much as far as resource scanning goes, but it's still confusing. You can test this by opening a narrow-band scanner's menu and a surface scanner's menu at the same time while on the surface. Before scanning the biome they will most likely show different values (drive around a bit if they don't), but both will show the [x% avg.] format. Now scan the surface and you'll see that the narrow-band scanner's readout will change to match the surface scanner's. There is a field in the surface scanner's config file (RequiresUnlock = false) that can be used to toggle this behavior; it should change the narrow-band scanner's readout if you add they field to that too.
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[KSP 1.8.1] SCANsat [v19.1] -- Dev version [February 20, 2020]
DMagic replied to DMagic's topic in KSP1 Mod Development
You want to replace the existing scaled space maps (what you see from far away and in map mode) with low resolution versions? If you've replaced those what do you plan on showing after the planet has been scanned? SCANsat's planetary overlay doesn't just work with any arbitrary texture (and there is a long list of reasons for why the resource overlay wouldn't work with a standard, color map of the surface), it works with the modes available, nothing else. -
[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
DMagic replied to DMagic's topic in KSP1 Mod Releases
Is the part aligned correctly, like it is in the gallery in the first post? How far away is it from the ground? Pictures would help. If you are seeing stock parts that show problems with electricity as well then it's probably something else that is going wrong. Not showing up as in not showing up in the tech tree? Is it available in sandbox mode? Is the folder present (GameData\DMagicOrbitalScience\ProbeScience\SolarParticleCollector)? Are all of the other parts working? -
[KSP1.8] DMagic Module Science Animate V0.22 (11/2/19)
DMagic replied to DMagic's topic in KSP1 Mod Development
It doesn't, not really, at least. You can specify that your experiment work on all mod planets, using 1<<18, or 2^18, but there is no way to only target specific mod planets. If you just leave out the value, or leave it at the default value used by the example config it should work anywhere. I'm also pretty sure that mod planet packs which rearrange stock planets and change their planetary index numbers will screw things up. One thing that I should add is the ability to target on planets that don't have an atmosphere; just the opposite of the requireAtmosphere flag in the experiment definition.