darthgently Posted July 8 Share Posted July 8 4 hours ago, EnderiumSmith said: Im using galaxies unbound. It has some planets that are tidally locked, but since scansat doesnt support other start to begin with, it end up with the side that can see kerbol scanned instead Then it is an issue of two separate mods not being aware of each other's implications and can only be worked out by diplomatically convincing the mod dev, or devs,v who volunteer their time, to make changes to support each other's mods. This will likely hinge greatly on how many ppl actually use both mods at once Quote Link to comment Share on other sites More sharing options...
SheepDog2142 Posted August 8 Share Posted August 8 Does anyone know where I can get the image files for the scansat maps for stock or RSS or do they have to be generated in game? Quote Link to comment Share on other sites More sharing options...
darthgently Posted August 8 Share Posted August 8 26 minutes ago, SheepDog2142 said: Does anyone know where I can get the image files for the scansat maps for stock or RSS or do they have to be generated in game? Each game allocates the resources differently so for resources they definitely have to be generated in game, afaik Quote Link to comment Share on other sites More sharing options...
SheepDog2142 Posted August 9 Share Posted August 9 18 hours ago, darthgently said: Each game allocates the resources differently so for resources they definitely have to be generated in game, afaik Thank you for that info. That's what I needed to know. Doing some custom IVA crafting and needed them for it. Quote Link to comment Share on other sites More sharing options...
DMagic Posted August 9 Author Share Posted August 9 (edited) 35 minutes ago, SheepDog2142 said: Thank you for that info. That's what I needed to know. Doing some custom IVA crafting and needed them for it. Everything is generated at runtime. There is an export feature to save the maps, and there is a cheat mode if you just want to generate full maps without doing all the scanning. You have add a line in the settings file, "cheatmode = true", or something like that... Can't remember for sure right now. Edit: "CheatMapFill=True" Edited August 9 by DMagic Quote Link to comment Share on other sites More sharing options...
SheepDog2142 Posted August 9 Share Posted August 9 1 hour ago, DMagic said: Everything is generated at runtime. There is an export feature to save the maps, and there is a cheat mode if you just want to generate full maps without doing all the scanning. You have add a line in the settings file, "cheatmode = true", or something like that... Can't remember for sure right now. Edit: "CheatMapFill=True" You are a King good sir. Quote Link to comment Share on other sites More sharing options...
SheepDog2142 Posted August 9 Share Posted August 9 (edited) 5 hours ago, DMagic said: Everything is generated at runtime. There is an export feature to save the maps, and there is a cheat mode if you just want to generate full maps without doing all the scanning. You have add a line in the settings file, "cheatmode = true", or something like that... Can't remember for sure right now. Edit: "CheatMapFill=True" -- Edited August 9 by SheepDog2142 Quote Link to comment Share on other sites More sharing options...
DMagic Posted August 9 Author Share Posted August 9 The fill map options in this settings should show up once you've set the settings file. Then you manage individual celestial bodies. Quote Link to comment Share on other sites More sharing options...
The Minmus Derp Posted August 10 Share Posted August 10 Is there a possibility to modify the minimum height of scanning for certain instruments per planet? There are several asteroids in a number of mods, including Meto, Vizak, and Ryla from my own OPX project, where it is simply impossible to use many SCANSat parts on them due to the size of the sphere of influence. Quote Link to comment Share on other sites More sharing options...
Krazy1 Posted August 10 Share Posted August 10 3 hours ago, The Minmus Derp said: minimum height of scanning Also Gilly in JNSQ cannot be scanned with at least one of the most advanced scanners (forgot which) Quote Link to comment Share on other sites More sharing options...
littlecaptian Posted August 12 Share Posted August 12 my visual scan is broken, anyone knows why? thanks. looks like this: https://photos.app.goo.gl/q2xVqE3fM3FxFMTZ9 it was good at yesterday , i didnt change only mod. Quote Link to comment Share on other sites More sharing options...
etmoonshade Posted September 1 Share Posted September 1 (edited) On 8/9/2024 at 7:21 PM, The Minmus Derp said: Is there a possibility to modify the minimum height of scanning for certain instruments per planet? There are several asteroids in a number of mods, including Meto, Vizak, and Ryla from my own OPX project, where it is simply impossible to use many SCANSat parts on them due to the size of the sphere of influence. Not sure if it's helpful, but I use this MM patch: @PART[*]:HAS[@MODULE[SCANsat]]:NEEDS[SCANsat]:FINAL { @MODULE[SCANsat]:HAS[#min_alt[>4999]] { @min_alt = 5000 } } It's far from elegant, but it makes it so I don't end up unable to map something. It probably makes the minimum altitude on SOME part too low, but I'm not bothered lol Edit: To be clear, use/adapt/whatever this for your planet pack if you want to, credit or not. Took me like 10 minutes to write the patch, I don't care Edited September 1 by etmoonshade Quote Link to comment Share on other sites More sharing options...
The Minmus Derp Posted September 1 Share Posted September 1 13 hours ago, etmoonshade said: Not sure if it's helpful, but I use this MM patch: @PART[*]:HAS[@MODULE[SCANsat]]:NEEDS[SCANsat]:FINAL { @MODULE[SCANsat]:HAS[#min_alt[>4999]] { @min_alt = 5000 } } It's far from elegant, but it makes it so I don't end up unable to map something. It probably makes the minimum altitude on SOME part too low, but I'm not bothered lol Edit: To be clear, use/adapt/whatever this for your planet pack if you want to, credit or not. Took me like 10 minutes to write the patch, I don't care Thank you! I'll have to see if I can adapt this. Quote Link to comment Share on other sites More sharing options...
dave1904 Posted September 13 Share Posted September 13 Ive an issue with the overlay and for some reason its save game related. Anyone ever have this? The overlay window is flashing. Quote Link to comment Share on other sites More sharing options...
Commissar Posted September 30 Share Posted September 30 game fails to load with scansat. https://drive.google.com/file/d/1bnSVYeVYFZ_n5KsLJSpQ0XiehvXKAQgT/view?usp=drive_link sticks at Burst Compiler Quote Link to comment Share on other sites More sharing options...
Neebel Posted October 12 Share Posted October 12 Do ScanSat, and also DMagic Orbital Science to a lesser degree, provide any functionality for other planet packs that differ from the stock system? Like scanning planets to create maps etc. Specifially talking about Beyond Home in this case. Quote Link to comment Share on other sites More sharing options...
DeadJohn Posted October 12 Share Posted October 12 8 hours ago, Neebel said: Do ScanSat, and also DMagic Orbital Science to a lesser degree, provide any functionality for other planet packs that differ from the stock system? Like scanning planets to create maps etc. Specifially talking about Beyond Home in this case. Scansat has been compatible with every planet pack I've tried. If a planet has biomes, Scansat can create a map showing the biomes, and give you science for doing so. Similarly, elevations and resource concentrations can be mapped. Quote Link to comment Share on other sites More sharing options...
Alex Starlight Posted 6 hours ago Share Posted 6 hours ago Came here to say I REALLY, REALLY love this mod. The ammount of depth it adds to the gameplay, while also being so well polished and high quality. Massive props! Quote Link to comment Share on other sites More sharing options...
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