Tacombel Posted August 19, 2021 Share Posted August 19, 2021 3 hours ago, General Apocalypse said: If so can the great DMagic please have it update it so CKAN can pick it up ? It's a major dependency for me mod If the mod is working you don't need it to be updated to use it. In CKAN open "settings/Compatible game versions" and select what you need. Quote Link to comment Share on other sites More sharing options...
General Apocalypse Posted August 19, 2021 Share Posted August 19, 2021 2 minutes ago, Tacombel said: If the mod is working you don't need it to be updated to use it. In CKAN open "settings/Compatible game versions" and select what you need. I can do manual install however i need to list it as a dependency for my mod AFAIK CKAN won't let you auto-install incompatible mods. Also are you confirming SCANsat works with 1.12.2 ? Quote Link to comment Share on other sites More sharing options...
Tacombel Posted August 19, 2021 Share Posted August 19, 2021 (edited) 54 minutes ago, General Apocalypse said: I can do manual install however i need to list it as a dependency for my mod AFAIK CKAN won't let you auto-install incompatible mods. Also are you confirming SCANsat works with 1.12.2 ? Incompatible mods is not the same that versions not updated. If ckan says they are incompatible you must not install them together, either automatically or manually . If the problem is that a dependency is some versions behind you can bypass it, if you know that it works in the current version. And no, I don't know if SCANsat works in 1.12 Edited August 19, 2021 by Tacombel Quote Link to comment Share on other sites More sharing options...
panarchist Posted August 20, 2021 Share Posted August 20, 2021 On 8/18/2021 at 10:10 PM, General Apocalypse said: Is the mod working with 1.12.2 ? If so can the great DMagic please have it update it so CKAN can pick it up ? It's a major dependency for me mod Also thank you for all your hard work throughout the years. You can tell CKAN to allow older versions, and that will allow the install - instructions in the CKAN manual. You'll need to be cautious with that, as it's an overall setting, but it will allow you to install Scansat via CKAN on 12.x without having to wait for an update. Scansat is currently working for me under 12.1.2, in a 85+ mod install (non-CKAN), so you shouldn't see any issues with that mod. Quote Link to comment Share on other sites More sharing options...
Wolves_Hero Posted September 1, 2021 Share Posted September 1, 2021 (edited) Games keep freeze when turn down warp down speed while scan planets issued on KSP 1.12.2. Both Better Time Warp Continued & Time Control mod keep freeze on scan planets when turn down warp speed. Task manager end task games. Updated when finish scan planet don't stop wrap speed will games freeze, just save F5 then load F9 will stop warp speed no more freeze, easy fix. Edited September 1, 2021 by Wolves_Hero Quote Link to comment Share on other sites More sharing options...
SciMan Posted September 29, 2021 Share Posted September 29, 2021 That's weird, I have no such issues but the only difference is that I don't have "Time Control" installed. Perhaps the issue is with Time Control? As far as I know, this mod (and DMagic Science) work just fine in 1.12.2, so it would be just fine to mark them as compatible (I'm using plenty of other mods, and I have zero issues with this mod). Quote Link to comment Share on other sites More sharing options...
visssius Posted September 30, 2021 Share Posted September 30, 2021 (edited) Hello guys! Love the mod! I know SCANsat is not updated yet for 1.12.2 but i have the issue where I scan Minmus with my low resolution resource scanner and the quest is not counting it as done as you can see in the images below... Does anyone have the same issue? Also the "SCAMresource Scanner" button, in "AUTO" tab, under the voice MODULE DEVICES (fig.2) is not switching to "running" and stays on disabled. It works only when I switch it at KSC. This issue occurs only for this particular situation... everything else works fine for now. Spoiler fig.1 fig.2 fig.3 Edited September 30, 2021 by visssius Quote Link to comment Share on other sites More sharing options...
charliepryor Posted October 3, 2021 Share Posted October 3, 2021 On 9/30/2021 at 1:55 PM, visssius said: Hello guys! Love the mod! I know SCANsat is not updated yet for 1.12.2 but i have the issue where I scan Minmus with my low resolution resource scanner and the quest is not counting it as done as you can see in the images below... Does anyone have the same issue? Also the "SCAMresource Scanner" button, in "AUTO" tab, under the voice MODULE DEVICES (fig.2) is not switching to "running" and stays on disabled. It works only when I switch it at KSC. This issue occurs only for this particular situation... everything else works fine for now. Reveal hidden contents fig.1 fig.2 fig.3 You're using Kerbalism, and the process isn't completed yet. That doesn't sound like a problem with this mod. It looks like you just have to give it time to transmit the data, unless I'm seeing this incorrectly. Quote Link to comment Share on other sites More sharing options...
Friznit Posted October 9, 2021 Share Posted October 9, 2021 ScanSat needs more love. It's a fantastic mod that adds new gameplay reasons to actually launch satellites that do something other than comms relays. These are rough kitbashes of a bunch of KSP satellites inspired by ScanSat parts, which are of course inspired by real satellite parts in the first place. Have you ever noticed how many real satellites are blocky squares and how many KSP probes are round? Liberal use of the Near Future suite of mods as well as a bit of Probes+ and probably some BDB too, though I've resisted too much tweakscale this time. And a hefty dose of artistic license. Quote Link to comment Share on other sites More sharing options...
EasyAce Posted October 20, 2021 Share Posted October 20, 2021 Just want to share that I am running 1.12.2 fine with this mod included in a heavily modded version of KSP. Still early career, so there might be bugs... but just an FYI for those seeing it is still "max version 1.10.8 in CKAN Quote Link to comment Share on other sites More sharing options...
darthgently Posted October 25, 2021 Share Posted October 25, 2021 Question: I have a Been There Done That on a rover. The part action window->Scan Sensor reading says Too High. But the rover is on the ground. It is over 2km over sea level but the terrain is higher than that. Are all anomalies below 2km with reference to sea level? If not, I'll submit an issue. Or maybe it will work fine anyway and the "Too High" message is erroneous. In which case it would be a more minor issue Quote Link to comment Share on other sites More sharing options...
Grimmas Posted October 25, 2021 Share Posted October 25, 2021 (edited) You can check if it works as the main map will update and the anomaly question mark will display a text and turn yellow. And you'll also get a game message for some anomalies. Edited October 25, 2021 by Grimmas Quote Link to comment Share on other sites More sharing options...
DMagic Posted October 26, 2021 Author Share Posted October 26, 2021 2 hours ago, darthgently said: Question: I have a Been There Done That on a rover. The part action window->Scan Sensor reading says Too High. But the rover is on the ground. It is over 2km over sea level but the terrain is higher than that. Are all anomalies below 2km with reference to sea level? If not, I'll submit an issue. Or maybe it will work fine anyway and the "Too High" message is erroneous. In which case it would be a more minor issue It's a problem with the way the BTDT works that has never been dealt with... The part needs a full overhaul in the way it works, but it's always been too much trouble. The only easy work around is to change the max altitude in the part config. Quote Link to comment Share on other sites More sharing options...
Grimmas Posted October 26, 2021 Share Posted October 26, 2021 There are also some parts in BDB that will scan BTDT from 20km and from 500km orbit. Quote Link to comment Share on other sites More sharing options...
t6jesse Posted October 26, 2021 Share Posted October 26, 2021 Has anyone else had a problem with ScanSat contracts not showing up ever? I had completely scanned Kerbin, the Mun and Minmus and never got a ScanSat contract. Quote Link to comment Share on other sites More sharing options...
Grimmas Posted October 26, 2021 Share Posted October 26, 2021 Fo ScanSat Kerbin/Mun/Minmus contracts to show up IIRC you must 1) unlock the relevant scanner part and 2) NOT have done more than 70% of the scan in question on the target body. So if you already scanned them then it's too late Of course, if you really wanted to, you could reset the scan data and scan again after accepting the contract. Quote Link to comment Share on other sites More sharing options...
t6jesse Posted October 26, 2021 Share Posted October 26, 2021 Sweet, that should be easy enough to test. Quote Link to comment Share on other sites More sharing options...
ruiluth Posted November 6, 2021 Share Posted November 6, 2021 Just wanted to say, I've been absent from KSP since 1.7.3, and WOW, the new ScanSat parts are amazing! I always thought the old ones were a bit lacking but these new ones are incredible. Satellites actually look like satellites now and I couldn't be happier with them. Oh and I'm using it on 1.12.2 and haven't had any issues yet. Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted November 13, 2021 Share Posted November 13, 2021 (edited) Hello guys! Not exactly a scansat related situation, but perhaps someone here can help me. I am in the middle of a particularly enjoyable savegame; only thing is, resources availability is horrid (my fault; setting up the new save I forgot to set abundant ore). I recall it being possible to reset the seed in the savegame, and searching the blogosphere I found this.... .... but yyeeaaaahhh... I'm not sure. Besides I would also have to change the scarcity parameters, it makes no difference if I reset the seed but in the new situarion ore concemtration and everything else remains between 0% and 5% everywhere. Anyone have any ideia I can use? Edited November 13, 2021 by Daniel Prates Quote Link to comment Share on other sites More sharing options...
Grimmas Posted November 13, 2021 Share Posted November 13, 2021 Haven't actually tried it so take this with a healthy chunk of salt. Within one of my saves I see the following lines: SCENARIO { name = ResourceScenario scene = 7, 8, 5, 6, 21 RESOURCE_SETTINGS { GameSeed = 1402924137 ROCMissionSeed = 1402924137 MaxDeltaTime = 21600 } } If you want to change the resource distributions then GameSeed probably is what you're looking for. Not sure how abundance difficulty ties into it, it's probably a multiplier on top of whatever the RNG spits out or something... you could try increasing abundance first. Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted November 13, 2021 Share Posted November 13, 2021 That is what the reddit discussion suggests. It being a 6yo suggestion it made me a bit weary... well, I will try and report here what happens. Quote Link to comment Share on other sites More sharing options...
MAFman Posted November 23, 2021 Share Posted November 23, 2021 I noticed that a lot of the parts are too big for most craft I can come up with, and so heavy that they move the center of mass far enough off center that it's nearly impossible to balance them. Quote Link to comment Share on other sites More sharing options...
RW-1 Posted November 28, 2021 Share Posted November 28, 2021 (edited) On 10/25/2021 at 7:49 PM, darthgently said: Question: I have a Been There Done That on a rover. The part action window->Scan Sensor reading says Too High. But the rover is on the ground. It is over 2km over sea level but the terrain is higher than that. Are all anomalies below 2km with reference to sea level? If not, I'll submit an issue. Or maybe it will work fine anyway and the "Too High" message is erroneous. In which case it would be a more minor issue No, it's a bug, the sensors should be referencing AGL, not MSL to solve that problem, i submitted a bug report already, but I'm not sure where developments stands for the mod at this point. Edited November 28, 2021 by RW-1 Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 30, 2021 Share Posted November 30, 2021 (edited) SCANsat ZoomMap -> Waypoint Selector -> entering a waypoint name, all key presses are interpreted as flight commands, engine starts, map is shown, all borked. I did not consider that this is still a thing. Why even bother offering an input field for the waypoint name if that happens then? Edited November 30, 2021 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
Zelda Posted December 1, 2021 Share Posted December 1, 2021 4 hours ago, Gordon Dry said: SCANsat ZoomMap -> Waypoint Selector -> entering a waypoint name, all key presses are interpreted as flight commands, engine starts, map is shown, all borked. I did not consider that this is still a thing. Why even bother offering an input field for the waypoint name if that happens then? Not a solution, but a workaround: you can write the waypoint name in something like notepad and copy / paste into the name field. Annoying, but it works. Quote Link to comment Share on other sites More sharing options...
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