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[DEV][0.24.x][Jul 24] SCANsat v7.0rc4 -- Real Scanning, Real Science, at Warp Speed!


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thx for the update so fast :) btw where do i put those *.cfg files that are with gamedata folder? in game data or out?

If you need them you can put them anywhere in the GameData folder. If not you can delete them or put them anywhere. I didn't want to put config files that people might not need in the GameData folder, but it might be a good idea to do that anyway. They shouldn't hurt anything if you aren't using any of the mods they refer to, or if you don't have Module Manager.

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If you need them you can put them anywhere in the GameData folder. If not you can delete them or put them anywhere. I didn't want to put config files that people might not need in the GameData folder, but it might be a good idea to do that anyway. They shouldn't hurt anything if you aren't using any of the mods they refer to, or if you don't have Module Manager.

ohh ok thx for the info :)

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Let me know if this continues. I changed a few things in how the ResourcesList is generated, I don't think they will have any affect on whatever is causing this problem, but it might. Do any of the overlays still work (or even the regular big map) when you get this error?

It was tied to the Kethane overlay, it didn't show on the big map, all others were working fine. Even rebuilding the Kethane map wasn't of help.

Updated both (Kethane to 0.8.6; SCANsat to 7.0rc2.3) now everything seems to work. So, that issue probably isn't worth further effort, maybe some file wasn't put in the correct place (in which case, it could prove impossible to recreate the issue after the update).

Thanks for both the suggestion and the update that solved this :).

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This is probably an issue with another mod, but i get a crash trying to get onto the landing pad (Latest SCANSAT dev release + kethane 0.86). This is the crash section on the output log.txt. Any Halp?

========== OUTPUTING STACK TRACE ==================

(0x10054AC3) (mono): (filename not available): mono_signature_is_instance + 0x6

(0x00CC9EC8) (KSP): (filename not available): Behaviour::Transfer<StreamedBinaryWrite<0> > + 0x2d798

(0x00D4C03B) (KSP): (filename not available): Behaviour::Transfer<StreamedBinaryWrite<0> > + 0xaf90b

(0x00CD5579) (KSP): (filename not available): Behaviour::Transfer<StreamedBinaryWrite<0> > + 0x38e49

(0x00D4BBE7) (KSP): (filename not available): Behaviour::Transfer<StreamedBinaryWrite<0> > + 0xaf4b7

(0x00CCEECC) (KSP): (filename not available): Behaviour::Transfer<StreamedBinaryWrite<0> > + 0x3279c

(0x00CD0338) (KSP): (filename not available): Behaviour::Transfer<StreamedBinaryWrite<0> > + 0x33c08

(0x00CCDF01) (KSP): (filename not available): Behaviour::Transfer<StreamedBinaryWrite<0> > + 0x317d1

(0x00CCDF4C) (KSP): (filename not available): Behaviour::Transfer<StreamedBinaryWrite<0> > + 0x3181c

(0x00CCE1C5) (KSP): (filename not available): Behaviour::Transfer<StreamedBinaryWrite<0> > + 0x31a95

(0x00C24C9E) (KSP): (filename not available): NamedObject::Transfer<StreamedBinaryWrite<0> > + 0x61afe

(0x00F37389) (KSP): (filename not available): AnimationEvent::Transfer<SafeBinaryRead> + 0x10f109

(0x0459EFFF) (Mono JIT code): (filename not available): (wrapper managed-to-native) UnityEngine.GameObject:Internal_AddComponentWithType (System.Type) + 0x2f (0459EFD0 0459F03C) [02F94E70 - Unity Root Domain] + 0x0

(0x0459EFBC) (Mono JIT code): (filename not available): UnityEngine.GameObject:AddComponent (System.Type) + 0x14 (0459EFA8 0459EFC1) [02F94E70 - Unity Root Domain] + 0x0

(0x045F3F5C) (Mono JIT code): (filename not available): UnityEngine.GameObject:AddComponent<object> () + 0x24 (045F3F38 045F3FA9) [02F94E70 - Unity Root Domain] + 0x0

(0x588436BC) (Mono JIT code): (filename not available): SCANsatKethane.SCANStarter:launcher () + 0x54 (58843668 588436C9) [02F94E70 - Unity Root Domain] + 0x0

(0x588435F8) (Mono JIT code): (filename not available): SCANsatKethane.SCANStarter:searching () + 0x90 (58843568 5884360F) [02F94E70 - Unity Root Domain] + 0x0

(0x58843551) (Mono JIT code): (filename not available): SCANsatKethane.SCANStarter:Start () + 0x21 (58843530 58843556) [02F94E70 - Unity Root Domain] + 0x0

(0x0453E629) (Mono JIT code): (filename not available): (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr) + 0x41 (0453E5E8 0453E67D) [02F94E70 - Unity Root Domain] + 0x0

(0x100EFEDE) (mono): (filename not available): mono_set_defaults + 0x22bf

(0x1005D680) (mono): (filename not available): mono_runtime_invoke + 0x51

(0x00CC8939) (KSP): (filename not available): Behaviour::Transfer<StreamedBinaryWrite<0> > + 0x2c209

(0x00CC8C28) (KSP): (filename not available): Behaviour::Transfer<StreamedBinaryWrite<0> > + 0x2c4f8

(0x00CC903F) (KSP): (filename not available): Behaviour::Transfer<StreamedBinaryWrite<0> > + 0x2c90f

(0x00C9E20E) (KSP): (filename not available): Behaviour::Transfer<StreamedBinaryWrite<0> > + 0x1ade

(0x00D382BA) (KSP): (filename not available): Behaviour::Transfer<StreamedBinaryWrite<0> > + 0x9bb8a

(0x00D90FEB) (KSP): (filename not available): Behaviour::Transfer<StreamedBinaryWrite<0> > + 0xf48bb

(0x00D927FB) (KSP): (filename not available): Behaviour::Transfer<StreamedBinaryWrite<0> > + 0xf60cb

(0x00FDE9F8) (KSP): (filename not available): AnimationEvent::Transfer<SafeBinaryRead> + 0x1b6778

(0x01010370) (KSP): (filename not available): AnimationEvent::Transfer<SafeBinaryRead> + 0x1e80f0

(0x74AE338A) (kernel32): (filename not available): BaseThreadInitThunk + 0x12

(0x76FE9F72) (ntdll): (filename not available): RtlInitializeExceptionChain + 0x63

(0x76FE9F45) (ntdll): (filename not available): RtlInitializeExceptionChain + 0x36

========== END OF STACKTRACE ===========

**** Crash! ****

Edited by guto8797
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This is probably an issue with another mod, but i get a crash trying to get onto the landing pad (Latest SCANSAT dev release + kethane 0.86). This is the crash section on the output log.txt. Any Halp?

This looks like what happens when you have the wrong version of SCANsat or Kethane. Have you tried completely deleting both SCANsat and Kethane and re-installing both? It's also worth checking to see if you have duplicates of the SCANsatKethane.dll or Kethane.dll anywhere in your GameData folder; those would break things.

Future updates will check the version number for Kethane and prevent loading if it isn't up-to-date. But for now the two versions must match.

my kerbin altitude map is all grey :( , is it normal ? I use lots of other mods like khetane,instellar and MKS ... It's a new carrer save, first scanning satellite I launch.

Which version of SCANsat is this? A previous release had a bug that affected low-resolution scanning. The most recent release, found on the first page, fixes this.

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This looks like what happens when you have the wrong version of SCANsat or Kethane. Have you tried completely deleting both SCANsat and Kethane and re-installing both? It's also worth checking to see if you have duplicates of the SCANsatKethane.dll or Kethane.dll anywhere in your GameData folder; those would break things.

Future updates will check the version number for Kethane and prevent loading if it isn't up-to-date. But for now the two versions must match.

Nope. Latest versions. I also have RPM with MFD, all updated too. I install the config files inside the gamedata folder (just dumped, perhaps they need to be inside a folder?) and copy both scansat and scansatRPM

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Nope. Latest versions. I also have RPM with MFD, all updated too. I install the config files inside the gamedata folder (just dumped, perhaps they need to be inside a folder?) and copy both scansat and scansatRPM

Did you copy over an existing SCANsat folder? It shouldn't matter, but it's always wise to delete everything and copy the new folder in. If this continues to be a problem I'll try to release an update with version checking for Kethane. That should prevent SCANsatKethane from loading if there's anything wrong with Kethane.

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Did you copy over an existing SCANsat folder? It shouldn't matter, but it's always wise to delete everything and copy the new folder in. If this continues to be a problem I'll try to release an update with version checking for Kethane. That should prevent SCANsatKethane from loading if there's anything wrong with Kethane.

Ups, forgot to add that in. yes full reinstall, deleted folders and evathing.

EDIT: and you have the glorious honor, my 100th post on your tread. Rejoice!

Edited by guto8797
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I released a new update on GitHub.

The end-user differences are fairly minor.

- There is now a scanning altitude indicator for the right-click menu. This is primarily needed for the new resource scanners as there are no other visual indicators of proper scanning altitude.

- A SCANsat flag is included, thanks K3|Chris and the NRO for the SCANsat logo and DuoDex for the flag texture.

- There are several changes meant to address installation location, version numbers, and compatibility.

- Using the wrong Kethane version should no longer cause crashes (though it will prevent Kethane overlays from working).

- Warning are given if SCANsat is installed in the wrong location. Fallback toolbar textures are used if the default icons are not found, installed in the wrong location, or otherwise unavailable.

- The SCANsat version number is printed on the windows (this is not the version number used for RPM compatibility if anyone is wondering), and in several debug logs at the mainmenu after loading.

- There are a few back-end changes to the terrain elevation data caches.

- A developer option to completely scan all planets has been added for debugging (not available in the release code).

- ModStatistics in included in this release.

See this thread for more information about this mod and data it collects.

To prevent the mod from sending reports you should start KSP once, then find the settings.cfg file in the GameData/ModStatistics folder (this is different from the GameData/SCANsat/ModStatistics folder). Change the line inside to "disabled = true". This will prevent any data from being sent by the mod, or by future updates to the mod (data will not be sent during the first run of KSP when the settings.cfg file is generated). You can also see the ModStatistics thread for more questions and information.

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Will it still work with out ModStatistics in ?

Edit- 2 me it is just a wasted Resources and does me no good, And the game as logs sounds like to me it's just so some can have a big head not to be rude about it.

Edited by Mecripp2
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Will it still work with out ModStatistics in ?

Yes, you can always delete the GameData/SCANsat/ModStatistics folder.

This goes for any mod using it (unless someone goes to a great deal of trouble to insure otherwise). You will have find and delete the folder from any other mods that include it as well, along with the GameData/ModStatistics folder (which is used to collect the actual reports and to store the various different versions of the plugin you have from other sources).

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Will it still work with out ModStatistics in ?

Edit- 2 me it is just a wasted Resources and does me no good, And the game as logs sounds like to me it's just so some can have a big head not to be rude about it.

It's not for you, it's for us. It has the potential to tell us which mods are conflicting with us, and which are not.

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hello all...a question can i delete the OpenResourceSystem DLL from the folder?

asking because i alredy have one in GameData\OpenResourceSystem Folder or do i need both?

You don't need both. As long as you have the correct version (OpenResourceSystem_1_1_0.dll) somewhere you should be ok.

But ORS is designed to be distributed this way, and deleting it could cause problems if at some point you also delete the ORS folder. KSP will likely crash if you try to load SCANsat without the proper ORS files present somewhere in the GameData folder. All of the code is controlled through part modules, which only reference one of the .dlls. So nothing is being wasted by having multiple copies present.

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You don't need both. As long as you have the correct version (OpenResourceSystem_1_1_0.dll) somewhere you should be ok.

But ORS is designed to be distributed this way, and deleting it could cause problems if at some point you also delete the ORS folder. KSP will likely crash if you try to load SCANsat without the proper ORS files present somewhere in the GameData folder. All of the code is controlled through part modules, which only reference one of the .dlls. So nothing is being wasted by having multiple copies present.

thx for the info and i wont be deleting both one will be present just wanted to know if it matters witch folder is it in

thx again keep up the good work

P.S

btw a suggestion for the MapTraq make a different model? maybe a bit smaller lol

excellent mod :)

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It's not for you, it's for us. It has the potential to tell us which mods are conflicting with us, and which are not.

Still if every mod put's that folder in there mod how many times is it going to run ? That is a big problem with modders put like toolbar or MM in there mod folders, There are some people that can't install mod's that good and it's make's error's if people want them or need them modders can link and tell us we need them.

Edit- And how does it get around squad rules he or she did cover 1 of them

If you contact a website or other network or computer system with your plugin, you must tell users exactly what you\'re sending or receiving in a clear and obvious way. This means no fine text and no big words.

Your plugin must not edit, delete, or create files outside of the KSP installation folder. This will, again, help protect user privacy and avoid destructive behavior.

But still it is making a file outside of KSP.

Edited by Mecripp2
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Still if every mod put's that folder in there mod how many times is it going to run ? That is a big problem with modders put like toolbar or MM in there mod folders, There are some people that can't install mod's that good and it's make's error's if people want them or need them modders can link and tell us we need them.

Edit- And how does it get around squad rules he or she did cover 1 of them

But still it is making a file outside of KSP.

While I personally don't want modstatistics (nuked that from my PC), I also checked its code and can confirm that:

1. it is conceived to have only the highest version running of all the ones found;

2. it does not create files outside of the KSP folder. Of course it sends info to a remote server, that info is collected in files (but no rule forbids remote servers holding anonymous info).

But, I may have missed something: if you know of any rule breach, may I remind that it would help to report the offence to the moderation team (by use of the little triangular button below the offending post) ?

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While I personally don't want modstatistics (nuked that from my PC), I also checked its code and can confirm that:

1. it is conceived to have only the highest version running of all the ones found;

2. it does not create files outside of the KSP folder. Of course it sends info to a remote server, that info is collected in files (but no rule forbids remote servers holding anonymous info).

But, I may have missed something: if you know of any rule breach, may I remind that it would help to report the offence to the moderation team (by use of the little triangular button below the offending post) ?

Thanks for the reply and info.

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But still it is making a file outside of KSP.

No files are created outside of the GameData folder. The log file is created in GameData/ModStatistics. What gets collected, and where it is sent is detailed in the forum thread.

What gets collected?

  • Session start/end time
  • Whether the session ended in a crash (but no crash details)
  • KSP version
  • ModStatistics internal version
  • Total time spent in each scene (main menu, tracking station, etc)
  • List of plugins detected and their versions

Where is the data sent?

I'm operating the statistics server at stats.majiir.net. Some summary statistics are viewable at that address. Improvements to the website are coming next.

Still if every mod put's that folder in there mod how many times is it going to run ? That is a big problem with modders put like toolbar or MM in there mod folders,

Those mods are not explicitly designed to handle multiple instances of the same plugin; this is. If you have thirty copies of the plugin it may add a few milliseconds to the initial load time, but after that only the primary instance will do anything.

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