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Rubber Ducky

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About Rubber Ducky

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    Rocketry Enthusiast

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  1. Hey everyone! I'm the guy who created this mod over two years ago - just returning to KSP and the internet and such. I don't want to take this mod over, but I wanted to give a public thank you to MOARdV who has maintained and improved this mod over the years! It really means a lot to me. Thanks MOARdV!
  2. Hey everyone! I'm the original developer of this mod - I created and started work on this over two years ago. I've been away from KSP and the internet for a couple of years, so I stopped working on the mod. I don't currently intend on returning to update this mod or add anything new to it - it looks like there's some more capable people who have taken over! I just wanted to say thank you to all of the members of the community that have worked on this mod since I could no longer maintain it - especially to @Raven., @Angel-125, and now @icedown. It's pretty cool to see someone else maintain
  3. Hey everyone, still here. I'll throw the Linux fix up in the OP real quick. I had a hunch that was the problem, but I didn't have time to get into it. Major thanks to agises!
  4. Hey everyone, found a wee bit of extra time today so I threw together contract support. Entirely untested. The mod's still probably out of whack with budgeting, but I leave tomorrow indefinitely so I can't do much about it. Anyway, thanks! Also, been enjoying your series, Roninpawn, very well put together!
  5. I've actually asked rbray89 (the wizard behind Visual Enhancements) to take over this mod, and he's graciously accepted. I'm not sure if he'll roll it into VE or not; I've left that up to him. And just to be clear, that'll be a few months down the road -- DOE needs some major work done and he has his other projects to worry about first. In the meantime, if somebody has a patched DLL that fixes all of the NREs and other tidbits (just to be clear, the NREs have existed since the initial release due to bad coding on my part), please PM me before tomorrow and I can update the OP. Thanks everyone!
  6. 'Tis listed in the known issues. AFAIK, it's due to the infamous floating point inaccuracies the KSP devs have been battling since the beginning -- Unity simply wasn't built to measure angular momentum/rotation on such a precise level.
  7. Alright, thanks for checking. I wish I could investigate, as I'm sure it's something simple, but I just can't dedicate the time. I've added it to the known issues in the OP.
  8. Install it, and then delete everything except the tele_bay folder in Parts and CET_FSanimateGeneric.dll in Plugins.
  9. Contract support is actually included for this mod!
  10. Not yet. If anyone's interested, shoot me a PM. Yes.
  11. [Moderator note: See Raven.'s updated version, currently here] CactEye is a plugin and set of parts that allow for modular orbital telescopes. CactEye telescopes feature a fully-functional science system, and are upgradeable/serviceable (primarily through Kerbal Attachment System). Orbital telescopes also now become fundamental to discovering asteroids. [TABLE] [TR] [TD][/TD] [TD] PARTS CactEye Optical System (left) The main part of the telescope; optical systems are the actual telescope part of the telescope. This optics system comes with an aperture door to protect it from the sun's
  12. I specifically made sure it wasn't required due to KAS's current instability on x64 and problems with 0.24. The new update is still backwards-compatible with 0.23.5, though, for those who are still waiting for other mods to update. You won't be able to swap out parts or anything without KAS installed, but without the weird structure restrictions you can get pretty creative with your servicing missions. For instance, for one of my upgrading missions while testing the mod sans-KAS, I just slapped some upgraded processors onto a truss and jerry-rigged it to the telescope with the ARM claw. You co
  13. The new update will remove all hard dependencies, and will no longer interact with Hullcam in any way. It now uses its own camera system. AFAIK, this is a problem with the game's imprecisions at extreme distances (the infamous floating point errors). When you consider the extreme distance being simulated between the two planets, I'm actually super surprised the result looks as good as it does. Do note that VisualEnhancements seems to worsen this effect as it's drawing another layer or two on top of the planet.
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