ashrutoraman Posted August 27, 2012 Share Posted August 27, 2012 thnx for updates great work Link to comment Share on other sites More sharing options...
Innsewerants Posted August 28, 2012 Author Share Posted August 28, 2012 Yup that fixed it thanks!Also will this version work on the new planets when they come out or not?Edit: The new updates working great so far too, keep up the awesome work!As the code is now it will require an update by me.I do get an early look at 17 when the test build gets out so I can test if everything still works before 17 goes public.If 17 doesn't break any code then adding support for the planets shouldn't take long at all so I can probably update and then release it when 17 goes public or shortly after (I do have to test 17 on the test team and not my mod after all).If 17 breaks a lot... Different story.Eventually I will recode it to be more future proof regarding new content without requiring me to update it all the time but first I want to wait and see what coding changes and additions 17 brings and what those allow me to do and I still need to learn a few things before having what I need make it more dynamically compatible with unknown future content.Is the ISA button supposed to be in the pitch area?Also, i tried to upload a 700kb screenshot but it got rescaled to 23kb. So i removed it due to you could not see anything except a blurry mess.Is this a restriction or am i doing something wrong?No, it should be right next to the axis in the bottom left not overlapping.What resolution do you run ksp with, I'll have a go with different window sizes and see about a bugfix if needed. Link to comment Share on other sites More sharing options...
Kreuzung Posted August 28, 2012 Share Posted August 28, 2012 (edited) @zYnthethicz: It's probably a restricition, use imgur for screenshots, the forum attachment function sucks (like the rest of failBulletin). Edited August 28, 2012 by Kreuzung Link to comment Share on other sites More sharing options...
zYnthethicz Posted August 28, 2012 Share Posted August 28, 2012 (edited) No, it should be right next to the axis in the bottom left not overlapping.What resolution do you run ksp with, I'll have a go with different window sizes and see about a bugfix if needed.I run at 1920x1200 but i run windowed right now so the resolution is 1920x1139.As you can see, it's overlapping the pitch area.@zYnthethicz: It's probably a restricition, use imgur for screenshots, the forum attachment function sucks (like the rest of failBulletin).Probably yes. Too bad tho.Also, Imgur is easy to upload to, although some scaling is done to the picture resulting in some blurriness. Edited August 28, 2012 by zYnthethicz Link to comment Share on other sites More sharing options...
Moltove Posted August 29, 2012 Share Posted August 29, 2012 One question will this locate kethane pockets from Mechanical Mouse Industries kethane mod? Link to comment Share on other sites More sharing options...
TheCardinal Posted August 29, 2012 Share Posted August 29, 2012 One question will this locate kethane pockets from Mechanical Mouse Industries kethane mod?No, it doesn't. For that you need the specialised part in the kethane mod (which generates it by itself)This mod determines the altitude of the area underneath it and allows you to get a geographical map of the object your craft is circling. Link to comment Share on other sites More sharing options...
Moltove Posted August 29, 2012 Share Posted August 29, 2012 ok thanks, awesome mod anyway Link to comment Share on other sites More sharing options...
ashrutoraman Posted August 30, 2012 Share Posted August 30, 2012 so maybe we can fully use this for discovering landing surface at Venus like planets in 0.17 ? Link to comment Share on other sites More sharing options...
Mr. Scruffy Posted August 30, 2012 Share Posted August 30, 2012 (edited) First mod i tried and i love it. Should be, in one form or another, in the final game, imho. Thx for the effort.EDIT: A couple of questions / requests:- Do You, dear mod-dev, think it would be possible to have sats continue mapping, even if not currently controlled by the player, at some point in the future? Cause that would be really neat. - Could you implement different detection ranged for the ´artefacts´? Like, you know, a Mün-arch is quite a lot easier to detect than a monolith, by naked eye at least. What are the detection ranges anyways? It seems like i have to be <20km to the Mün to have it mapped, but only <100km for Kerbin? Shouldnt be more like the same for both - and even more for Kerbin than for the Mün, because of the atmosphere? I suspect gameplay reasons, here, as that would make either mapping Kerbin really hard (from within the atmo) or mapping Mün really easy (from way up high). Anyways, if its 20/100km i still think they could be a tad closer to each other, maybe 25/80? And maybe 25 for the arches, 10 (or even less) for monoliths? Anyways, i appreciate this work a lot and ´Thanks´ for reading the ramblings of the latest noob to this wonderful mod. Edited August 31, 2012 by Mr. Scruffy Link to comment Share on other sites More sharing options...
Acheron Posted August 31, 2012 Share Posted August 31, 2012 Excellent mod I'm surveyor and geodesy geek and this mod makes my heart beat faster.I have only one question. How to create larger than 400px maps from collected data? I saw some maps posted with over 1500px in size and I would like to do that Tnx Link to comment Share on other sites More sharing options...
Acheron Posted August 31, 2012 Share Posted August 31, 2012 Excellent mod I'm surveyor and geodesy geek and this mod makes my heart beat faster.I have only one question. How to create larger than 400px maps from collected data? I saw some maps posted with over 1500px in size and I would like to do that Tnx Link to comment Share on other sites More sharing options...
formosae Posted September 1, 2012 Share Posted September 1, 2012 Hi,Any idea what could be the reason for my graphics glitches? (See screenshot). Blurred in color both the button and part of the mapping GUI. Appreciate any help. Link to comment Share on other sites More sharing options...
BigNose Posted September 1, 2012 Share Posted September 1, 2012 Hi,Any idea what could be the reason for my graphics glitches? (See screenshot). Blurred in color both the button and part of the mapping GUI. Appreciate any help.Maybe you should try using only one MapSat dish at a time. Link to comment Share on other sites More sharing options...
BigNose Posted September 1, 2012 Share Posted September 1, 2012 For those who are lazy: practically comeplete map of the mun! Link to comment Share on other sites More sharing options...
formosae Posted September 1, 2012 Share Posted September 1, 2012 Maybe you should try using only one MapSat dish at a time.Makes no diference. Tried all kind of resolution settings. Kinda weird thing Link to comment Share on other sites More sharing options...
BigNose Posted September 1, 2012 Share Posted September 1, 2012 Have you tried deleting all the created images in the "PluginData\isa_mapsat" folder and restarting the game? Link to comment Share on other sites More sharing options...
formosae Posted September 1, 2012 Share Posted September 1, 2012 Happens on an all fresh install. Nothing created yet. Link to comment Share on other sites More sharing options...
whatisthisidonteven Posted September 1, 2012 Share Posted September 1, 2012 I accidentally deleted my CSV file so I can't use mapgen to render my map, what do? Link to comment Share on other sites More sharing options...
JZavala Posted September 2, 2012 Share Posted September 2, 2012 how do you make large renders of maps. i'd love to finish mapping out the mun and make a large map of it. Link to comment Share on other sites More sharing options...
heikkik Posted September 2, 2012 Share Posted September 2, 2012 check the op for instructions. basically you use notepad make a .bat file that opens the mapgen.exe with certain commands Link to comment Share on other sites More sharing options...
goldenpeach Posted September 2, 2012 Share Posted September 2, 2012 Just a question: the satellite is mapping when i'm not focused on it or I have to focuse on the satelitte if I want it to do the map? Link to comment Share on other sites More sharing options...
Matokage Posted September 3, 2012 Share Posted September 3, 2012 That mod is great! i just found that the best Orbit altitude for mapping Kerbin is under 500K say 499,999,999m orbit at time warp 10x it map everything pretty fast! Link to comment Share on other sites More sharing options...
Schmonzo Posted September 5, 2012 Share Posted September 5, 2012 Just a question: the satellite is mapping when i'm not focused on it or I have to focuse on the satelitte if I want it to do the map?You have to focus on the sat and timecompression mustn't be bigger 10x (three arrows)...If these two thing weren't true the mod would be near perfect imo. It's still awesome of course, so thanks to the dev! Link to comment Share on other sites More sharing options...
gosnold Posted September 8, 2012 Share Posted September 8, 2012 Does anybody know what the formula for the width of the radar beam as a function of altitude is? I'm trying to find the quickest way to map a whole planet. Link to comment Share on other sites More sharing options...
pint2stone Posted September 8, 2012 Share Posted September 8, 2012 Hi,realy loving this plugin. Great job and realy feals lightweight on the game. I'm now having a great time trying to find all those elusive artefacts and mapping futur landing sites ^^.The main reason of my post is to see if it wasn't possible to have an extra comunication system to ships to comunicate with ISA-MAPSAT.Ok sounds strange but here is the method in my madness.- Quite often I tend to strand my kerbals on some unknown part of the planet and it can be realy annoying to get the exact coords just from the map gui.- I also use mechjeb as well as mapsat (with the coords when I hover over the map, realy great adition) to program my landings safer than my eratic flying-So the idea is to have a relay on a crashed / stranded ship (extra part to add to the ship when constructing) that can be activated via GUI or the right click menu you get in game which will then be picked up with a MAPSAT on it's next passage. This would also enable people to make there own markers with automated drones or other stuff.I did browse through the code source to see if it was possible to do but it's been rather a long time since I've messed with C# and I've never tinkered with KSP dev or Unity so probably a bit out of my reach.I see that you grab the artefacts from a KSP array (I might be wrong, I only looked quick) and I supose that it would be possible to grab an array from a MAPSAT-communicator.dat file (created and updated with the new piece) and use the same principal. Since we can only control one ship at a time, the MAPSAT-communicator.dat file can be updated when the comunicator ship is controled. Would have to see though if it is possible to grab the status of the ship (orbit / landed / crashed) since only landed / crashed should show up on MAPSAT. I Don't know if it is possible to get a unique ID from each ship / debry since updating the dat file will also need some kind of unique identification.well that's the idea. Not trying to tell you what to do, just thought of the idea and i like to see if it's possible and throw out a few dev ideas before submitting.Again thanks for this great plugin and Good luck for the 0.17 update. Oh and sorry if you've already said you won't be modifying this plugin or if the idea has already been submitted. I didn't go throught all the 63 pages of comments ! Link to comment Share on other sites More sharing options...
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