Carrot Posted June 9, 2016 Share Posted June 9, 2016 I am conducting a Low Radar scan. It should be ideal from 50km--500km right? I was scanning at 499km and tried 497 km with 90 degree inclination but still said I am too high. Any idea what happened? it functioned well before 57.9% Quote Link to comment Share on other sites More sharing options...
schedar Posted June 9, 2016 Share Posted June 9, 2016 (edited) Hi, I've got the same problem. Scan altitudes are messed up probably because I use Stock Size Real Solar System mod. I've got max altitude for RADAR 47km and it's not possible to orbit at that altitude. I tried to modify altitudes in \GameData\SCANsat\Parts\RADAR\RADAR.cfg but it's not changing anything. Spoiler Edited June 9, 2016 by schedar Quote Link to comment Share on other sites More sharing options...
DMagic Posted June 9, 2016 Author Share Posted June 9, 2016 @Carrot I need to see log files and or a save file to help. You might want to check the settings window to see if background scanning has been disabled. @schedar Sounds like a Module Manager config changing things around somewhere. Search your GameData folder. Quote Link to comment Share on other sites More sharing options...
schedar Posted June 9, 2016 Share Posted June 9, 2016 I see... ModuleManager.ConfigCache MODULE { name = SCANsat sensorType = 1 fov = 5 min_alt = 942 max_alt = 47100 best_alt = 942 scanName = RADAR Scan power = 0.05 animationName = Collapse_Antenna } MODULE Now the question is - can I delete the cache safely? Quote Link to comment Share on other sites More sharing options...
DMagic Posted June 9, 2016 Author Share Posted June 9, 2016 Yes, but it's not the cache that you have to worry about, it's the config file. Quote Link to comment Share on other sites More sharing options...
schedar Posted June 9, 2016 Share Posted June 9, 2016 (edited) I've removed the cache and adjusted the RADAR config. After loading it has put the same(incorrect) values to cache. Then I edited the cache itself and it worked - I could change the altitudes. I've also checked the settings.cfg file but there's nothing but copernicus and sigma dimensions. Edited June 9, 2016 by schedar Quote Link to comment Share on other sites More sharing options...
DMagic Posted June 9, 2016 Author Share Posted June 9, 2016 (edited) That will only work until the cache needs to be rebuilt. You'll need to find whatever config file is changing things to solve the problem. The log files give a list of every MM config and what it is being applied to, just search for SCANsat and you should see them somewhere during the loading process. Edited June 9, 2016 by DMagic Quote Link to comment Share on other sites More sharing options...
schedar Posted June 9, 2016 Share Posted June 9, 2016 (edited) Okay. It appears SSRSS has a compatibility config for SCANSat. Thanks for help. So basically you need to copy compatibility SCANsat.cfg file from SSRSS and delete SCANsat config file from "\GameData\Sigma\Dimensions\Configs\ReDimension" folder and everything works well then. Edited June 9, 2016 by schedar Quote Link to comment Share on other sites More sharing options...
Carrot Posted June 10, 2016 Share Posted June 10, 2016 12 hours ago, DMagic said: @Carrot I need to see log files and or a save file to help. You might want to check the settings window to see if background scanning has been disabled. @schedar Sounds like a Module Manager config changing things around somewhere. Search your GameData folder. Thanks! It turned off at the setting Quote Link to comment Share on other sites More sharing options...
MaximilianPs Posted June 13, 2016 Share Posted June 13, 2016 Did you know the reason for this?... My my orbit was about 85° then I've tried to 80° and 70° but nothing fix it Quote Link to comment Share on other sites More sharing options...
Merkov Posted June 13, 2016 Share Posted June 13, 2016 Just a shot in the dark here, but when I see something like this happen in my games, it's usually because my satellite is running out of Electric Charge. All SCAN sat devices require a constant supply of EC or else they stop scanning. Your vessel goes behind the celestial body, batteries keep it alive for awhile, it dies, then it clears the planet and you get sun (and EC) back. If you keep an eye on the resource panel through a complete orbit that should tell you if that's the problem or not. If it is, you either need a vessel with more batteries (or a way to produce power that doesn't require the sun) or you can wait for the planet to rotate such that those areas eventually end up on the day side as you pass over them. Depending on how well your orbit and the planet's rotation are in sync, this may require you to wait as the planet revolves around the Sun... If that's not the issue, then... nevermind this post. Quote Link to comment Share on other sites More sharing options...
Loren Pechtel Posted June 13, 2016 Share Posted June 13, 2016 5 hours ago, Merkov said: Just a shot in the dark here, but when I see something like this happen in my games, it's usually because my satellite is running out of Electric Charge. All SCAN sat devices require a constant supply of EC or else they stop scanning. Your vessel goes behind the celestial body, batteries keep it alive for awhile, it dies, then it clears the planet and you get sun (and EC) back. If you keep an eye on the resource panel through a complete orbit that should tell you if that's the problem or not. If it is, you either need a vessel with more batteries (or a way to produce power that doesn't require the sun) or you can wait for the planet to rotate such that those areas eventually end up on the day side as you pass over them. Depending on how well your orbit and the planet's rotation are in sync, this may require you to wait as the planet revolves around the Sun... If that's not the issue, then... nevermind this post. Yeah, you need a decent amount of battery power to keep the systems working during the night. Quote Link to comment Share on other sites More sharing options...
MaximilianPs Posted June 14, 2016 Share Posted June 14, 2016 ok ok got it Quote Link to comment Share on other sites More sharing options...
Cooper42 Posted June 14, 2016 Share Posted June 14, 2016 (edited) I've returned to KSP after a while away. Last time I played I was failry certain there was a calculator available to work out optimal orbits for arbitrary fov / altitude combos (i.e. the DMagic resource and other scanners that aren't stock ScanSat parts) But all I can find are these old tables: Does anyone know if there's a way of creating tables like the above link for other parts (e.g. the soil moisture sensor for water scanning...)? Edit: Found it! https://github.com/technogeeky/MapSatAltitude It was a Matlab program. Moreover, for anyone wanting to use it, you can upload the files from the GitHub project here: http://octave-online.net/ And run it yourself without needing to download Octave or MatLab. Edited June 14, 2016 by Cooper42 Found it! Quote Link to comment Share on other sites More sharing options...
evileye.x Posted June 14, 2016 Share Posted June 14, 2016 There's optimal orbit height in scansat parts description, as well as min max. Quote Link to comment Share on other sites More sharing options...
Adam.A Posted June 15, 2016 Share Posted June 15, 2016 Hi, In my game, map created by scansat has replaced the textures in the game, so that in the normal outside ship view, the planet below looks like the scan map. Can I change and/or fix this? Quote Link to comment Share on other sites More sharing options...
the Monkeys Uncle Posted June 16, 2016 Share Posted June 16, 2016 On 5/10/2016 at 2:39 PM, DMagic said: @the Monkeys Uncle Log files would help. As long as the parts are there, the buttons are there, and the maps work I can't see any reason why the scanners wouldn't deploy. It's been a while but here are logs from KSP.log When I try to start the scan, the system throws a InvalidOperationException, and the scan fails to start. Any idea what might cause this? [LOG 22:22:21.780] DragCubeSystem: Rendering procedural drag for mediumDishAntenna [EXC 22:22:22.639] InvalidOperationException: Operation is not valid due to the current state of the object System.Linq.Enumerable.Single[Type] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) System.Linq.Enumerable.SingleOrDefault[Type] (IEnumerable`1 source, System.Func`2 predicate) SCANsat.SCAN_Toolbar.ToolbarTypes.getType (System.String name) SCANsat.SCAN_Toolbar.ToolbarManager.get_Instance () SCANsat.SCAN_Toolbar.ToolbarManager.get_ToolbarAvailable () SCANsat.SCAN_PartModules.SCANsat.startScan () BaseEvent.Invoke () UIPartActionButton.OnClick () UnityEngine.Events.InvokableCall.Invoke (System.Object[] args) UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters) UnityEngine.Events.UnityEvent.Invoke () UnityEngine.UI.Button.Press () UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) UnityEngine.EventSystems.EventSystem:Update() [LOG 22:22:22.786] DragCubeSystem: Rendering procedural drag for mediumDishAntenna Quote Link to comment Share on other sites More sharing options...
basila Posted June 20, 2016 Share Posted June 20, 2016 Discovered some strange thing - altimetry map of Mars actually is Duna's map. Other bodies are correct. Spoiler Mars or Duna? Quote Link to comment Share on other sites More sharing options...
Apurva Kawthalkar Posted June 21, 2016 Share Posted June 21, 2016 Hi modder i completed scanning the map of MUN and selected a landing site ,how can delete os disable that site because every time i look at MUN it appears Quote Link to comment Share on other sites More sharing options...
DMagic Posted June 21, 2016 Author Share Posted June 21, 2016 @Adam.A It sounds like you left a planetary overlay map on, just turn it off. @the Monkeys Uncle Are you using an old version of Toolbar? That has caused similar problems in the past. @basila That sounds like a Kopernicus problem. Maybe a screwed up config or a missing height map. @Apurva Kawthalkar Click on the target select button then click somewhere in the map window, but outside of the map itself. Quote Link to comment Share on other sites More sharing options...
DMagic Posted June 21, 2016 Author Share Posted June 21, 2016 (edited) SCANsat 16.2 is out; get it on Space Dock. It is updated for KSP 1.1.3. It contains a few minor GUI performance optimizations, clarifications on scanning status, new terrain color palettes, and some minor changes and additions to the KSPedia entry. A new silent science collection function has been added that will prevent the results window from opening: for KOS support (@erendrake or @hvacengi) see the source here. For planet rescaling mods, such as Sigma Dimensions, some new terrain height multiplier values have been added to the SCANcolors.cfg file. Each planet now has three multipliers: SCAN_Color_Config { SCANsat_Altimetry { Item { name = Kerbin index = 1 minHeightRange = -1500 maxHeightRange = 6500 clampHeight = 0 ----> maxHeightMultiplier = 1 ----> minHeightMultiplier = 1 ----> clampHeightMultiplier = 1 paletteName = Default paletteSize = 7 paletteReverse = False paletteDiscrete = False } } } @Sigma88 Module Manager configs should reference these values (probably the maxHeightMultiplier is the only one that will need to be changed) instead of the min and max height range values. This will prevent errors when saving these values from in-game (the values have also been clamped so that extreme min and max terrain heights won't break the SCANsat maps). Existing configs and save files may need to be reset to their default values for each planet. This can be done in-game using the Color Management Window and selecting the default values button for on the terrain tab. Support has also been added for Planetary-only resource configs (stock resource configs that don't include a Global Resource node; ie Karborundum) if you want to manually add in SCANsat sensor support for any such resources. Biome-only configs remain incompatible with SCANsat resource maps. Edited June 22, 2016 by DMagic Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted June 22, 2016 Share Posted June 22, 2016 (edited) This is magic! no, wait... @DMagic on a more serious note, what are these values supposed to do? minHeightRange = -1500 maxHeightRange = 6500 clampHeight = 0 so I can figure out the best approach when changing their multipliers Edited June 22, 2016 by Sigma88 Quote Link to comment Share on other sites More sharing options...
DMagic Posted June 22, 2016 Author Share Posted June 22, 2016 (edited) @Sigma88 Those are the existing values, they define the default min and max terrain heights for each planet (and if you want to set the "clamp" height, like for ocean planets), which SCANsat uses when assigning colors to different terrain heights. The multipliers are used to adjust those values (and the values stored in each save file) when drawing the maps. So if you want to scale the max terrain height by 2 for each planet, just set the maxHeightMultiplier = 2 in a MM config. Don't do anything to the min and maxHeightRange values. When someone saves the SCANcolors.cfg using the in-game function it always sets those values to 1, so that the MM config doesn't get carried over each time the file is saved (internally the multipliers set by the MM config is preserved when saving the SCANcolors file). Existing save files will probably be a bit screwed up, but they can be reset in-game pretty easily. Edited June 22, 2016 by DMagic Quote Link to comment Share on other sites More sharing options...
fourfa Posted June 22, 2016 Share Posted June 22, 2016 SpaceDock page doesn't reflect 1.1.3 in 'Game Version' header or changelog entry title Quote Link to comment Share on other sites More sharing options...
pap1723 Posted June 22, 2016 Share Posted June 22, 2016 On 6/9/2016 at 2:09 PM, schedar said: Hi, I've got the same problem. Scan altitudes are messed up probably because I use Stock Size Real Solar System mod. I've got max altitude for RADAR 47km and it's not possible to orbit at that altitude. I tried to modify altitudes in \GameData\SCANsat\Parts\RADAR\RADAR.cfg but it's not changing anything. Reveal hidden contents The issue with ScanSat and SSRSS has to do with the changing sizes. Sigma dimensions rescaled the ideal Heights correctly based on the numbers changing. The issue with SSRSS is that they are changing the ScanSat values twice. RSS has a config file that fixes the ScanSat values for their larger planets. This file still exists in SSRSS. Sigma then changes this file that overwrites the correct file back down to 1/10th of the proper values. Quote Link to comment Share on other sites More sharing options...
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