Jump to content

[1.12.X] Orbital Survey Plus v2.3.6


Wheffle

Recommended Posts

@DMagic lovely! Are the scaled textures generated on the fly or during the game loading? Does the game lag a bit when switching textures? And yeah, I'm with you that bump map should be turned off untill the original high res texture is revealed. I agree with @CaptRobau, 64x32 texture size hides the details beautifully while giving the idea of the planet's color.

This was one the first images of Mars from Earth.

sred2_s02.jpg

Edited by Enceos
Link to comment
Share on other sites

In OpenGL/DX you can specify an arbitrary base mipmap level (the bottom of the pyramid, the default is 0) on the fly, this parameter is then used directly by the hardware when filtering the texture.

The base mipmap level is exposed as a texture property by many 3D engines, haven't checked about unity however.

Note that this will not work if that particular texture is using linear filtering.

Link to comment
Share on other sites

  On 5/13/2016 at 4:40 PM, Apollo13 said:

Thanks to KottabosGames YT, I learned about this.

Expand  

Same with me just now. And like others have said, How did I miss this?  @Wheffle I really like how this stands out from MAPSAT with its stock-alike feel. Does this work with other planet packs assuming they have resources and biomes defined? And what about Sigma Dimensions rescale mod?

Link to comment
Share on other sites

@Enceos That is used in the selection of the mipmap level when the hardware is sampling the texture. Putting a positive number in there will make the hardware sample from higher mipmap levels (meaning smaller image, with more 'blurry' results). I suggest using integers. Setting that to '1.0' will make the hardware sample from half-resolution texture, setting it to '2.0' from 1/4 resolution texture and so on. The max level that can be choosen is limited to log2(max(width, height)) where width and height are the dimension of the base level of the mipmap pyramid (meaning: the dimension of the original texture).

Note that the above is a simplification of the thing, I suggest reading about mipmapping online. Anyway, here is an eagle view of how it works:

  Reveal hidden contents

 

Edited by ShotgunNinja
typos
Link to comment
Share on other sites

  On 5/13/2016 at 4:40 PM, Apollo13 said:

Thanks to KottabosGames YT, I learned about this.

KottabosGames Review

Expand  

Oh hey, cool!

 

  On 5/13/2016 at 9:18 PM, Genolution said:

Same with me just now. And like others have said, How did I miss this?  @Wheffle I really like how this stands out from MAPSAT with its stock-alike feel. Does this work with other planet packs assuming they have resources and biomes defined? And what about Sigma Dimensions rescale mod?

Expand  

So, it should work with any kind of mod that adds planets (based on how the mod works), although there's an old post on this thread that I noticed saying there might have been a bug on an old version with extra planets. I might do some testing myself, as I'm curious. As far as scaled planets go, the size of the scan data depends on the planet's size, so a mod that scales up, say, 10x, will scale up the scan data 100x. This could cause slow-downs. If it turns out to be a huge performance issue, I might try to address it.

 

  On 5/13/2016 at 11:41 PM, Apollo13 said:

ddddddddddddd

Expand  

Cool.

Link to comment
Share on other sites

Hope the shrouding is coming along. Couple more questions/feature hopes...

  • Would it be possible to customize the width of the scan?
  • Is there any way to see the names of biomes, like a color key?
  • I know this is coming close to crossing the streams with SCANSat, but is there any possibility of altitude/topographic and/or slope data? 
Edited by curiousepic
Link to comment
Share on other sites

If you look in the "patches" directory in the OSP folder, you can make changes to the module patch there. It includes scan radius, electric charge drain, and science bonus I believe.

It would be cool to have some kind of biome key. I will look into it, but I have no idea how feasible it will be.

I most likely will never add any other kinds of maps, like altitude or anomolies or whatever. My goal is to keep OSP as simple and stockalike as possible.

Link to comment
Share on other sites

  • 1 month later...
  • 1 month later...
  On 8/5/2016 at 7:56 PM, Grizzington said:

So by my understanding, this mod will work very well with AntennaRange, because the data needs to be transmitted back to KSC, correct? My only other question: any idea if the scan will continue when out of Line Of Sight with a relay satellite?

Expand  

Although I haven't personally tested it, yes, the mapping data/science transmission should need a connection when you're using AntennaRange. I'm not familiar with AntennaRange's internal workings so I can't guarantee it (if you test it, let me know!).

To answer your second question, the scan will definitely continue while it is out of range or has no line of site. It stores up the map data it has scanned without any need for transmission, and then the map is revealed once it is transmitted back. So theoretically you can scan the entire planet with no active connection, bring it into range and transmit the whole map back to the KSC all at once.

Link to comment
Share on other sites

  • 1 month later...

a72c78e804c14b3fb791c1dea32da9fe.png

Hi

Can i ask for a feature request? I am not sure if it's possible or not or how hard it would be to implement. but...

As you can see in the image above, that is a single orbit around kerbin and a very wide strip of the planet is being scanned, that means scanning a planet would take very few minutes with time warp. Is it possible to add a config to change the cone angle of the scanner? So if we desire, we could change it to lower numbers to reduce the width of the strip it would scan?

Thanks

Edited by Jiraiyah
Link to comment
Share on other sites

  On 9/29/2016 at 9:05 AM, Jiraiyah said:

Can i ask for a feature request? I am not sure if it's possible or not or how hard it would be to implement. but...

As you can see in the image above, that is a single orbit around kerbin and a very wide strip of the planet is being scanned, that means scanning a planet would take very few minutes with time warp. Is it possible to add a config to change the cone angle of the scanner? So if we desire, we could change it to lower numbers to reduce the width of the strip it would scan?

Expand  

 

I believe I made it adjustable in the config file for the scanner. If you've messed with KSP config files before, it should be easy to find. If not, let me know and I will walk you through it. It's a simple value change that will reduce the radius of the region scanned every tick.

Link to comment
Share on other sites

Yes, that's it. The radius units unfortunately are in arbitrary grid cells, so you might just have to tinker with it to get a radius you like. If you set it to 2, the radius of the scan area will be 1/4 of the default.

Link to comment
Share on other sites

Ok, now i have a problem in 1.1.3, not sure if i am doing something derpy or not, but when i toggle the biome map or Ore map either in KSC's track station or map view in the flight, it's not updating in real time and i need to toggle the map off/on again to update it.

thanks

Edited by Jiraiyah
Link to comment
Share on other sites

@Jiraiyah  That's normal behavior. Unfortunately the map update is too laggy to do auto updates. You'll notice a small stutter when you bring up the ore or biome map; that would not be fun to deal with if it was happening automatically every second or multiple times a second.

Link to comment
Share on other sites

how about adding a cool down to at least auto update it every 3 secs? would it still stutter? honestly, i am surprised to hear that it does that ! but I am still cool with your mod, specially when i set the radius to 1 (Miny Tiny Little Time Consuming Devil) and using tweak scale i rescaled the part to 1/8th of original size, also balanced the electric charge usage so when the whole planet is finished, the same amount of electric charge would be used. All in All, GREAT MOD. thanks for making it possible for us sir.

Link to comment
Share on other sites

Thanks! With KSP 1.2 on the doorstep, OSP is due for an update. Unfortunately I have to give the usual caveat: I'm in the middle of a semester at university and have been pretty busy, so I can't give a time frame on the next update. I haven't figured out how (design-wise or technical-wise) OSP will integrate into some of the new features, namely KerbNet, so that might take some time as well.

All-in-all, when I get the ball rolling again, I'd like to roll the next update out with new and improved features as well as 1.2 compatibility. Specifically I'd like to fix the scan-skipping on high warp times and improve the method of data storage in the persistence file. I will also take a look at the much-asked-for-but-probably-given-up-on-by-now planet shroud feature and auto-updating the resource and biome map.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...