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DMagic

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Everything posted by DMagic

  1. There is definitely an anomaly in that area, I don't think it was buried in the last update, but it should be relatively easy to spot from nearby (nearby being within a few km).
  2. Tweakscale version? Does this happen with any other part? Screenshots? What planet is this on? Anomalies can be very small and sometimes underground and that is a very large area to search. I can't do anything without log files.
  3. Thanks, I knew there was going to be something in that thing I was going to miss. New updates; not quite ready yet, this still needs lots of work. The next version will allow for several customization options for the height-to-color calculation used to generate the maps. The biggest of which is a range of color palettes available to choose from. There are multiple different types, each with several options for the number of colors. For now this is being controlled through the settings menu, but the ultimate goal is to have a separate window used for color control. This will show the available color palettes, allow you to choose how many colors are available per palette, adjust the terrain height range for each planet (I have already added default ranges for the stock planets), select between a smooth color gradient or using discrete colors for each altitude range (similar to how each biome is currently shown as a single color), and some options optimized for ocean planets, like the ability to clamp certain colors to a range below sea level (this is used for the blue colors in the current color scheme). Here you can see several of the options for sequential color palettes on Duna: These examples show a number of different palette options for several planets:
  4. Thankfully Squad seems to have improved their error checking for dealing with non-existent contract types. Now when you try to load a contract type that doesn't exist it simply fails and moves on to the next rather than blowing up the whole system. So you should be able to leave any DMagic contracts in your offered, active, or completed contracts list without problems. They didn't, however, improve error checking for agencies. So if any contract (stock or mod) uses an agent that no longer exists it will totally break the save file. There are two ways to fix this. 1. Before deleting the addon go through your contract list; check all three types in the mission control center. Anything that has the DMagic agent, signified by the red DMagic flag and a note about the agency in the contract list, must be deleted. For offered contracts you can decline these (and make sure that no new contracts are generated), for active contracts you will have to cancel them (and suffer the cancellation penalties) or finish them, for completed contracts you must remove them through the Alt+F12 debug menu. Go to the contracts tab, select completed, and select the "Rem" button next to any contract with the DMagic agent (all contracts can be removed this way). 2. After deleting the addon you will have to check the mission control center for any contracts with a blank agent flag, these contracts will also fail to give any type of description when you click on them. You will have to remove all of these contracts through the mission control center or through the Alt+F12 debug menu*. Send any complaints about this onerous method to Squad, as there is nothing I can do about error checking for non-existent agencies. * See the picture below for a demonstration of what a broken contract looks like and how to remove it (the orange text in the debug log is triggered by trying to load non-existent contracts and should be harmless).
  5. This is, unfortunately, intentional. Surface attachment node position is a total crap shoot; the surface colliders vary so much that it's impossible to have parts always attach correctly. I've erred on the side of making parts sink in too much, rather than float off from the edges, but in some cases I might have pushed them in a little too far. I've tried to tweak parts based on how noticeable it is for them to clip through the surface (ie the magnetometer vs the thin base on the imaging platform or the telescope), but I didn't really consider the structural panels or other parts where they might show through the other side. The stack node positions should be more-or-less correct though, as most of the stock parts, and most mod parts, have those in the right place. Thanks. I still haven't gotten around to playing other people's contracts (and I haven't even started thinking about SCANsat contracts), though I did manage to test your's to confirm that they work with my Contracts Window.
  6. I should hope not. OnAwake should always be called before OnStart. There's no guarantee that KSP's "On" methods follow the Unity order exactly, but this should give you the general order of events: http://docs.unity3d.com/Manual/ExecutionOrder.html
  7. Driving your rockets out to the launchpad isn't fun... trust me
  8. The latest update, with changelogs is available on the first post of this thread; nothing has changed. The big map only shows your current vessel, the small map only shows your vessel and other vessels with SCANsat parts, I'm not sure about the IVA map, but it's probably the same. Right-click on the big map. Pictures? There should not be any problem with selecting the multispectral scanner anymore. Just put the mouse over the body of the scanner and it should be highlighted in green. The dev version, [thread=96859]SCANsat v9.1[/thread] is up in the addon dev forum for anyone interested. It will only be released through GitHub (and Jenkins eventually), Kerbal Stuff will only have the stable version.
  9. The Scientific Committee on Advanced Navigation proudly presents: SCANsat [v19.1]* *development version <RELEASE> v18.14 | SOURCE @GitHub| LICENSE [BSDv2]| DOCS @GitHub | ALBUMS @imgur | ISSUES @GitHub Download ZIP @GitHub This part-containing add-on allows you to scan the surfaces of planetary bodies to produce various kinds of maps and mine relatively small amounts of sweet, juicy, 110% fresh-squeezed science (in career mode). Warning: Make Backups before using FAQ How do I get support? All support requests must be accompanied by a complete description of the problem and output_log.txt files from the KSP_Data folder (and/or pictures if relevant). File Reports in this thread or the release thread depending on which version you are using. Issues reported in the GitHub issue tracker are given higher priority. Should I use this version instead of v18.14? Probably not, this version is mostly for testing stability and the updating the saved scan data to a new format. There may also be bugs or unexpected behavior. Be aware that this is a one-way update, reverting to version 18.x after updating to 19 will result in a loss of scanning data Can we get this on CKAN? No. If you can't download and install this on your own then I don't particularly want you using it. See the release posts for more information: CHANGES Version 19.1 - 2012-2-20 ----------------------- - Fix compatibility with Kopernicus - Add new scanner info group in the right click menu of all scanner parts - Fix stock resource scanner modules - Fix scanning contracts (maybe?) Version 19.0 - 2012-1-29 ----------------------- - Warning: Save files cannot be downgraded to a previous version of SCANsat after updating to version 19.0 or higher - Update for KSP 1.8.1 - Visual scanning mode - New visual scanner part (Nertea) - Visual map mode - Visual scan science data - Daylight scanner requirement - Some scanners require that the surface be in daylight to be scanned - Requirement can be disabled in the settings menu - Overhaul of resource scanning - All high resolution resources are scanned through a single scanner type - Existing data will be converted to the new system - Fix some Unity script initialization errors - Fix some minor bugs Version 17.9 - 2017-6-28 ----------------------- - Fix a bug causing text corruption when using the planetary overlay maps - Use non-localized biomes when the localized biome name is empty - Update KSPedia entries - More Russian translations - Thanks RarogCmex Version 17.8 - 2017-6-13 ----------------------- - Fix a bug that would allow multiple SCANsat windows to open and not be able to close - Added more Chinese translations - @Summerfirefly - Added a few more localization strings for UI text - Removed some log spam when using Kopernicus planets Version 17.7 - 2017-6-2 ----------------------- - Fix a bug in the resource scanners - Fix a bug that was preventing some warning popups from closing - Point the AVC .version file at the correct remote URL - Added Spanish translations - Thanks Deltathiago98 - Added partial Chinese translations - Thanks Summerfirefly - Added German translations - thanks h0yer Version 17.6 - 2017-5-26 ----------------------- - Updated for KSP 1.3 Localization support - Added more localization support - Part descriptions - Science results - Part Action Window text - All tooltips and warning popups now localized using stock system - Russian translations by @SerTheGreat - Native localization support for celestial body, resource, and biome names Other changes and bug fixes - Use TextMesh Pro for all text input fields - Align anomaly icon so that the open circle on the question mark is over the anomaly - Tweaks to the day/night terminator - Fix background scanning toggles - Fix mod resource scanning MM patches - All celestial body lists are now ordered by distance from the sun; moons are grouped together with their parent - Science experiments are now handled by a separate part module - Module: SCANexperiment - It has one field to define the experiment type: experimentType - Allows for better handling of combined scanner parts - Fix for a science exploit when collecting duplicate data on different vessels Version 17.5 - 2017-3-10 ----------------------- - Implement day/night map terminator overlays for all maps - Toggled with a new icon showing a sun and moon - Shows the sun coverage at the time of map reset - Implement map fill cheat options - Allow for selecting specific data types to fill in - Data types apply to map reset as well - Must set "CheatMapFill = True" in the settings file - Fix some UI draw order problems with the NavBall - Fix a potential error that would prevent the big map from closing - Fix various UI update and synchronization problems - Various minor UI updates Version 17.4 - 2017-3-7 ----------------------- - Implement MechJeb landing guidance integration - Set MechJeb landing target using the waypoint selection function - Limited ability to load landing targets - Implement biome map legend - Implement map legend tooltips - Shows terrain altitude or biome info for current mouse position over legend - Add more map generation speed controls - Three levels available - Effect differs depending on map type - Fix error with zoom map legend - Fix bugs related to planetary overlay maps - Fix bug when refreshing zoom map and locked to the current vessel - Various minor fixes Version 17.3 - 2017-3-2 ----------------------- - Implement BTDT scanner readout - Implement planetary overlay map tooltips - Scan width properly accounts for latitude - Add a flashing waypoint icon when selecting waypoint site - Add a separate option for zoom map (and RPM map) biome borders - Fix instruments window resource selection buttons - Fix scanning data reset button text - Fix error in big map equatorial crossing lines - Fix bug in zoom map sychronization - Various UI updates Version 17.2 - 2017-2-22 ----------------------- Color management window overhaul: - Built using new UI system - Integrated into standard settings window - New HSV color picker - New biome map options specific to the small map - Text input fields for most sliders Other updates and bug fixes: - Reset waypoint while selecting - Refreshes auto-gen waypoint name - Fixes to stuck tooltips - Warning and confirmation windows where needed - Fixed a potential error with Raster Prop Monitor resource overlays - Various minor fixes and additions to the UI Version 17.1 - 2017-2-11 ----------------------- Zoom map overhaul: - Built using the new UI system - Map uses orthographic projection to minimize distortion near the center - Similar to the polar map projection - Can be centered at any location instead of just the poles - Up is always oriented north - Map controls for adjusting the map center - Selection menus for map type and resource selection (if more than one is loaded) - Option to display the altimetry map legend - Option to lock the map view to the current vessel - All map refreshes will recenter on the vessel - Three different zoom map size options - Full map with top and bottom control bars - Medium map with only top control bars - Compact map with no control bars - Control with button in the top right - Readout display only visible when mouse is hovering over the map Stock waypoint generation: - Big map and zoom map can be used to create stock waypoints - Click the waypoint button in the bottom right of either map - Select a point on the map and left-click to assign the waypoint location - Edit the waypoint name in the text input field (limited to 20 characters) - Click set to generate the waypoint Narrow Band scanner resource requirement: - Fixed this requirement (which can be toggled in the resource page of the settings window) - Used to determine the availability of resource overlays on the zoom map - Determines the accuracy resource readouts on the big map - When using stock scanning it will search for a vessel with a Resource scanning KerbNet module in orbit around the target planet - When using SCANsat resource scanning it will search for the SCANsat resource scanner module specific to the selected resource Other updates and bug fixes: - Use dot stlye texture for the big map grid overlays - Open zoom map by right-clicking on the big map - Implement all text input fields - Implement control locks when editing input fields - Faster map generation speed - Maps update twice per frame (generally the same as with the old UI) - Option in the settings window to limit to one update per frame - Fixed some floating point errors in map generation - Various minor fixes and additions to the UI - Fix an error when the small map is opened in biome mode Version 17.0 - 2017-2-1 ----------------------- Complete UI Replacement: - All windows (except those listed above) generated using the new Unity UI system - Text rendered with Text Mesh Pro SDF fonts (clearer text at all sizes and scales) - Significant reduction in garbage creation for all UI windows - Option to use KSP- or Unity-style UI elements - Smoother UI scaling options - Inherits the stock KSP primary UI scale - New stock toolbar menu - Toolbar buttons opens a small menu with buttons for each of the SCANsat windows Version 16.8 - 2016-9-23 ----------------------- - Fix not loading background scanning vessels - Add support for displaying new vessel types - Detect new anomaly types - Garbage reduction and performance improvements - Primarily in the background scanning mechanism Version 16.7 - 2016-9-13 ------------------------ - Update for KSP 1.2 pre-release Version 15.3 - 2016-4-15 ------------------------ - Additional KSPedia pages - Add window scaling function - Adjust scale in the Settings window - Window reset button will now reset all window positions and scale - Fix bug in instruments window resource readout - Make sure new save files apply all SCANsat default values and options Version 15.2 - 2016-4-5 ------------------------ - Add KSPedia entry - Add target selection button to big map - Add science experiment for low resolution resource scan (M700 scanner) - Adjust science reward amounts - Add new RPM storage module; Module Manager config edited to add this module to any part with an internal space - Fix error that prevented orbit lines from crossing the East/West border in zoom maps - Fixed potential error with ground tracks - Fixed potential error with .csv exporter Version 15.1 - 2016-4-1 ------------------------ - Fix ground tracks and landing target drawing - Several minor Unity 5 performance updates Version 15.0 - 2016-3-30 ------------------------ - Update to KSP 1.1 and Unity 5 - Known issues - Ground tracks don't function - MechJeb integration removed - SCANsat resource scanning requires Module Manager; it won't work without it and hasn't been tested in KSP 1.1
  10. Why would they add Custom Biomes? It's not particularly difficult to add new biomes to planets, there's no reason why they would need some additional tool to do so. And adding the ability to customize biomes in stock would basically invalidate all of the stock biome-specific science results. These results have to be matched by name, so changing the biome names would prevent them from ever being used.
  11. I see now, you must of downloaded this from the Jenkins page. I'll have to take down that link for now. Because SCANsatKethane was not included in the latest update the Jenkins version could not build and so did not update. Just download it from Kerbal Stuff or GitHub for now. There are apparently some bugs with TGA textures in the latest update. I'll try to convert them to .mbm files (I only have the multispectral scanner's source files) or .png files.
  12. I'm not 100% sure about OS X, but we've had a lot of OS-specific problems with assembly info versions in SCANsat, which I believe is what this is asking for. The only fool-proof method that I've come across so far, at least with Windows and Linux is this: //This accurately assigns the info version string string infoVersion; var ainfoV = Attribute.GetCustomAttribute(Assembly.GetExecutingAssembly(), typeof(AssemblyInformationalVersionAttribute)) as AssemblyInformationalVersionAttribute; if (ainfoV != null) infoVersion = ainfoV.InformationalVersion; //Then RealChute asks for a System.Version object System.Version version = new System.Version(infoVersion); //This is from the RCUtils method if (version.Revision == 0) { if (version.Build == 0) { return "v" + version.ToString(2); } return "v" + version.ToString(3); } return "v" + version.ToString(); Other methods, and I've seen a few, sometimes don't assign anything, just an empty string, or will assign a different version, like the file or assembly version number. Those .ToString(2) and .ToString(3) lines are what is throwing the error, since some version without a build or revision number won't have a third or fourth string to return.
  13. I released a new update: Kerbal Stuff The window reset function was over-zealous and was being called for no reason in many cases. It should now only trigger when using the reset button or in certain rare circumstances.
  14. It's not quite there yet, but Version 9 is almost ready for its first release. The next update will primarily be an overhaul of the UI. I've already moved over all of the existing SCANsat windows on to technogeeky's framework. All but the big map are working more or less the same, with a few changes here and there. The big map is in for a total overhaul, so I'm not too worried about getting it perfect right now. I've also made a KSC map, one that you can open in the space center or tracking station. It's somewhat of a testing ground for updates to the big map, but it's still in a rough state. Most importantly though, it allows for viewing any planet. Unfortunately the planets don't appear to be loaded while in the VAB/SPH, so without completely changing how SCANsat generates maps the most I'll be able to add there is a static map, showing only the last map viewed in the KSC map, with no ability to read information off the map or change anything. I haven't done any work into adding that yet.
  15. An old version of SCANsat is somewhere. The latest version makes no reference to ORS; it uses ORSX, but neither is required for it to function.
  16. Try different sorting options. If two contracts have the same title, or possibly just close to the same title, then this can happen. If there isn't any sorting option that fixes this then just pin one or both contracts, or hide one of them.
  17. I released a new update for this: Kerbal Stuff It fixes the constantly shrinking window bug. It also should prevent the NRE's shown above when clicking the toolbar in some cases. This could, under certain conditions, cause the icon to be added to a sandbox/science game, but it won't do anything and shouldn't remain after loading/changing scenes. KSP must be started at least once without skipping the loading menu for scenario modules to be setup correctly, this is true for anything using [KSPScenario]; these auto-loading plugins are not recommended for anything other than development or testing purposes. Mission Controller part-specific contracts are now supported in the editor mode and will show the part preview icon.
  18. Are you by any chance using some kind of quick-loading plugin, one that skips the main menu and goes directly to a vessel or save game? Doing that somehow short-circuits the loading process and breaks the window for some reason. Derp, I see what the problem is now. If you have the window set to the large size and you don't open the window at least once before leaving a scene it won't save the window size correctly. Each time this happens the window will get a little bit smaller. This is easy to fix; if I can figure out if there is something I can do about the other issue I'll release a fix soon.
  19. It would appear that you have an old installation hanging around. [LOG 16:33:15.278] Config(PART) SCANsat/Parts/MapTraq/part/SCANsat_Tracker [LOG 16:33:15.281] Config(PART) SCANsat/Parts/Scanner 1/part/SCANsat_Scanner [LOG 16:33:15.285] Config(PART) SCANsat/Parts/Scanner 2/part/SCANsat_Scanner2 [LOG 16:33:15.288] Config(PART) SCANsat/Parts/Scanner 32/part/SCANsat_Scanner32 [LOG 16:33:15.290] Config(PART) SCANsat/Parts/Scanner 8/part/SCANsat_Scanner24 ... [LOG 16:33:15.332] Config(PART) SCANsat/Scanner 1/part/SCANsat_Scanner [LOG 16:33:15.335] Config(PART) SCANsat/Scanner 2/part/SCANsat_Scanner2 [LOG 16:33:15.338] Config(PART) SCANsat/Scanner 32/part/SCANsat_Scanner32 [LOG 16:33:15.341] Config(PART) SCANsat/Scanner 8/part/SCANsat_Scanner24 and Mod DLLs found: Assembly-CSharp v1.0.0.0 ModuleManager.2.5.1 v2.5.1.0 Bulb v1.0.0.0 Chatterer v0.7.1.86 MiniAVC v1.0.2.4 Engineer v0.6.2.9 HyperEdit v1.2.4.1 MechJeb2 v2.3.0.0 Romfarer v1.0.0.0 SCANsat v1.0.5100.32015 <------- You must always delete old installations of addons before updating to new versions. This is standard for basically every addon and if not done will always eventually cause problems. Your problem is likely to be something different, but I can't really say without copies of your output_log.txt files (in KSP_Data folder).
  20. Did this happen after upgrading from an older version of Contracts Window +? Or is it newly added? And does it happen everywhere, or just the space center? In the future I'll make the reset contracts button also reset the window settings and size parameters, though I'm not sure that would actually help here, since I can't really see the reset icon. All I can suggest here is that you open up the persistent.sfs file (make a backup), search for "contractScenario" without the "". Find the line WindowPosition = ... a few lines down, and replace it with this (copy and paste it exactly): WindowPosition = 50,80,250,300,50,80,250,300,50,80,250,300,50,80,250,300 It should look like this to start with (the numbers will obviously be different): SortMode = 4,4,4,4 WindowPosition = 161,281,480,551,344,60,480,535,140,115,250,678,50,80,250,300 WindowVisible = False,False,False,False and this after you are finished SortMode = 4,4,4,4 WindowPosition = 50,80,250,300,50,80,250,300,50,80,250,300,50,80,250,300 WindowVisible = False,False,False,False
  21. This is only true for older versions of DMagic Orbital Science. The latest version has all of the US parts pointing to the right location. As long as Universal Storage is installed in its correct location the models should be found, if you are using older versions of one or the other addon, or if you didn't delete the old versions entirely when upgrading you will have problems like this. You can use the 2Hot temperature sensor (the tiny little stock thermometer part) or my Universal Storage version. Use my [thread=91034]Contracts Window addon[/thread] and it will show you exactly which part is requested for these types of contracts. My parts aren't designed to work with the outer mesh toggle and don't have that option. This and Universal Storage have a number of changes in their latest versions and won't interact properly if either is running an older version or an older version of KSP. Without any log files (look in KSP_Data/output_log.txt) I can't say too much. But the only thing I can think of that would allow my parts to load correctly (they won't load at all if DMagic is in the wrong location), but not the Universal Storage parts, is that US is either the wrong version, is put in the wrong place, or the folder names were changed.
  22. I'm pretty sure there's no practical reason for it to rotate. But when I first saw the SMOS satellite I thought, the only thing that could make this more Kerbal is to have it spin around, so now it spins at 2RPM. Those antenna arms do have colliders, so make sure to stow it if you are docking or doing something else that might cause you to run into something.
  23. At some point, maybe. Outside of bug fixes, maintenance updates, and adding support for more part-specific contract types I consider this to be basically done. I'll probably have to figure out the stock applications bar at some point for SCANsat. So if it's simple enough I'll add an option for that here too, but I wouldn't count on that until maybe the next KSP update.
  24. Any Module Manager configs adding the MapTraq module to command parts should be removed; I should also ask whoever is hosting the config on Curse to take it down. They aren't harmful, but they are not needed. Don't touch the MM config included with SCANsat though, that one is different and is required for RasterPropMonitor IVA maps.
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