Jump to content

Raven.

Members
  • Posts

    584
  • Joined

  • Last visited

Everything posted by Raven.

  1. Well, Santa might have something in his gift bag soon. So keep checking this thread. Awesome! Good to hear! It will be, I've had a new version in the works for a couple of months now, and it appears to be working pretty well in 0.90!
  2. The update is still a work in progress and in heavy development at the moment. At the moment, everything but the occultation experiment is working, and I'm debating on a beta release. It does not seem to be broken at first glance. The only thing I've noticed is that you have to have SAS turned on for the target marker in the GUI to show up, which means you'll have to use a stock probe core instead of the slim core until the next update. Give it a try, if something doesn't work, let me know.
  3. That's exactly what I thought in the last week or so of testing. I did find this in the Unity documentation just earlier. I do not know exactly how it relates to KSP though: http://docs.unity3d.com/Manual/ShadowTroubleshooting.html
  4. Yup, the next version of CactEye will be fully compatible with Distant Object Enhancement.
  5. That is a good question, and until you said something about it, I didn't think anything of it. But you are correct, Jool, Duna, and even Eve in those screenshots are displaying an incorrect phase (Eve was suppose to be showing a gibbous phase in that shot with its orbit). I've made note of it, and have been working on a fix. The reason they are showing incorrect phases is because of how the KSP sunlight source is set up; it appears to be (I could be wrong) setup as a directional light in Unity, which means that every planet, no matter the location, receives light from the same direction. Which means an incorrect phase is shown when viewed through the telescope. Like I said, I am currently working on a fix. I do not know right away, but it should work without issue. Technically any mod based on Environmental Visual Enhancement should technically work with CactEye. I will be sure to test CactEye with the Renaissance Compilation to verify.
  6. I'm not quite sure exactly how to explain what I'm looking for. Is there a way to get a reference to the light object that provides sunlight for when you're in orbit to make modifications?
  7. Yes, I am continuing the development. Good catch. I'll be sure that this makes it into the next release. In the meantime, development is coming along just fine. The incompatibility between Distant Object Enhancement and CactEye seems to have been solved setting the codebase up in such a way to allow CactEye to control the flare size. In the meantime, here's some screenshots taken with the update. The game the screenshots were taken from is running Environmental Visual Enhancements, Astronomer's Pack, Distant Object Enhancement with default settings, Planetshine, and of course, CactEye:
  8. Real quick and dumb question. Exactly what is the function RequestResource(string ResourceID, double Demand) returning? I know it's a double, but I don't what that value is. Is it the remaining resource value that the craft has? Or is it something else? Thank you
  9. The vast majority of my rockets, such as the Mark 2 pictured below, are all two stage rockets. The Mark 2 is my main go-to rocket, and it uses a solid fuel first stage and a liquid fuel second stage, and is extremely simple to build with KW Rocketry. That second stage can push most payloads well into high orbit. Sometimes, depending on the mission, the rocket may have a third transfer stage located in the fairings, but that stage is typically not needed until well into high orbit (it's usually for interplanetary transfers). Note: I use FAR.
  10. Out of curiosity, which mod are you using for the telescope?
  11. This looks pretty darn good. Definitely better quality than stock Jeb.
  12. Here's a shuttle that I posted in another thread here that is primarily B9: And here's a B9/Intersteller SSTO:
  13. The Titan A2 shuttle launching to deliver a space station module.
  14. It's been a while since the last update, so here's another screenshot of a much more refined, and debugged GUI. Right now the mod is 90% Sandbox mode ready and 60% Career mode ready with the new GUI. The science component is still WIP.
  15. My latest LKO station, which is a fuel post for SSTOs coming up from the surface.
  16. One thing I learned the hard way, make sure that Visual Studio compiles against .NET 3.5, and not .NET 4 or 4.5.
  17. I never really paid for it (I have VS 2013 Ultimate and VS 2012 Pro on another computer), as I was able to get my licenses through the Microsoft Dreamspark program through my school. The biggest thing I like about Pro/Ultimate over Express is the Team Foundation and the Git support built into the IDE. Plus the cross language support is something that you get use to after a while, and then Express just doesn't cut it anymore. My thoughts anyways.
  18. Unlike others, I have not had any problems with 10.10. In fact, performance increased for me on my iMac, and I'm able to run KSP 0.25 without any kind of problems. In fact, it's faster than Mavericks was in my opinion. My iMac has an i5 processor, 8 GB of RAM, and a Radeon graphics card for reference. Now, with that being said, I can see the performance with a Mac older than three years not being great at all.
  19. I would love to have rings, but I also think that Jool is not the planet to receive them. Me personally, I think Squad needs to introduce Gas Giant 2, of which would have the ring system along with an asteroid system. That way we can have an analog to Saturn. In fact, a good implementation would be to implement Gas Giant 2 with rings, with asteroids, on a 90 degree tilt like Uranus, and then have Eeloo as either the only moon, or the larger of two moons. It gives players a new planet to play with, and it keeps the CPU load down. The solar wind, at that distance, would blow the rings out into deep space. It makes more sense around a gas giant that is way out there. Yes it would .
  20. The adjusted spawn rate is an intended feature. What is not an intended feature, is that spawn rate not adjusting with asteroid cameras being thrown into orbit. I'm pretty sure this is a bug. If you take a look through his log file, CactEye is writing a rather obscure error message to the log file that it can't get access to the object to adjust the spawn rate. In fact, I'm surprised that he's not getting a null reference exception. Specifically, the error handling at line 74 of AsteroidSpawnTweak.cs. So no matter how many asteroid cameras he throws up, the spawn rate never gets adjusted; only five asteroids in a Kerbin year period is a little low for three telescopes. In addition, this is the same method that's being used for the mod Custom Asteroids, meaning that I don't know how the two mods will interact. Potentially, I believe that CactEye and Custom Asteroids will conflict with each other, but I have not confirmed this so I cannot say for sure.
  21. Thank you, we now have a confirmed bug with the asteroid spawning; I was able to pinpoint the exact line of code that's causing the problem. I'll make note of this and try to get this fixed in the next version. I think introducing some more error handling in the code will mitigate or eliminate this quite a bit.
  22. Duly noted. I'll check out what's going on. Any chance that I can get a KSP.log file?
  23. That looks pretty good! Also, would rastor prop monitor support be in the works at all?
×
×
  • Create New...