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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?