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Raven.

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Everything posted by Raven.

  1. I've been involved in some sort of modding scene since Morrowind. The games I've been involved with are pretty much Morrowind, Oblivion, Skyrim, Freelancer, Terran Conflict, and of course, KSP. And those are just the ones I remember well. With that being said, this is not the first time I've seen a post like this. Now it's been a while since I've seen a post like this, but it's not the first time. Posts like these pretty much plagued the Oblivion modding community back several years ago, and so many people would get wrapped up into a project that was doomed to fail from the word "go." The big warning sign was typically a new member with low post count asking for "applications." The successful projects are those of which something is on the table; the person looking for the team has already done some kind of work, and is showcasing to demonstrate that the person is serious about this. So, you want a coder on your team eh? Ok, put something on the table then, and then we'll talk.
  2. In all complete honesty, we need to know something about the mod first. Do you have any work that you can show?
  3. I had another person through pm who had to do the same thing; a delete and re-install of the whole thing fixed a lot of the issues he had. I'm curious, where did you download it from? I'm wondering if I don't have a corrupt archive up somewhere. On an unrelated note, BETA 6 is nearing a state of which I would be happy to release sometime this week, provided that there's no major game break bugs. BETA 6, at this point will feature: -A fixed skybox; the skybox will actually render correctly in screenshots and the telescope control menu! -A configuration menu in the Space Center, which will allows players to enable/disable the sun damage to the scopes and the decay of gyroscopes. -A fixed FungEye telescope, that, if SunDamage is enabled, will now properly explode when pointed at the time. Also, like the original CactEye, the FungEye will have a one-time aperture that will need to be permanently opened before the scope can be used. -New contracts implemented using Contract Configurator; BETA 6 will feature both the New Telescope contract type and the Planetary Observation contract. -A Fixed MiniAVC version file, which won't complain at the user the next time Squad releases a hot fix. -A fixed Remote Tech MM file. -Example craft of both the CactEye and FungEye telescopes.
  4. Overall the stock fairings work fairly nicely. And quite frankly, I don't care how they separate so long as the debris clears the craft.
  5. Interesting. These are both errors typically associated with running out of memory. How many mods are you running, and are you using any memory management mod?
  6. That behavior should already be in place if you're using the provided DOE patch. Now, with that being said, make sure you're using DOE 1.5.4; I haven't update the path for DOE 1.5.5 just yet (that's coming really soon).
  7. I'm glad we got your situation straightened out through pm. I haven't had the side panel implemented in quite a significant while. This was a design decision I made in the redesign of the GUI, that you would have to select a target through map view first. I did this for several reasons, the biggest being support for planet mods such as Outer Planets; I was afraid that with a side panel with a restrictive listing that people would think CactEye was not compatible with planet mods when, in fact, it is. You should be able to right click the telescope body and click "Toggle GUI." If the right-click menu isn't showing that option, then you might need to reinstall Cacteye. I wonder if this isn't an issue with the skybox. Currently CactEye has an issue drawing the skybox in both the Telescope Control GUI and in taken screenshots. This is planned to be fixed in the next update, along with a few other bug fixes and features that I have planned. You select targets through the map view. The screenshot button will only appear if you have a target selected in map view. The Science icon, if I remember correctly, will only appear if you have a planet/moon targeted (or asteroid if you have an asteroid processor). The select processor buttons (the two arrows) will only appear if you have more than one processor on the craft, in which case the arrows will cycle between the onboard processors on your craft.
  8. It is, DistantObjectHook.dll is tied to the specific version of DOE, and will flood the logs if the wrong version of DOE is installed, or if DOE is not installed at all. DistantObjectHook.dll is only meant if both CactEye and DistantObject are installed. Right now, specifically CactEye BETA 5.2 and DOE 1.5.4.
  9. First, lets make sure you're on KSP 1.0 or later. And then, lets make sure you're on the most recent version of CactEye: http://forum.kerbalspaceprogram.com/threads/105660-0-90-CactEye-2-Orbital-Telescope-BETA-5
  10. Thank you for figuring out the skybox issue! That helps me out tremendously.
  11. Right now, no on both questions. However, I'll look into implementing both of these in the next update. I have a couple of questions. 1) What version of KSP is this? Is this 1.0? 1.0.2? 2) Was this an existing save migrated from KSP 0.90 and CactEye 2 BETA 5? 3) Could you, by any chance, post the entire KSP.log file through something such as dropbox?
  12. MOARDv, I would interested in your answer to this one. I've been working at the same bug on CactEye for a while. It would appear as if Squad has changed the way the skybo is rendered.
  13. For right now it's only cosmetic. It's AVC recognizing the new KSP update. There's a version file in GameData\CactEye\plugins that when deleted, will make the error messages go away. Right now I'm working on an update to update compatibility to 1.02, along with fixing a bug with how the skybox is rendered in the Telescope Control Menu.
  14. This is one of those many cases where stepping through code line by line is not always an option. It's not just with KSP, but with a lot of code projects. In the case of KSP, I usually use the built in logging functions to help debug code. The KSP.log file, in this case, is your best friend.
  15. Technically speaking, it should had never been an thing. The FungEye scope was a request the original author did for a telescope that could fit in the smaller KSO shuttle bay. The limitation of the scope is the same as in the older versions of CactEye, it can do everything the larger scope can, but can only yield 10% of the total science value. It also cannot close its aperture like the larger scope can, and should still blow to smithereens when pointed at the sun. The fact that it did not is a bug. If it happens again on the new version, is there any chance that you can post a log file?
  16. I can take a look and see. Here ya go. I've also included it in the next update. https://www.dropbox.com/s/lfve7h5tmjq6zy8/CactEye%202%20Orbital%20Telescope.craft?dl=0 Which, speaking of updates, I went ahead and released BETA 5.2, which fixes some attachment nodes issues on the FungEye telescope and the structural mount. CactEye 2 BETA 5.2 -Fixed attachment node issues on some of the structural parts. -Added an example of the large telescope per a request on the forums.
  17. I think I may have one with the large telescope body. I can have it up before long.
  18. BETA 5.1 is out. Please post if there are any issues. CactEye 2 BETA 5.1 -Compatibility update for KSP 1.0 -Compatibility update for Distant Object Enhancement 1.5.4 -Added support for Outer Planets Mod, thanks to ImAHungryMan! -Removed the CactEye agency, for now. This was to prevent KSP from breaking if CactEye is removed. This could break existing save games, you have been warned. The agency will be added back in a future update as other modders and I figure out a better way to manage custom agencies without ruining people's save games. EDIT: almost forgot to mention this. CactEye 2 is now also hosted on Kerbal Stuff: https://kerbalstuff.com/mod/720/CactEye%202%20Orbital%20Telescope EDIT 2: Also note that an agency has been removed from this release. I very strongly recommend you start a new game if you have a save that was using CactEye 2 BETA 5. This was to fix a very serious, game breaking bug that was caused when removing CactEye from a save game.
  19. It is generally a bad programming practice on Squad's part to not account for a missing agency in code that accepts plain text files as input. There should had been some kind of error or exception handling in place for this type of situation. Really, the fact that KSP craps out with a missing agency is a major KSP design flaw. With that being said, there could be several things that could be done to mitigate this on our part. Most players are not going to know to keep the agencies sub-folder around after deleting a mod. In fact, most of them won't, and will complain if they have to leave part of the mod left installed when they want it gone. One option would be to take the stance of the Skyrim mod community: the uninstallation of mods with an existing save is unsupported. Period, end of discussion. Another option is to have a subfolder in GameData called "CustomAgencies," of which modders can agree to stick all of the custom agencies they create. This has the advantage of the user being able to uninstall a mod without having to leave behind one subfolder of a subfolder.
  20. Yup, hug right wall with fuzzy logic behind it.
  21. Contracts mainly. I've been hacking at the contract system, which I was in the process of working on when I found out exactly how much work my engineering class was going to be (we had to build a little bot about eight inches wide that can navigate a maze. Except we were not allowed the use of any kind of high level language such as C; everything had to be coded in assembler. Plus every bit of hardware short of the CPU had to be designed and printed onto custom PCBs that we designed). After the compatibility update, I'll be switching my focus back to the contracts system.
  22. Pretty soon actually. BETA 5.1 will be released soon which will include support for KSP 1.0; it will be a simple compatibility update that will also include support for DOE 1.5.3. BETA 6 has been in development for a while, and the reason BETA 6 is taking so long is because of a robotics course that has literally eaten my life these last few months. That class has its final demonstration next week, so development will soon resume.
  23. For me, SSTO's became much easier after a switch to FAR. So to answer the question, no, I don't think it's the end for Laythe SSTOs.
  24. I've observed in the past year that KSP runs better and better with each update on my low end ultrabook with Intel graphics, especially with running it in OpenGL. Really, with KSP, you don't need a high end gaming machine, you just simply need something up-to-date with 8 GB of memory.
  25. Before Skyrim came out and when Oblivion was the big thing, a few people behind the scenes at the Nexus were talking about it, but they never pursued it. Their thoughts were mainly that modders who invest a lot of time into developing a mod should be somehow compensated for their work. Me personally, I'm against it.
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