gulegule Posted September 6, 2020 Share Posted September 6, 2020 Yes, SCAN overlay reappears on all scene transitions it seems. Quote Link to comment Share on other sites More sharing options...
darthgently Posted September 7, 2020 Share Posted September 7, 2020 (edited) Quick question: how do I keep the SCANSat overlay window from popping up at every scene change? I'm not seeing it in the settings, thanks! Oops, just read the previous. So, more than one data point proves something. Good news! Edited September 7, 2020 by darthgently Quote Link to comment Share on other sites More sharing options...
DMagic Posted September 7, 2020 Author Share Posted September 7, 2020 The reappearing overlay window will need a hotfix. Should be out in a few days. Quote Link to comment Share on other sites More sharing options...
DMagic Posted September 9, 2020 Author Share Posted September 9, 2020 SCANsat version 20.4 is out; get it on Space Dock. This version prevents the overlay window from opening when it shouldn't. Quote Link to comment Share on other sites More sharing options...
darthgently Posted September 9, 2020 Share Posted September 9, 2020 3 minutes ago, DMagic said: SCANsat version 20.4 is out; get it on Space Dock. This version prevents the overlay window from opening when it shouldn't. What is your guess on when it will be on CKAN? No rush, just don't want to keep checking until I need to Quote Link to comment Share on other sites More sharing options...
DMagic Posted September 9, 2020 Author Share Posted September 9, 2020 1 hour ago, darthgently said: What is your guess on when it will be on CKAN? No rush, just don't want to keep checking until I need to CKAN questions go to the CKAN topic. Quote Link to comment Share on other sites More sharing options...
darthgently Posted September 9, 2020 Share Posted September 9, 2020 1 hour ago, DMagic said: CKAN questions go to the CKAN topic. Thanks for the clarify. I wasn't sure how the process worked; whether mod dev/maintainers drove the CKAN updates, or if CKAN did. Now I know Quote Link to comment Share on other sites More sharing options...
ssd21345 Posted September 10, 2020 Share Posted September 10, 2020 it's on ckan now Quote Link to comment Share on other sites More sharing options...
darthgently Posted September 10, 2020 Share Posted September 10, 2020 3 hours ago, ssd21345 said: it's on ckan now Yep, got it yesterday, thx Quote Link to comment Share on other sites More sharing options...
DeadJohn Posted September 11, 2020 Share Posted September 11, 2020 (edited) [UPDATE: I'll leave this post here, but I suggest starting with my new info 2 posts down. I found that the Orbital Overlay wasn't the main issue and gathered more details.] Is the "orbital overlay" on the Big Map known to cause a big frame rate slowdown? I'm using SCANSat v20.4 with KSP 1.10.1. To summarize, my basic frame rate while in orbit looking into space is around 60 fps. If I open SCANSat's Big Map, frame rate drops to 20 while the map refreshes, then stabilizes at 30 fps. If I toggle "Orbit Overlay" off while keeping the Big Map open, frame rate jumps back up to around 57 fps. I can also see slowdowns on the Zoom Map but to a lesser extent. Most of my testing was done while viewing biomes in the Big Map, but similar things happen if I use the visual map. I didn't test altimetry or slope because those scans haven't been done yet. I'll note that 30 fps is still more than adequate for playing the game. However, I've seen additional gameplay cases where my frame rate starts off much lower (giant ships, other ships within physics range, looking down at complex terrain instead of into space, etc.), and then the additional load from the SCANSat map become a larger issue. Log file https://drive.google.com/file/d/17Kzd8KfL4pOWHJqI-vIgPPAoN8heKcLl/view?usp=sharing Edited September 12, 2020 by DeadJohn did additional testing and created new post Quote Link to comment Share on other sites More sharing options...
Onigato Posted September 12, 2020 Share Posted September 12, 2020 On 9/9/2020 at 12:27 PM, DMagic said: SCANsat version 20.4 is out; get it on Space Dock. This version prevents the overlay window from opening when it shouldn't. Thank you DMagic for making and maintaining this most excellent mod. Quote Link to comment Share on other sites More sharing options...
DeadJohn Posted September 12, 2020 Share Posted September 12, 2020 @DMagic or anyone else who can help. I collected additional diagnostic info on the low fps problem I reported 2 posts up. This new info looks like a much better test case. I am getting very low fps from SCANSat's Map Icons / Waypoints on the Zoom or Big Map. The Orbital Overlay further slows things down, but only when the waypoints are enabled. The other display options don't seem to cause further slowdowns. Here are my fps counts testing the Zoom Map. My ship is very high above Kerbin, and I'm using the biome display. Frame rate with no SCANSat windows open: 60 fps Open SCANSat Zoom Map, all options at the bottom of the zoom window have been turned off: 60 Orbital Overlay + Map Color + Day/Night + Map Legend + Resource Overlay enabled (everything but Map Icons): 59 Map Icons enabled (everything else disabled): 24 Map Icons + Orbit Overlay: 4 Similar testing on the big map shows that the Waypoints display causes the biggest fps drop. Turning off SCANSat's background scanning settings made no difference. Here's my ksp.log, player.log, and a screenshot: https://drive.google.com/file/d/1JwgUMKCLjfhyDyIMYzTdj9k55lgjzvQz/view?usp=sharing Quote Link to comment Share on other sites More sharing options...
darthgently Posted September 13, 2020 Share Posted September 13, 2020 (edited) I'm having to reinstall my KSP instance and all mods due to file corruption. I'm hoping my game file will work fine in a new install context. How to I preserve all my SCANsat data results from the old install directory to the new? Or will this work at all. It just occurred to me that a new install might put the resources in different places on the planets than the previous did, though I think that is hinged upon some random seed or similar in the sfs file, not sure though Edited September 13, 2020 by darthgently Quote Link to comment Share on other sites More sharing options...
DuoDex Posted September 14, 2020 Share Posted September 14, 2020 Hi there DMagic. I've been using this excellent mod recently and have encountered a couple of issues with the most recent update (20.4). One of them is more of a nitpick than a real issue, and one is probably just a bug introduced in the latest update. The nitpick one is that Scansat persists in showing resources that I'm not using in my current save. Perhaps some way to exclude resources manually would be in order? Spoiler (in this save, I'm only actually using Ore!) The second issue is an annoying flickering in the tooltip when I enable the SCAN overlay. Spoiler Apologies for the poor quality. I have only begun experiencing this issue with 20.4 and I'm still having trouble reproducing it reliably - sometimes it happens, sometimes it doesn't Quote Link to comment Share on other sites More sharing options...
Carrot Posted September 17, 2020 Share Posted September 17, 2020 Hmmm I have some old crafts missing SCANat.scanner2. Is there anyway I can fix it please? Quote Link to comment Share on other sites More sharing options...
omG?! Posted September 17, 2020 Share Posted September 17, 2020 (edited) Has anyone run scansat 20.4 with RO? Earlier I wrote that the missing parts can be added to the manual editing of the cfg, but there are still problems: 1) there is no SAR-C, SAR-L, VS-1, VS-3, VS-11. 2) The details in the research tree are very far away (most of the details are in the 2000+ period). Edited September 17, 2020 by omG?! Quote Link to comment Share on other sites More sharing options...
VoidSquid Posted September 17, 2020 Share Posted September 17, 2020 40 minutes ago, Carrot said: Hmmm I have some old crafts missing SCANat.scanner2. Is there anyway I can fix it please? I still have my pre-20 build rockets, can be loaded w/o any issue. Can you maybe describe your problem in a bit more detail? Quote Link to comment Share on other sites More sharing options...
Carrot Posted September 17, 2020 Share Posted September 17, 2020 (edited) 3 hours ago, VoidSquid said: I still have my pre-20 build rockets, can be loaded w/o any issue. Can you maybe describe your problem in a bit more detail? It can load and those are flying can be used (or let's say still function) but when i want to load those old designs in VAB but there's a pop up saying "Vessel XXXX is missing part SCANsat Scanner 2" And it is unable to launch saying "This vessel contains experimental parts which are not available at the moment: 2x SCAN SCAN SAR Altimetry Sensor" Edited September 17, 2020 by Carrot Quote Link to comment Share on other sites More sharing options...
VoidSquid Posted September 17, 2020 Share Posted September 17, 2020 You're right, @Carrot ! I have to admit, I never tried to launch one of my old ScanSat rockets since version 20. Out of curiosity, I replaced the respective 20.x folders of the old parts folders (BTDT, MapTraq, MULTI, RADAR, SAR) with the 18.14 version, and now I can launch the rocket. In the end, I think modifying the cfg files should do it (my experiment was just brute force), in particular the entries "TechRequired" and "category". Quote Link to comment Share on other sites More sharing options...
rextable Posted September 18, 2020 Share Posted September 18, 2020 Hello my dudes Just a quickie: I'm using the latest ksp 1.10.1 with the newest Scansat. My KSP log shows the following error: [ERR 13:26:42.579] ADDON BINDER: Cannot resolve assembly: SCANsat.Unity, Culture=neutral, PublicKeyToken=null Does this error matter or is it a just a quirk of ScanSat's implementation and nothing to be concerned about? x Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted September 18, 2020 Share Posted September 18, 2020 10 hours ago, rextable said: Hello my dudes Just a quickie: I'm using the latest ksp 1.10.1 with the newest Scansat. My KSP log shows the following error: [ERR 13:26:42.579] ADDON BINDER: Cannot resolve assembly: SCANsat.Unity, Culture=neutral, PublicKeyToken=null Does this error matter or is it a just a quirk of ScanSat's implementation and nothing to be concerned about? x Depends on when it happens which no one can answer conclusively without a log to look at. Does SCANsat work? If it does then it'snot a problem. Is SCANsat spamming your log frequently with exceptions due to a missing .DLL? If it is, then it may be a problem. Quote Link to comment Share on other sites More sharing options...
rextable Posted September 18, 2020 Share Posted September 18, 2020 8 minutes ago, Tonka Crash said: Depends on when it happens which no one can answer conclusively without a log to look at. Does SCANsat work? If it does then it'snot a problem. Is SCANsat spamming your log frequently with exceptions due to a missing .DLL? If it is, then it may be a problem. It seems to be working just fine. I didn't post a log because I suspected as much but thought I'd ask anyway. Spanx Quote Link to comment Share on other sites More sharing options...
Mossconfig Posted September 26, 2020 Share Posted September 26, 2020 I'm playing ksp 1.8 RSS non RO/RP1 and I can't open the zoom map by right clicking the big ksp map. I can open it by using the hover menu while I'm switched to a vessel, so it works, but it doesn't show up when right clicking. Quote Link to comment Share on other sites More sharing options...
MR L A Posted September 30, 2020 Share Posted September 30, 2020 It's been a while since I've played KSP properly... updated my mods yesterday and WOW. Few extra parts since I last used SCANsaT! Feedback-wise I have two things to note - 1) the models/textures are almost too good for ksp 2) more of a request but, could it be possible to use the telescopes to see through? There was a mod ages ago that gave you a telescope to look through... was a bit annoying thinking about it because at extreme zoom everything vibrated even in space... still fun though But yeah! I'm so glad to see the mod is still being worked on! It's the only mod I use that adds parts lol Keep up the good work! Quote Link to comment Share on other sites More sharing options...
VoidSquid Posted September 30, 2020 Share Posted September 30, 2020 50 minutes ago, MR L A said: There was a mod ages ago ...which is still alive thanks to - guess who - @linuxgurugamer Quote Link to comment Share on other sites More sharing options...
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