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Re: [MOD 0.13.0] Satellite Radar
Posted: Tue Jun 28, 2016 6:39 am
by catalyst518
Update Released: Version 0.4.1 and 0.3.1
Download the appropriate version for either 0.12 or 0.13:
Download for 0.13:
SatelliteRadar_0.4.1.zip
Download for 0.12:
SatelliteRadar_0.3.1.zip
Changes:
- Updated formula for max scanning range to match the ratio of scanning range to visible range of the vanilla radar. For example, level 17 is now 169x169 scanning range instead of only 63x63 scanning range.
Re: [MOD 0.13.0] Satellite Radar
Posted: Fri Jul 15, 2016 10:40 pm
by ScoutEM
I love this mod! makes the game so much less tedious while also being able to explore farther without actually walking there! (+amazing fast scans)
Thanks!
Re: [MOD 0.13.0] Satellite Radar
Posted: Tue Aug 02, 2016 12:03 am
by Dahn94
Not sure if this is due to other mods or timing of satellite launches:
Some radar instances show the expected name "Satellite Radar Level 1 <supporter name>" but many others just use the old name "Radar <supporter>"
Seems to be true of both hand crafted and factory built items and true for radars deployed before and after a satellite launch.
Anything I can do to help debug or otherwise force the placed stations to update?
Re: [MOD 0.13.0] Satellite Radar
Posted: Tue Aug 02, 2016 3:05 am
by catalyst518
Dahn94 wrote:Anything I can do to help debug or otherwise force the placed stations to update?
I haven't seen this before. Would you mind uploading your save file so I can check it out?
Re: [MOD 0.13.0] Satellite Radar
Posted: Tue Aug 02, 2016 8:32 am
by Qon
Dahn94 wrote:Not sure if this is due to other mods or timing of satellite launches:
Some radar instances show the expected name "Satellite Radar Level 1 <supporter name>" but many others just use the old name "Radar <supporter>"
Seems to be true of both hand crafted and factory built items and true for radars deployed before and after a satellite launch.
Anything I can do to help debug or otherwise force the placed stations to update?
Mods list?
Re: [MOD 0.13.0] Satellite Radar
Posted: Tue Aug 02, 2016 10:42 pm
by Dahn94
Apologies for the delay in following up. Here are links for the ModList and Save
ModList.json
DahnSatRadarDebug.zip
The save game has the player standing next to two satellites. One displays the current status (Level 1) in the name, the second (on the right), does not. The second was placed down just before saving.
Edit for list of mods so downloading the file isn't necessary:
- base
BetterFluidColors
BetterIcons
BigBags
blueprint-string
concrete-edges
Concrete_Lamppost
EfficienSee
endless-resources
EvoGUI
FAIR
FAIR-sensors
FARL
KBlueprints
Landfill
Laser_Beam_Turrets
nixie-tubes
Orbital Ion Cannon
PowerAndArmor
ProgressiveRunning
rso-mod
SatelliteRadar
ScoreExtended
ShuttleTrain
TheFatController
TimeTools
WaiTex_Full
Warehousing
WaterWell
Re: [MOD 0.13.0] Satellite Radar
Posted: Tue Aug 16, 2016 1:53 am
by Ranakastrasz
What do I need to change in the Config and data if I want to double the base range, but preserve the 1 Sattelite per chunk revealed ratio?
Or, could the config have such values, so you can just change it and the whole thing lines up?
Re: [MOD 0.13.0] Satellite Radar
Posted: Mon Aug 29, 2016 4:31 pm
by Timjfjdd
can you please update this for 0.14?
Re: [MOD 0.13.0] Satellite Radar
Posted: Tue Sep 06, 2016 10:44 am
by CaptainRush
i dont know, i've launched a zillion satellites but no upgrade on radar stations to be seen
whats going on??
Re: [MOD 0.13.0] Satellite Radar
Posted: Fri Sep 09, 2016 11:54 pm
by Jürgen Erhard
What Dahn said: some radars get upgraded, some don't. I'm at 60 sats now, I suspect all might(!) get upgraded when I reach 72... I cannot recall when (in launched-satellite terms) I placed each radar.
Re: [MOD 0.13.0] Satellite Radar
Posted: Mon Sep 12, 2016 1:41 pm
by CaptainRush
aha ok so i continue launching satellites and see wot happnz
Re: [MOD 0.13.0] Satellite Radar
Posted: Mon Oct 17, 2016 4:47 am
by Dahn94
0.14.x with the compatible mod version and after 41 satellite launches, still no change to existing radars for names. Not sure if this is related to the bug previously reported where satellites weren't showing the new rank or a bug with the 0.14 implementation.
Re: [MOD 0.13.0] Satellite Radar
Posted: Wed Dec 21, 2016 1:23 am
by Mengmoshu
I installed Satellite Radar without reading the description, so I didn't realize it wasn't compatible with RSO Radars. Got a momentary surprise when I launched enough rockets to get the first radar upgrade. Obviously my fault for not actually reading everything.
However, I wanted to get things working like I imagined they did before reading the description. So I made a couple changes to Satellite Radar, which are in the attached version.
* I added an optional dependency on RSO Radars to make sure Satellite Radar creates its prototypes after RSO Radars
* I changed 2 locations in radars.lua to use the properties of the basic radar instead of a constant
Code: Select all
-- max_distance_of_sector_revealed = math.floor(29/7.*i+14)
max_distance_of_sector_revealed = math.floor(29/7.*i + data.raw.radar["radar"].max_distance_of_sector_revealed),
-- max_distance_of_nearby_sector_revealed = 3+i,
max_distance_of_nearby_sector_revealed = data.raw.radar["radar"].max_distance_of_nearby_sector_revealed + i,
(I commented out the original lines, so you can compare them in situ)
I didn't take the time to comprehend the math in the two equations Satellite Radar uses to calculate everything, so I don't know if the costs and benefits scale correctly with modified radars. However, if there aren't any changes to the vanilla radar the Satellite Radar will function exactly like it did before.
To add similar support for other mods that change those 2 properties of the vanilla radar all you'll need to do is add an optional dependency on them. You could also use a similar technique to have Satellite Radars base all the properties directly off the base radar instead of you having to copy them into your code. I was tempted to try doing that, but opted for a minimal change (Plus I was feeling lazy).
Re: [MOD 0.13.0] Satellite Radar
Posted: Mon Jan 09, 2017 12:32 am
by BeminAbe
For anyone searching for a possible fix to use the "Score Extended" mod which adds a new score window and removes the default one, thus breaking the CalculateLevel function in the control.lua file of this mod.
I tried to fix it but it will only give you your level when you have the score window opened.
I only had to change the lines 5, 7 and 8 in the control.lua file from:
Code: Select all
function CalculateLevel(a)
satellites=0
if game.players[1].gui.left.rocket_score==nil then
satellites=0
elseif tonumber(game.players[1].gui.left.rocket_score.rocket_count.caption)>=0 then
satellites=tonumber(game.players[1].gui.left.rocket_score.rocket_count.caption)
end
satellites=satellites+a
level=LevelEquation(satellites)
if level<=0 then
return 0
elseif level>=maxlevel then
return maxlevel
else
return level
end
end
to the following lines
Code: Select all
function CalculateLevel(a)
satellites=0
if game.players[1].gui.left.frm_score==nil then
satellites=0
elseif tonumber(game.players[1].gui.left.frm_score.flw_score.lbl_score_tot.caption[2])>=0 then
satellites=tonumber(game.players[1].gui.left.frm_score.flw_score.lbl_score_tot.caption[2])
end
satellites=satellites+a
level=LevelEquation(satellites)
if level<=0 then
return 0
elseif level>=maxlevel then
return maxlevel
else
return level
end
end
I hope this helps someone who has the same problem.
Re: [MOD 0.13.0] Satellite Radar
Posted: Fri Mar 17, 2017 6:16 pm
by Jürgen Erhard
When building a new radar, simply craft and place like usual, and it will be built with the correct level parameters automatically.
Wish that were true, but apparently, as I mentioned half a year ago, it isn't. 37 rockets, all radars have been upgraded... but just placed a new radar (by bot, which *may* be why) and it's the default radar, both by item description when hovering the mouse over it and by radar range as shown on map.
Re: [MOD 0.13.0] Satellite Radar
Posted: Sat Jul 15, 2017 7:17 pm
by cerebrum22
it doesnt work in 0.15 with rso
Re: [MOD 0.13.0] Satellite Radar
Posted: Thu Jul 20, 2017 10:09 am
by haggbart
Some superhero fix this great mod? Doesn't seem to work, tested with rso and creative mode.
Re: [MOD 0.13.0] Satellite Radar
Posted: Tue Dec 19, 2017 4:15 pm
by Clinkenweird
Any chance this can get updated to .16 ?
I tried changing the reference to .15 in the file but it crashes on startup so more will need to be edited to make it work.
Re: [MOD 0.13.0] Satellite Radar
Posted: Mon Dec 25, 2017 4:09 pm
by DjSni
Done.
Merry X-Mass
Re: [MOD 0.13.0] Satellite Radar
Posted: Fri Mar 09, 2018 10:22 am
by OmegaStorm720
Hey, can I use the updated version in a mod of mine?