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[1.10.1] SCANsat [v20.4] -- Real Scanning, Real Science, at Warp Speed! [September 9, 2020]


DMagic

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4 hours ago, kcs123 said:

It looks like you didn't uninstalled SCANSat properly. Happens more often if you have installed/uninstall with CKAN.
Double check your GameData folder and delete whole SCANSat folder if exist.

Reasons behind this is ModuleManager that checks trough patches if some mod is installed or not trough existence of subfolder in gamedata without checking content inside folder. MM thinks that you still have installed SCANSAT and when game engine have to alter objects it fail to do so because of missing files from mod that should do actual job.

Some users also reported that deleting MM cache can help in such situations of bad (un)installs, but somehow I suspect that problem is due to unremoved SCANSat folder.

I installed SCANSat through CKAN but uninstalled manually, and I deleted the whole folder. I guess it had something to do with the old version. I'll refresh CKAN to see if it'll fix it, but I always follow installation and uninstallation instructions right. I'm still thinking it had something to do with RT as well, since the logs and save file had nothing to do with SS. The save file was eaten by the Kraken, if you need to know, but the problem was happening even afterwards when I started a new one.

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This is wierd, has anybody ever had another contract of the exact same scan type come up after you already had one? I didn't realize I had two until I had already launched.

NeuCareer_screenshot_2015-12-21--15-10-2

I'm using contract configurator as well as advanced progression contracts and field science contract packs.

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Version 14.5 is out; get it on Kerbal Stuff.

This version is mostly minor bug fixes and tweaks. 

Changes:

Version 14.5 - 2015-12-22
------------------------

- Misc and Bug Fixes
	- Fix some .csv export related issues
	- Allow for disabling the stock resource scan threshold
	- Fix ocean depth indicator
	- Fix multi spectral sensor normal map
	- Fix some potential issues when using multiple different sensors of the same type
	- Add new survey waypoints as they are generated
	- Fix for repeat contracts *Requires Contract Configurator 1.9.1

 

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I fitted a BTDT scanner to a small aircraft as soon as I activate it  on the runway and open the instruments window the screen starts flicking and instead of seeing the identified buildings I see random characters generated, I am running 14.5 has anyone else encountered this

 

http://imgur.com/YCuLwOR

Edited by Virtualgenius
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Bug report: SCANsat fails to update the "SCANcolors.cfg" file in a Real Solar System installation. Instead, it creates a new file named "SCANcolors.cfg.err-System.Func`1[System.String]". Does SCANsat expect the parent planet name to be "Kerbin"?

Tested on a new KSP 1.0.5.1028 installation with the following mods:

Kopernicus [0.6.2]
RealSolarSystem [10.4.1]
SCANsat [14.5]

Output log

SCANcolors.cfg

 

Edited by Phineas Freak
Removed log links
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9 hours ago, Virtualgenius said:

I fitted a BTDT scanner to a small aircraft as soon as I activate it  on the runway and open the instruments window the screen starts flicking and instead of seeing the identified buildings I see random characters generated

Hmm, I haven't tested the BTDT for a while (nothing should have been changed since I think version 10), I'll look into it when I get a chance.

8 hours ago, Phineas Freak said:

Bug report: SCANsat fails to update the "SCANcolors.cfg" file in a Real Solar System installation. Instead, it creates a new file named "SCANcolors.cfg.err-System.Func`1[System.String]". Does SCANsat expect the parent planet name to be "Kerbin"?

That's odd. The planet names shouldn't matter, they are really just there for reference, it's the body index that counts, but neither seems to be causing the problem. It could be related to write privileges, but then it seems to have no problem loading the language file. I'll look into it. 

5 hours ago, Racescort666 said:

@DMagic, just wanted to say that this is one of my favorite mods. I like that it is doing science with value beyond science points. I think you had popped into the conversation about how to make science more useful and SCANsat is awesome like that since the maps have value beyond gathering science points.

Thanks, it's one of the few times where something like it fits so seamlessly into the science system.

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Is the first, low-res altimetry scanner grayscale only?  No matter how I set the color palette and related options, I get a grayscale map.  

I am playing with New Horizons, scanning Kerbin; the scanner says its altitude is optimal.  (My orbit ranges from 130km to 300km.)

Thanks for a great mod!

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On 12/23/2015 at 2:09 PM, Waxing_Kibbous said:

I love this mod, but it tends to bring my game to a crawl when I bring up the maps- maybe because of the animations? Is there a way to optimize the map views to keep things snappy?

All of the maps make things slow? Or just the big map? The small map, the one that constantly updates, shouldn't really affect performance. But the big map has a major impact while the map is building.

There are several ways to reduce the impact. First, you can make the map smaller, that will have the biggest impact. Once you pick a size, stick with it, changing the size makes the map and its cache rebuild. Next, when you keep the map on the same planet subsequent map builds will be much faster, this is because the data for that planet has been cached (caching all of the planets is not feasible).

Otherwise there isn't much that can be done. A recent version had a major performance boost, but that was a one time fix, and the map build process is just inherently slow.

6 hours ago, Mister Spock said:

Is the first, low-res altimetry scanner grayscale only?  No matter how I set the color palette and related options, I get a grayscale map.  

I am playing with New Horizons, scanning Kerbin; the scanner says its altitude is optimal.  (My orbit ranges from 130km to 300km.)

Thanks for a great mod!

Yes, the lo res altimetry scanner is grey scale and of limited resolution; the data looks blocky compared to the hi res maps (check the first part for some examples).

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At the KSC when I open the map, it's different than it was if I had opened it during a flight. For example, the slope map is supposed to have several different colors to show different slopes. This is it when opened at KSC: http://imgur.com/f0oC02d

This is it when opened during a flight (please ignore the F-35): http://imgur.com/ZcEhFJC

I don't know if it's because I play RSS. It's kind of annoying, so any help would be appreciated.

Merry Christmas and thanks in advance.

 

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On 12/21/2015 at 7:29 PM, Joshwoo69 said:

hmmm quick question.. where did the dev build go?

There isn't a dev build currently. I've used dev builds in the past when I've had some major project, something that has been spread across multiple versions. I don't have anything like that planned for now, so I've just been making regular releases.

On 12/25/2015 at 2:43 PM, dafidge9898 said:

At the KSC when I open the map, it's different than it was if I had opened it during a flight. For example, the slope map is supposed to have several different colors to show different slopes

It's possible that this has something to do with Kopernicus. Does it happen with all planets? What about different map types?

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6 hours ago, dafidge9898 said:

The only map type it doesn't happen to is the biome map. The only planet it doesn't do it to is Earth. 

Ugg...

This looks like it might be a serious compatibility problem with Kopernicus.

I know that Kopernicus has some method of loading planets on demand, that may be interfering with how SCANsat draws maps at the KSC/Tracking Station and how it generates its terrain cache for the small maps and planetary overlay maps. I may have to just disable some of those features when Kopernicus is installed...:mad:

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I'm pretty new to this and I can't figure out what's happening to my ship. For the short-term, of course, I want to find out why my ship keeps exploding, but, more importantly, I want to learn how to figure this out.

After many hours of scanning in orbit, my ship explodes. The output_log.txt file just says the mk1pod "collided into Water Pipe" and then that it "collided into Launch Pad" - this about a ship in a 250km orbit around Kerbin.

I don't know that SCANsat is causing this, only that it keeps happening (to the same ship) after many (17+) continuous hours of scanning. (Today was the third time.) Are there any other log files I should be looking at? Anything else I could do to narrow down what is happening?

I suppose I could uninstall the mod and put the same ship into orbit again to see if it explodes - but what happens to the map data I've collected thus far if I do that?

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@Laughing Gravy: This is a known stock bug which is proving impossible to fix because it is so hard to reproduce. Still, it would be interesting to see if running without ScanSat will fix the issue!

One way to test this is to create a copy of your KSP installation, remove ScanSat from that and test that, leaving your original install unchanged. That way you keep your maps!

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@softweir I'm giving it a try. We'll see.

One of the times this happened, the heat shield and parachute were reported to have collided with the launch pad, but not the pod, which I found (lacking parachute and heat shield) separated from the rest of the spacecraft, still in orbit, with everything else intact. I sent up an unmanned pod to rescue Bob, which was a fun, unexpected challenge.

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@softweir I copied my install, removed SCANsat from it, edited the spacecraft to remove the SCANat parts, and launched again, as with the others to a 250km polar orbit at sunset, to keep the ship always in sunshine - and it happened again, after about 18 hours or so.

So I don't think what I'm seeing is related to SCANsat. I guess I just shouldn't run the application for so long.

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4 hours ago, Laughing Gravy said:

@softweir I copied my install, removed SCANsat from it, edited the spacecraft to remove the SCANat parts, and launched again, as with the others to a 250km polar orbit at sunset, to keep the ship always in sunshine - and it happened again, after about 18 hours or so.

So I don't think what I'm seeing is related to SCANsat. I guess I just shouldn't run the application for so long.

That's a real weird one. Two things come to mind, but to my knowledge, they're on the "old" side, and I've not kept close enough track to see if they have been fixed... One can always hope though :) so, take the following as random thoughts/musings, and not the gospel truth.

the first one , that I think *was* fixed, but someone could check me, was that there was a oddball divide by zero type error in a perfect 90.0 degree polar orbit as you pass over the South Pole, but that one was an overheating thing I thought. 

The other one was the that the middle level(?) space center buildings at one point had whacky colliders, which often showed up on final approach to the runway, very similar to this. Wings getting ripped off, etc. Does this error occur in sandbox as well as career? I'm not sure which you're running. 

Also, is that 17 hours of in game time or real time? If the latter, I must heartily salute you, dear friend!

 

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Greetings! I am attempting to ensure I am using this mod, and resource scanning in general, properly and was hoping someone could confirm if this is the case.

Basically, with this mod installed, I disabled stock scanning. I then put a satellite in Minmus orbit that had a M700 and a M4435 on it and ran scans. I allowed it to orbit until all of Minmus had been scanned.

I then was able to use the big map and zoom map to find an area that indicated ore content was around 6% which, as I understand it, is the average for that biome.

Next, I landed a rover on one of the areas with the highest average scan and this then caused the numbers to change to be, I assume, more specific. For example, within the biome I scanned with the rover I found an area that indicates ore of 9.29%. This is the highest I was able to find on Minmus incidentally.

Next step, of course, is to establish a mining base. But before I sink time into that, does it appear based on my above description, that I have done everything properly? Thanks!

Also, is 9.29% a reasonable concentration of ore to mine? It seems like most of Minmus had an average of 6.4% or so, but I worry that 9.29% is low.

Edited by Bandus
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I have a question.  Pardon me if this has been asked already but my internet is acting badly right now so I can't search.

Situation:  I have stock resource scanning disabled.  I use @RoverDude's MKS-Lite which has a new resource called "Dirt", needed for its life support system to work.  MKS-Lite uses the same KolonyTools.dll file as the full-blown MKS mod so SCANsat makes all the stock scanner parts look for regular MKS resources, all good there.  However, SCANsat's MKS config file doesn't have a section for "Dirt" so I don't find any of that with the stock scanners.  I tried to crib what I thought were the appropriate parts of the appropriate .cfg files to make my own ModuleManager patch to find "Dirt" but with no success.

Question:  Would it be possible to update SCANsat in the near future so it can find "Dirt" like the other MKS resources?  And in the interim, can somebody tell me how to do my own ModuleManager patch for this?

Thanks.

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