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DMagic

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Everything posted by DMagic

  1. You're able to view the resource overlay in the zoom map with just the Surface Scanner in orbit? Do you have a vessel with a Narrow-Band Scanner anywhere in orbit, or did you modify the MaxAbundanceAltitude value on the Surface Scanner? It shouldn't allow you to view resources in the zoom map unless you have something with a ModuleResourceScanner, with a MaxAbundanceAltitude greater than 10000 and a the correct ResourceName and ScannerType. For the time being the activeModule field in the new ModuleSCANresourceScanner is mostly there for future use, but it also makes it easy for anyone who wants to use the Narrow-Band scanner as a SCANsat sensor to do so without significant changes. The Resource Biome Lock toggle prevents you from viewing accurate resource abundance levels from orbit without first scanning biomes with the Surface Scanner. With it turned on you'll notice that resource amounts on the SCANsat map are very even. Are you using the latest SCANsat version and KSP 1.0.2? The KA-100 Detection Array (and the MKS Antenna) aren't really setup properly to work with SCANsat. I need to get RoverDude to remove those Module Manager configs from his side. That said, the problem with your Karbonite display is probably that you are scanning Kerbin; Karbonite abundance on Kerbin falls under a very narrow range and might not show up on the map. Try scanning somewhere else.
  2. Version 1.0.3 is out; get it on Kerbal Stuff. This release fixes the contract issues with KSP 1.0.2 and updates the aerodynamic and thermodynamic properties of the parts. Community Tech Tree support was also added back, assuming nothing major changes before the next version of CTT is actually released.
  3. Orbits can be turned off by changing a value in the persistence file. map_orbit = False The [thread=96859]dev build[/thread] has been updated for KSP 1.0.2.
  4. The narrow-band scanner's only interaction with SCANsat is through the zoom window. A narrow-band scanner is needed in orbit, and at a sufficient inclination for the zoom map resource overlay to be shown. There is a SCANsat module attached to the narrow-band scanner, but by default it is in an inactive mode (you can see this in the VAB info tab screen), but it can be changed in the Module Manager config to work as a SCANsat ore scanner. The Orbital Survey Scanner (the big dish) scans for all resources.
  5. It's not something you would use in a config file, it's something for new part modules to use. Here is a very simple example of what I'm using in SCANsat to prevent the use of a scanner until the dish is actually deployed. https://github.com/DMagic1/SCANsat/blob/dev/SCANsat/SCANresourceScanner.cs Basically, it only runs the code in OnUpdate once the dish is opened.
  6. I need full log files, not excerpts. Edit: Nevermind, I found out what was wrong.
  7. Version 5.1 is out; get it on Kerbal Stuff. It has been updated for KSP 1.0.2. A few bugs were fixed; active progress node contracts should no longer cause a delay in loading, a problem with the contract penalty display has been fixed, and the stock contract app replacement function has been fixed. I also added the ability to partially drag the window off screen.
  8. A new version is up; get it on GitHub. No promises on stability, but everything seems OK. SCANsat is updated for KSP 1.0.2, standard SCANsat scanning functions should all work the same as before. Stock resource system scanning integration is added in this release. By default all big map resource overlays are filled in when you scan a planet with the stock Orbital Surveyor. Biome scanning restrictions are in place and the zoom map resource overlays are limited to regions of the map that are within the orbital inclination of any vessel containing a narrow-band scanner. Both restrictions can be disabled in the settings menu. Stock instant scan can be disabled for SCANsat maps. This will force you to scan planets the normal way. Module Manager is required for this and adds a SCANsat module to the stock Orbital Surveyor part, by default this module scans for all supported resources, though this can be changed in the included Module Manager config. MM configs are also included for the various supported narrow-band scanners (Ore scanner, Karbonite detection array, MKS antenna), these only scan for their related resources. See the first post for the full change log and more info. Let me know if anything terribly wrong happens.
  9. I've come up with what I think is a pretty good solution to the zoom map resource overlay limit. Basically it searches for any properly equipped vessels that are at the planet you are looking at. It first checks if they are actually in orbit (not a flyby, or in the atmosphere, etc...) then it checks that their inclination is actually high enough to view the area in the zoom map (I've set it to check for inclinations higher than 10o below the current center of the map; with the zoom map centered at 60o North you'll need an inclination of at least 50o), this means that you'll need a vessel with a narrow-band scanner in orbit around the planet, and one that is theoretically capable of seeing the spot you are looking at. After checking all of that it checks to see if the vessel actually has a narrow-band scanner, and if it is scanning for the resource you are currently looking at. I'll need to check what happens if you have lots of vessels in orbit, I'll probably put in some further restrictions (don't look at vessels with a single part, or asteroids, EVA kerbals, etc...) just to make sure things don't get bogged down in flight. And if you turn off the zoom map resource restrictions it skips all of this, obviously.
  10. I'll look into it. Also, contracts are broken in 1.0.1, so another update will be needed.
  11. From the 1.0.1 change log: * If the game cannot find an agent listed in the save file, it will pick a random agent. Looks like the problem is solved.
  12. There is also a mention of this contract not completing in the [thread=117365]hotfix thread[/thread]; it might be necessary to be out of the atmosphere. I've seen the disappearing problem too though, this is the only contract it's happened to so far.
  13. This might not be the case. There is [thread=117700]another report[/thread] of this not working (with a screenshot showing surface speed above 2500m/s) along with the contract disappearing after a scene change. I've seen the same disappearing problem, too.
  14. There is also the very cool IAnimatedModule associated interface. When you deploy something with ModuleAnimationGroup it searches for all other modules on the same part the implement that interface and activates them (sets the base PartModule's isEnabled to true, which activates all of the OnUpdate, OnFixedUpdate code). You can use this to allow the animation group to trigger functions in other modules. It's a very simple way of tying together multiple modules instead of trying to group clump everything together.
  15. I've finished most aspects of the system described in the release thread for interacting with the new stock resource system. By default the SCANsat resource maps will automatically fill whenever you scan a planet with the stock orbital survey scanner (it will also detect already scanned planets). You can then view the results on the SCANsat maps; the biome lock option can toggled in the settings menu to remove the need for ground-truthing. There is also an option to limit zoom map resource overlays to planets with the narrow-band scanner for ore, or the corresponding part for other resources. Doing this in an intelligent way is the sticking point for now (though I haven't actually spent much time on it). I'm also not sure what the best way to handle this is. Should I limit the resource overlay to when your current vessel has a narrow-band scanner, or when any vessel around the current planet has a scanner? The former is simple and is, I think, mostly working, the latter would require a better method. Either way, you can disable this option to always be able to view resource overlays on the zoom map. Scanning resources using the standard SCANsat method works fine. The SCANsat module gets attached to a resource scanner and can only be activated once the scanner is deployed (using the awesome new ModuleAnimationGroup and IAnimatedModule interface), then you just activate and scan as normal. I also plan on giving the option of using the Survey Scanner to scan for all resources, or to use individual scanners for each resource. Module Manager configs will add special SCANsat modules to each relevant scanner part (Survey Scanner, Karbonite array, MKS antenna, etc...) and will have a field that can be changed to enable or disable the module. You can also specify the resource scanning type in the config, allowing you to use whatever part you want. There is also an option in the settings menu to delete any existing resource scanning data. That way you can play around using the the stock, instant-scan method, then switch to regular SCANsat scanning later if you want. Deleting resource data doesn't affect regular SCANsat data.
  16. I'll look into this more when I get the time. I need to figure out what's going on with achievement contracts anyway. I've seen exactly the same thing with the 2500m/s contract. I didn't go fast enough to complete it, but it disappeared after changing scenes. I'm wondering if it's something about that contract in particular, or something about all of the achievement contracts. I can't think of any reason why Contracts Window + would cause this, but I'll look into it.
  17. [thread=64972]DMagic Orbital Science Version 1.0.2[/thread] has been updated for KSP 1.0.
  18. Oh yeah, I forgot about testing that. To be honest, the whole stock-toolbar-replacement thing is sort of a disaster (not to mention how the stock toolbar itself is less than ideal...) and I might just get rid of the option. Does this happen all of the time, or just when going from the editor, to launch, then reverting? The only issues I've seen with loading are when you have some of those initial "achievement" contracts in your list. It doesn't seem to like those and it reverts to its fallback loading method, this causes a one or two second delay in loading, but should still load mission lists correctly.
  19. General announcements, tips, hints and so on are pretty much useless. Without the actual code in our hands there is next to nothing that can be done to update what needs to be updated when a new version is released.
  20. Version 1.0.2 is out; get it on Kerbal Stuff. Everything seems to be working on KSP 1.0. Everything has been converted to DDS texture format. My parts now mostly follow stock conventions for starting experiments on EVA (requires a scientist) and for resetting experiments on EVA (these have an additional level requirement). Both options can be changed in the config files. Tech tree position for the parts has been updated. Community Tech Tree support and resource scanning support has been removed; they'll be added back in when those get sorted out. Numerous new science blurbs have been added for Urlum's moons in the Outer Planets Mod, biome support is included whenever that is updated. A few other bugs were fixed; see the first post for the full change log. Edit: Also, no promises about things not breaking in unexpected ways. I didn't have much time to test this, but I'll release another update in a few weeks or so once the other related addons get sorted out. I'll do more testing for that update.
  21. The tentative plan I have for handling resources is this: Version 12 will have a few options for how resources are scanned and displayed, along with all of the updates in version 11: the zoom map, additional color options, external config file, waypoint locations and MechJeb integration. Default Mode: This mode will follow stock scanning behavior, no SCANsat-style scanning will be required to display resources on the map. When you scan a planet with the Survey Scanner the SCANsat coverage maps will update and allow you to overlay resource data on the big map. As far as I can tell the Survey Scanner doesn't actually transmit science like everything else does, there is no ScienceSubject and so I assume the onScienceReceived event doesn't get fired, which means I'll probably just have to keep checking if the current planet is scanned. But either way, updating the map to show resources will be simple. There will also still be the option to disable the biome lock (enabled by default), meaning that anyone who really hates scanning can just skip ahead and have accurate maps right away. Otherwise the resource overlays will work like they did under Regolith, giving minimum, then average, then accurate values based on surface scans. The primary difference will be in the availability of the zoom map that isn't tied to the narrow-band scanner, and isn't limited to your current location. Another option here might be to prevent zoom map resource overlays unless you have a narrow-band scanner onboard (this is simple to implement), that could maintain the usefulness of that part. SCANsat Mode: For version 12 this will work much like the old SCANsat resource scanning. You will have to setup your orbit and wait until you finish actually scanning the surface to be able to display the information on the big map. Thanks to the new animation module this should be a little bit more coherent than before, where you could start scanning while a part was still retracted, but otherwise resource scanners should work just like regular SCANsat sensors. It will also required Module Manager (or manually editing part configs) to add the required modules to the scanner. This will have the same options for biome unlocks and zoom map availability as the default mode. The only difference is that the resource coverage map won't update instantly. If you want to avoid the instant orbital scanning you'll just have to exercise self-control in activating the map overlay. Future Mode: Moving on to version 13 and 14 modes; what I want to do is allow for the disabling of the stock scanner (basically just prevent the scanning event from showing up) and replacing it with SCANsat-style scanning. This would prevent any kind of instant scanning and would allow me to generate the map overlay textures myself so that they would match the big map overlay (planetary overlays will be lower resolution and simpler to generate, making them much faster than the big map; also, the same can be done with biome maps, replacing the debug menu overlays). Generating the overlay texture is simple, getting it to match the stock style overlays might not be so simple, but something similar to the blob-style overlay should at least be possible. I would also like to integrate this with the Knowledge Base menu in the map view, though I'm not sure if that's possible. In the end there should be a range of possibilities, from making things easier than stock, bypassing the requirement for gound-truthing and narrow-band scanners, to replacing the stock instant scan and requiring real orbital surveys, combined with ground-truthing and the narrow-band scanner needed for the zoom map.
  22. Thanks. It's also backwards, shifted, and has lots of extraneous clear grey parts, but like I said, it's a start.
  23. Thanks for pointing out that, um, feature. I'll add another option to the settings window to bypass that limit, though I might make that a hidden option later, one that you'll have to actually edit the config file to change.
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