Carheadbutt Posted January 26, 2014 Share Posted January 26, 2014 Hey guys I was wondering, when playing on KMP SCANsat doesn't save maps after I log off. Does anyone have a fix or any ideas? Love this mod and want to use it in MP. Link to comment Share on other sites More sharing options...
Mecripp Posted January 26, 2014 Share Posted January 26, 2014 Don't know haven't try'ed that but that,Might be tricky for KMP there as to be a server and are the maps stored on the server ? Link to comment Share on other sites More sharing options...
Carheadbutt Posted January 26, 2014 Share Posted January 26, 2014 They don't seem to be. Kethane seems to work without storing anything serverside. Link to comment Share on other sites More sharing options...
lincourtl Posted January 26, 2014 Share Posted January 26, 2014 Don't know haven't try'ed that but that,Might be tricky for KMP there as to be a server and are the maps stored on the server ?The mapping data (actually the areas you've scanned -- the maps themselves are regenerated when you ask for them) is stored in the persistence file. So if somebody else does the map scan in KMP, it wouldn't be saved in your persistence file. If you do the scan, it should be saved. Link to comment Share on other sites More sharing options...
Mecripp Posted January 26, 2014 Share Posted January 26, 2014 But KMP unless you go back to the same server and game would think it would be like starting a new save game.and if kethane works for him and not scansat it's where the data is stored. Link to comment Share on other sites More sharing options...
DMagic Posted January 26, 2014 Share Posted January 26, 2014 I can make SCANsat trigger more animations. I just don't have anything I can test it with. If you release your part then I will have something I uploaded the part and added a link over in my parts thread: http://forum.kerbalspaceprogram.com/threads/64755-WIP-DMagic-Orbital-Science-New-Science-Parts-V0-4-1-%281-19-2014%29I included a plugin that controls all of the animations. The scanner function works without the plugin, but none of the animations will.The code is a bit messy, but right now the main deploy animation will open the part and start the dish spinning. The lights can also be triggered manually, but don't do anything otherwise. There are some issues with triggering the light animations before or during the main deploy animation, so wait until the part is fully open and the dish is spinning before you try to play with those.I included the .cs file in the zip. It's all pretty well annotated, so it should be easy enough to follow.The part has a different name in the .cfg file, so it won't interfere with the old BTDT part, but it also won't be backward compatible with existing crafts.Let me know if this is working right for everybody else, or if there are any issues. Link to comment Share on other sites More sharing options...
Mecripp Posted January 26, 2014 Share Posted January 26, 2014 THX DMagic , I like using the radio plasma wave antenna for my RT2 antenna nice parts.EDIT was hoping to put it on the end of the boom but no go. Link to comment Share on other sites More sharing options...
Carheadbutt Posted January 26, 2014 Share Posted January 26, 2014 I'm connecting to the same server and game (mine). I'm doing the scans myself. Maybe it thinks every connection is a new game? Link to comment Share on other sites More sharing options...
DMagic Posted January 26, 2014 Share Posted January 26, 2014 THX DMagic , I like using the radio plasma wave antenna for my RT2 antenna nice parts.EDIT was hoping to put it on the end of the boom but no go. Do you mean just adding one part on top of the other? I think some weirdness about moving attachment nodes makes that really hard to do. But I'm actually remaking the magnetometer to deal with some issues with the model, animation and texture usage, and to add more detail. I'll see about making an alternate version with an antenna at the end of the boom, similar to the one use by the Galileo probe, I'll try to put both experiments on it, but you could also add the RT2 module. Link to comment Share on other sites More sharing options...
Mecripp Posted January 26, 2014 Share Posted January 26, 2014 Yep try'ed to put the plasma wave antenna on the end of the Magnetometer Boom but you can't put anything there it just fall through it, and that link Galileo probe looks just like the Hermes Deep Space Probe. Link to comment Share on other sites More sharing options...
Mecripp Posted January 26, 2014 Share Posted January 26, 2014 (edited) I'm connecting to the same server and game (mine). I'm doing the scans myself. Maybe it thinks every connection is a new game?That's what, I'm thinking.There was a post about it and some one said but don't remember and still looking for the post. Edited January 26, 2014 by Mecripp2 Link to comment Share on other sites More sharing options...
Carheadbutt Posted January 26, 2014 Share Posted January 26, 2014 Ok so where are the maps for a session stored so I can investigate? Link to comment Share on other sites More sharing options...
Mecripp Posted January 26, 2014 Share Posted January 26, 2014 Ok so where are the maps for a session stored so I can investigate?http://forum.kerbalspaceprogram.com/threads/55832-PLUGIN-PARTS-0-23-SCANsat-terrain-mapping?p=903994&viewfull=1#post903994 Link to comment Share on other sites More sharing options...
Carheadbutt Posted January 26, 2014 Share Posted January 26, 2014 http://forum.kerbalspaceprogram.com/threads/55832-PLUGIN-PARTS-0-23-SCANsat-terrain-mapping?p=903994&viewfull=1#post903994Thanks, I'll look into it Link to comment Share on other sites More sharing options...
lincourtl Posted January 27, 2014 Share Posted January 27, 2014 Ok so where are the maps for a session stored so I can investigate?They're stored in a SCENARIO inside the persistent.sfs file for a particular save. There'll be a separate Body block for each celestial object you've scanned. Look for a section like this: SCENARIO { name = SCANcontroller scene = 7 colours = 0 map_markers = True map_flags = True map_orbit = True map_grid = True projection = 0 map_width = 0 map_x = 100 map_y = 50 anomalyMarker = ✗ closeBox = ✖ legend = False scan_background = True timeWarpResolution = 20 Scanners { } Progress { Body { Name = Kerbin Disabled = False Map = CAABAAAA-----0AHQAAAB0AIAQICIAoAaCAJALQgBwAAQAzg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDg-wDgawABAAs_ } } } Link to comment Share on other sites More sharing options...
Boamere Posted January 28, 2014 Share Posted January 28, 2014 So what is the optimal height for the mun with the crappy low res scanner?! XD Link to comment Share on other sites More sharing options...
Mecripp Posted January 28, 2014 Share Posted January 28, 2014 So what is the optimal height for the mun with the crappy low res scanner?! XDhttp://forum.kerbalspaceprogram.com/threads/55832-PLUGIN-PARTS-0-23-SCANsat-terrain-mapping?p=929835&viewfull=1#post929835 Link to comment Share on other sites More sharing options...
Boamere Posted January 28, 2014 Share Posted January 28, 2014 http://forum.kerbalspaceprogram.com/threads/55832-PLUGIN-PARTS-0-23-SCANsat-terrain-mapping?p=929835&viewfull=1#post929835I saw that but I thought it was for something else because how are you meant to orbit at 5km? XD(I might be being incredibly dumb)Also why is this happening to my display (parts of them seem to be the old GUI) Link to comment Share on other sites More sharing options...
Mecripp Posted January 28, 2014 Share Posted January 28, 2014 (edited) I saw that but I thought it was for something else because how are you meant to orbit at 5km? XD(I might be being incredibly dumb)Also why is this happening to my display (parts of them seem to be the old GUI)http://i.imgur.com/oiU9yVH.pngPretty much a rover part. and do you have the MapTraq part on the craft ?And not sure about that yellow line on the map. Edited January 28, 2014 by Mecripp2 Link to comment Share on other sites More sharing options...
KWall24 Posted January 29, 2014 Share Posted January 29, 2014 is there any possible way that you could add a map view overlay of biomes on bodies? Something kind of like kethane? Link to comment Share on other sites More sharing options...
razark Posted January 29, 2014 Share Posted January 29, 2014 Alright, I admit it, I haven't read through the entire thread before asking.I see the biome and altitude maps. Is there a way to get a natural color map of the planet? Link to comment Share on other sites More sharing options...
Mecripp Posted January 29, 2014 Share Posted January 29, 2014 not true color that, I know of maybe Danny can clear that up at some time it as come up before. Link to comment Share on other sites More sharing options...
Boamere Posted January 29, 2014 Share Posted January 29, 2014 Thanks the yellow line is an old Biome scan, but the GUI buttons are grey, oh well not much of a problem Link to comment Share on other sites More sharing options...
Horman Posted January 30, 2014 Share Posted January 30, 2014 Hah! Good question. I got so fixated on your altitude that I missed that part of your original query. I've never had a situation where the minimap wasn't updating unless the sensors were out of range. I have had weirdness where the sensors would report being out of range, even though they weren't. For instance, I was doing an altimetry scan of Duna the other night at an almost perfectly circular 750km polar orbit, but my SAR sensor kept blinking out as I passed over the poles. Reducing my altitude to 725km solved the problem. I have no idea what could have caused that.My only other issues with this mod are 1) I'd really like it to use Blizzy's toolbar, and 2) the settings are never retained. BTW: I used ModuleManager to add Maptraq to all my spacecraft. If you already have ModuleManager installed, just stick a file named something like 'add-maptraq.cfg' in your GameData with this code:@PART[*]:HAS[@MODULE[ModuleCommand]]{ //enables SCANSat MapTraq on all pods and probes// MODULE { name = SCANsat sensorType = 0 fov = 0 min_alt = 0 max_alt = 0 best_alt = 0 power = 0.01 }}Tried this, but it didn't worked for me here. MapTraq is installed and running...I still have this gray small map.Is it possible, that it might have to do something with the fact, that I deleted the older low-res map before starting this new one? Link to comment Share on other sites More sharing options...
Mecripp Posted January 30, 2014 Share Posted January 30, 2014 Tried this, but it didn't worked for me here. MapTraq is installed and running...I still have this gray small map.Is it possible, that it might have to do something with the fact, that I deleted the older low-res map before starting this new one? http://www.kerbalspaceprogram.de/wcf/images/photos/thumbnails/small/photo-3495-044d293e.pngThink You are out of range.http://forum.kerbalspaceprogram.com/threads/55832-PLUGIN-PARTS-0-23-SCANsat-terrain-mapping?p=929334&viewfull=1#post929334 Link to comment Share on other sites More sharing options...
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