Drew Kerman Posted January 31, 2015 Share Posted January 31, 2015 looks good! I like the new biome map coloration, that was another thing that bugged me, how everything was just a different shade of green Quote Link to comment Share on other sites More sharing options...
B787_300 Posted February 1, 2015 Share Posted February 1, 2015 by the way did you pull a microsoft and jump from 8 to 10? Quote Link to comment Share on other sites More sharing options...
parrots Posted February 1, 2015 Share Posted February 1, 2015 by the way did you pull a microsoft and jump from 8 to 10?The changelog does go from 8.1 to 10. Quote Link to comment Share on other sites More sharing options...
seronis Posted February 1, 2015 Share Posted February 1, 2015 Because you werent paying attention to the 9.x dev branch. Quote Link to comment Share on other sites More sharing options...
nightingale Posted February 1, 2015 Share Posted February 1, 2015 by the way did you pull a microsoft and jump from 8 to 10?That would be more like pulling a Linux (for many years the Linux kernal used odd numbers for development releases and even ones for stable, which is what DMagic's doing here). Quote Link to comment Share on other sites More sharing options...
CorBlimey Posted February 2, 2015 Share Posted February 2, 2015 awesome update - thanks! Quote Link to comment Share on other sites More sharing options...
Mythos Posted February 2, 2015 Share Posted February 2, 2015 Really promising update!But... What's going on with the position of the small map window? In earlier versions I hat to reposition it every time I started KSP. Now in version 10 I have to reposition it every time I switch between vessels. I think position should be saved when closed. So what use has the button to reset all window positions? Did I miss something? I tried that reset button and every way of closing the window or leving it open while switching via Alarm Clock or the standard ways, but none of that helped. Quote Link to comment Share on other sites More sharing options...
Frettchen Posted February 3, 2015 Share Posted February 3, 2015 Hey there, i posted a new "bug" report here -> https://github.com/S-C-A-N/SCANsat/issues/119i just say it here, because it looks like so, not many ppl are reading or posting there.please help me!thank you guys Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted February 3, 2015 Share Posted February 3, 2015 Hey there, i posted a new "bug" report here -> https://github.com/S-C-A-N/SCANsat/issues/119i just say it here, because it looks like so, not many ppl are reading or posting there.please help me!thank you guysMaybe not, but the most important person does, which is what really matters. Quote Link to comment Share on other sites More sharing options...
Felson Posted February 4, 2015 Share Posted February 4, 2015 I can't seem to find any API docs. I was wondering, since SCANtype/sensorType are bitwise numbers, can I have a single SCANsat module that can do multiple resources/scan type. EG:2 = Colour Altimeter8 = Biome16 = Anomaly128 = Ore8192 = WaterSo 8474 does all 5? Quote Link to comment Share on other sites More sharing options...
Olympic1 Posted February 4, 2015 Share Posted February 4, 2015 I can't seem to find any API docs. I was wondering, since SCANtype/sensorType are bitwise numbers, can I have a single SCANsat module that can do multiple resources/scan type. EG:2 = Colour Altimeter8 = Biome16 = Anomaly128 = Ore8192 = WaterSo 8474 does all 5?that's should work Quote Link to comment Share on other sites More sharing options...
rabidninjawombat Posted February 4, 2015 Share Posted February 4, 2015 (edited) I can't seem to find any API docs. I was wondering, since SCANtype/sensorType are bitwise numbers, can I have a single SCANsat module that can do multiple resources/scan type. EG:2 = Colour Altimeter8 = Biome16 = Anomaly128 = Ore8192 = WaterSo 8474 does all 5?Yup thats how it works.. on that note,does anyone have a complete list of supported resources? (and their numbers =) ) Edited February 4, 2015 by rabidninjawombat Quote Link to comment Share on other sites More sharing options...
DMagic Posted February 4, 2015 Author Share Posted February 4, 2015 (edited) I can't seem to find any API docs. I was wondering, since SCANtype/sensorType are bitwise numbers, can I have a single SCANsat module that can do multiple resources/scan type. EG:2 = Colour Altimeter8 = Biome16 = Anomaly128 = Ore8192 = WaterSo 8474 does all 5?Well, that's how it works in theory. But you need to add up the numbers correctly, and both altimetries are 3, not 2; 8347 not 8474.on that note,does anyone have a complete list of supported resources? (and their numbers =) )Yes, you do, and everyone who has downloaded SCANsat does. It's in the SCANsat/resources folder. Edited February 4, 2015 by DMagic Quote Link to comment Share on other sites More sharing options...
rabidninjawombat Posted February 4, 2015 Share Posted February 4, 2015 Well, that's how it works in theory. But you need to add up the numbers correctly; 8346 not 8474.Yes, you do, and everyone who has downloaded SCANsat does. It's in the SCANsat/resources folder.Thanks =) im half blind sometimes Quote Link to comment Share on other sites More sharing options...
bmyers831 Posted February 6, 2015 Share Posted February 6, 2015 Hi all,I somehow have a save game in which scansat just will not generate a map. Both big and small maps just show grey while scanning no matter what map type I try to display. I can start a new game, put the same satellites into orbit and get it working just fine. It seems to be something in that one save game.Are there files I can delete to reset everything? In the broken game I've already cleared the map data, and deleted/reinstalled the Mod. Mod version 10, KSP 90 on windows 32.Thanks for any tips. Bryan Quote Link to comment Share on other sites More sharing options...
Tebryn Posted February 6, 2015 Share Posted February 6, 2015 (edited) Yup thats how it works.. on that note,does anyone have a complete list of supported resources? (and their numbers =) )https://github.com/S-C-A-N/SCANsat/blob/release/SCANassets/Resources/SCANresource.cfg(you can also find a local copy in gamedata\SCANsat\Resources\SCANresource.cfg)and for the default scanners:[TABLE=width: 595][TR][TD]Nothing = 0 // MapTraq (Legacy Background Scanning - Depreciated)[/TD][TD=align: right]0[/TD][/TR][TR][TD]AltimetryLoRes = 1 // low resolution altimetry - RADAR (limited zoom)[/TD][TD=align: right]1[/TD][/TR][TR][TD]AltimetryHiRes = 2^1 // high resolution altimetry - SAR (unlimited zoom)[/TD][TD=align: right]2[/TD][/TR][TR][TD]SCANsat_1 = 2^2 // Unused, Reserved for future SCANsat scanner[/TD][TD=align: right]4[/TD][/TR][TR][TD]Biome = 2^3 // biome data - Multispectral[/TD][TD=align: right]8[/TD][/TR][TR][TD]Anomaly = 2^4 // anomalies - Multispectral (position of anomaly)[/TD][TD=align: right]16[/TD][/TR][TR][TD]AnomalyDetail = 2^5 // anomaly detail - BTDT (name of anomaly, etc.)[/TD][TD=align: right]32[/TD][/TR][/TABLE]- - - Updated - - -Hi all,I somehow have a save game in which scansat just will not generate a map. Both big and small maps just show grey while scanning no matter what map type I try to display. I can start a new game, put the same satellites into orbit and get it working just fine. It seems to be something in that one save game.Are there files I can delete to reset everything? In the broken game I've already cleared the map data, and deleted/reinstalled the Mod. Mod version 10, KSP 90 on windows 32.Thanks for any tips. BryanEdit: Note to self, read to completion not satisfaction... Clearing the map data should have done it. since the data is saved in the persistence file....you used this, <=- right there, under data management to purge it right?If that is what didn't work about the only thing I can think of is removing it from your persistence file by hand in notepad. But I'm not sure how well that will go for you.I'll get back in a sec to see what you would need to look for and delete to do it manually... Edited February 6, 2015 by Tebryn Quote Link to comment Share on other sites More sharing options...
bmyers831 Posted February 6, 2015 Share Posted February 6, 2015 (edited) Thanks for the quick reply Tebryn, I've tried both the reset map and reset all buttons already.going to just add to this to keep from polluting this thread.As the problem began after I transmitted the map (i think, I'm learning this mod and was playing around) I just tried deleting the science code blocks that mentioned SCANsat from the file and all SCANsat and MKS part bearing satellites, then hyperediting a new sat into position. The same sat known to work from my previous tests. No luck. I'm not an advanced programmer but I am a front end web developer equipped with SublimeText so I'm not afraid to mess around... especially since I've backed it up.I suppose I'll escalate my hacking by deleting everything scansat related from that file next--------------------------------Arighty, I removed any line that had the word SCANsat in it and the block that had the actions etc for the part. Back in game I had to R&D the parts again (a good sign I think). I launched another sat and no luck.Anything else I should be deleting? Edited February 6, 2015 by bmyers831 Quote Link to comment Share on other sites More sharing options...
Tebryn Posted February 6, 2015 Share Posted February 6, 2015 (edited) Alright... MAKE SURE YOU BACKUP YOUR SAVE before you go into this. Open up your saves persistence.sfs file in notepad (or preferably notepad++ but not required)you are going to searching for SCENARIO { name = SCANcontroller scene = 7, 5, 8 colours = 0 map_markers = True map_flags = True map_orbit = True map_asteroids = True map_grid = True map_ResourceOverlay = True projection = 0ETC... Just search for 'name = SCANcontroller' there should only be one entry. (although if you have more than one there is more weirdness going on than I thought... eh, kill them all you made a backup right?)you're going to delete all the nested information under that SCENARIO module. Everything from that { to the corresponding ending }. There will be nested brackets with more information, they all go too. once you have killed all the nested information, you can then delete that empty SCENERIO module (killing everything inside first helps keep track and prevent you from going too far)Make sure that you do not go into the next SCENARIO module in the persistence.sfs file, as you will likely corrupt other parts of your game. again MAKE SURE YOU BACK UP YOUR SAVEwhat you are doing here is removing ALL the information that SCANsat saves into your game. all the information on vessels with active and inactive scanners, settings for your windows, current progress for all scanning, all of it. Which might get rid of whatever corruption you have going on. I would think that the reset all data button would already do this, but who knows.If this doesn't work, then you are going to need more professional help, since you said it's working on other saves. Edited February 6, 2015 by Tebryn typo etc, god it must be getting late... Quote Link to comment Share on other sites More sharing options...
Tebryn Posted February 6, 2015 Share Posted February 6, 2015 catching up on your edit, nothing under the ResearchAndDevelopment SCENARIO entry should be affecting map rendering in any way. Killing entries there get's rid of your experiment history and researched parts, which only affects future calculations for science value and what you have unlocked.the only parts that would affect map rendering would be under the SCANcontroller SCENARIO entry. Which will be in one large-ish chunk all in one spot.tell you what, put the persistence.sfs file up on dropbox and I'll take a quick look and see what I can find. no promises. preferably the backup, before any edits or purges.edit: and I have no idea why this didn't just update instead of making a new post. sorry for the spam DMagic. Quote Link to comment Share on other sites More sharing options...
bmyers831 Posted February 6, 2015 Share Posted February 6, 2015 Tebryn you nailed it!It was indeed the SCANcontroller block.Easy to deal with in Sublime- collapse the brace, select and delete. It took 10 seconds.Wayyy easier than editing myself back to where I was in a new career file.Thanks a ton!(funny, I didn't see your new post because my reply to you was the last of the page. doh)Bryan Edit- speaking of dropbox I'll keep the file around in case DMagic wants to see it... not sure if it will help since I'm not sure what steps I took to get it there. Quote Link to comment Share on other sites More sharing options...
Tebryn Posted February 6, 2015 Share Posted February 6, 2015 ah, glad it worked. started to get worried that you were taking an axe to any line with scansat. It sounded like surgery with a chainsaw. Quote Link to comment Share on other sites More sharing options...
Mythos Posted February 6, 2015 Share Posted February 6, 2015 What's going on with the position of the small map window? In earlier versions I hat to reposition it every time I started KSP. Now in version 10 I have to reposition it every time I switch between vessels. I think position should be saved when closed. So what use has the button to reset all window positions? Did I miss something? I tried that reset button and every way of closing the window or leving it open while switching via Alarm Clock or the standard ways, but none of that helped.No hints so far would mean this is normal behaviour? Quote Link to comment Share on other sites More sharing options...
smjjames Posted February 6, 2015 Share Posted February 6, 2015 (edited) My high-res scan of Kerbin seems to be stuck at 99.9% completion for some reason, yet I see no blank spots in the map, not even tiny ones. I've already done the low res and multispectral scans, so the overall completion for Kerbin is also at 99.9%I've tried warping around for a bit (which helps to get that last tiny piece), but doesn't help. Going to try resetting the map for Kerbin maybe.Edit: Resetting the map for Kerbin did the trick apparently. Edited February 6, 2015 by smjjames Quote Link to comment Share on other sites More sharing options...
Shurikeeen Posted February 7, 2015 Share Posted February 7, 2015 How can I get all the maps for all bodies without scanning them in sandbox? Quote Link to comment Share on other sites More sharing options...
ExplorerKlatt Posted February 7, 2015 Share Posted February 7, 2015 How can I get all the maps for all bodies without scanning them in sandbox? You can't. That would kinda defeat the purpose of the mod. Quote Link to comment Share on other sites More sharing options...
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