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[1.12.x] Cacteye 2 Refocused Full Release


linuxgurugamer
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  • 2 weeks later...
  • 3 weeks later...

Great mod back then, but desperately needs a major overhaul today. Graphics are extremely outdated. Part scaling does not follow modern mods (CactEye does not fit into SOCK cargo bay, for example). Is there any way to add CactEye functionality to SpaceDust Hubble via MM patch? That would be great for both mods, since SpaceDust is pretty much collecting dust (no pun intended) due to nobody bothering with configs for it.

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4 hours ago, biohazard15 said:

Great mod back then, but desperately needs a major overhaul today. Graphics are extremely outdated. Part scaling does not follow modern mods (CactEye does not fit into SOCK cargo bay, for example). Is there any way to add CactEye functionality to SpaceDust Hubble via MM patch? That would be great for both mods, since SpaceDust is pretty much collecting dust (no pun intended) due to nobody bothering with configs for it.

No argument there, if you read back in the thread you can see that I asked for someone to make an updated model.  I don't do models, so would need someone else to make one.

 

Config for the SpaceDust is already done and in the mod, just commented out for now.  Been a while since I looked at it.  The patch also adds the spacedust functionality to the Cacteye telescope.

You could do the same thing for the ResearchBodies telescope and there are also some telescopes in the SCANsat mod which can be adapted

 

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15 hours ago, linuxgurugamer said:

No argument there, if you read back in the thread you can see that I asked for someone to make an updated model.  I don't do models, so would need someone else to make one.

 

Config for the SpaceDust is already done and in the mod, just commented out for now.  Been a while since I looked at it.  The patch also adds the spacedust functionality to the Cacteye telescope.

You could do the same thing for the ResearchBodies telescope and there are also some telescopes in the SCANsat mod which can be adapted

 

Space dust does have a “Hubble”.  What ever happened to Cobalts Hubble also? I saw you asked ages ago, but I don’t know if he responded. 
 

I wish I had the ability to make models, I would help out if I could. 

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  • 2 weeks later...

@linuxgurugamer - thank you for taking this one over! However, I think it needs a balance pass. I am using it in a JNSQ game because MOLE uses it - got a mission to take an image of Granus. That single image and the mission reward netted over 600 Science...

I assume the reward is based at least in part by distance from Kerbin? 

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  • 2 weeks later...

Hi, as usual late to the party on this one. Has anyone created an MM patch that adds this mod's CactEye functionality to the various telescope mods out there  (ResearchBodies, TarsierSpaceTech, ScanSAT, etc.)? If not let me know and I'll whip something up myself.

It seems like models in this mod are causing some trouble, and we have lots of pretty telescope models from above mods. :)

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1 minute ago, DuoDex said:

Hi, as usual late to the party on this one. Has anyone created an MM patch that adds this mod's CactEye functionality to the various telescope mods out there  (ResearchBodies, TarsierSpaceTech, ScanSAT, etc.)? If not let me know and I'll whip something up myself.

It seems like models in this mod are causing some trouble, and we have lots of pretty telescope models from above mods. :)

There are,working on getting a new model 

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On 10/5/2021 at 10:59 AM, Bombaatu said:

@linuxgurugamer - thank you for taking this one over! However, I think it needs a balance pass. I am using it in a JNSQ game because MOLE uses it - got a mission to take an image of Granus. That single image and the mission reward netted over 600 Science...

I assume the reward is based at least in part by distance from Kerbin? 

Where was the telescope when you took the picture?  

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Beta release 1.5.2.5

  • Added two new telescopes, using model from SpaceDust (Thanks @Nertea)
  • Deprecated following parts
    • Fungi Telescope Optics
    • CactEye Telescope Optical Tube
       

Only available here:

https://github.com/linuxgurugamer/CactEye-2/releases/tag/1.5.2.5

If no problems pop up, I'll convert into a full release

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  • 1 month later...

Just did a full release, working on CKAN update now

Release 1.5.2.7

All changes from original mod are here:

ChangeLog

  • Added missing textures for new telescopes
  • Added two new telescopes, using model from SpaceDust (Thanks @Nertea)
  • Deprecated following parts
    • Fungi Telescope Optics
    • CactEye Telescope Optical Tube
  • Added AssemblyFileVersion
  • Updated version file for 1.12
  • Fixed nullref in editor when opening bay on Fungi
  • Fixed power consumption, was being called once every visual frame, now once every physics frame
  • Removed impactTolerance from all parts (not used anymore)
  • Changed references to FlightGlobals.Bodies[0] to Planetarium.fetch.Sun
  • Moved the config settings into the stock settings page
  • Added new experiment: Occultation
  • Created new windows:  Target Selection Window, Occultation Science Event Window (available on KSP, Tracking Station & Flight screens)
  • Replaced calls to Unity.Random with System.Random when not in DEBUG mode
  • Integrated Kerbal Alarm Clock with the Occultation experiment
  • Science return on the Occultation experiment will depend on how big the target is in the viewer
  • Fixed some spelling errors
  • Added Solar Filter to Occultation processor, to allow targeting items close to the sun
  • Science halved if SolarFilter is enabled
  • Disabled the explosions if solar filter is enabled
  • Added KSPAssemblyDependency lines to AssemblyInfo for needed libraries
  • Fixed some of the PartWrapper rename whcih was missed
  • Fixed build process
  • Moved GameData into root dir
  • Replaced stock toolbar with ToolbarController
  • Added support for the ClickThroughBlocker
  • Added impactTolerance to the following parts:
    • probeCoreSlim
    • tele_gru1
    • tele_gru2
    • tele_ladder
    • tele_solarpanels
    • processorAsteroid1
    • processorAsteroid2
    • processorAsteroid3
    • processorPlanetary1
    • processorPlanetary2
    • processorPlanetary3
  • Added tags to the following parts:
    • probeCoreSlim
  • Added bulkheadProfiles to the following parts:
    • probeCoreSlim
  • Replaced GetTexture calls with ToolbarControl.LoadImageFromFile()
  • Moved images (except for the flags) into PluginData/Icons
  • Fixed CactEyeAsteroidSpawner to check if vessel loaded or not, and use appropriate interface to get Active value
  • Added code to the DistantObjectEnhancement wrapper (DOEWrapper) to check to see if DOE is installed, if not then to exit the wrapper.
  • Renamed part files to match the name of the part
  • Fixed Nullref when closing gui
  • Added code to update number of processors whenever a processor is enabled or disabled
  • Added code to disable processor when apeture is closed
  • Added code to stop timewarp (once every 30 seconds) if telescope gets too close to the sun
  • Replaced all Debug.Log with Log.Info & Log.Error
  • Added patch to incorporate SCANsat functionality similar to the stock scanner
  • Added patch to incorporate SpaceDust scanning (for the SpaceDust mod)
  • Added code to work with the SpaceDust dll, if installed
  • Added 3 nodes on outside of tele_bay
  • Added camera positioning values, all Vector3: (needed for SpaceDust scope)
    • cameraForward
    • cameraUp
    • cameraPosition
  • Increased duration of "out of power" message from 3 to 5 seconds
  • When using SpaceDust, the telescope will remain open in the VAB.  Will be closed when launched
  • Added a narrow version of the service bay
  • Fixed a nullref when no processors were installed
  • Added snow to be shown when no processor is active/installed
  • Changed a number of "foreach" to "for (int i ....)" for speed


 

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