-
Posts
371 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by icedown
-
[1.5.1] Cacteye Optics Community Takeover: Updated 10/22/2017
icedown replied to icedown's topic in KSP1 Mod Development
And yet another release in the same day. Finally figured out what the issue with research bodies was and it is now active. You can discover and research these bodies with CactEye Telescopes! Each new photo will generate between 1% and 10% of the research needed to unlock the planet. This may be balanced in the future depending on feedback. Also considering a fair bonus for non-targeted shots. Enjoy -
[1.5.1] Cacteye Optics Community Takeover: Updated 10/22/2017
icedown replied to icedown's topic in KSP1 Mod Development
The telescope will only function in high Kerbin orbit. Future telescopes may benefit from other planets but as of right now, that's just on the drawing board -
[1.5.1] Cacteye Optics Community Takeover: Updated 10/22/2017
icedown replied to icedown's topic in KSP1 Mod Development
New Version 1.1.3.5 Released Changelog Dres science should now work All config settings should be honored now Rebalanced science of Kerbin SOI and other moons Updated compile against newest DOE Initial update preparing for Research Bodies -
It's been a while. I've got a dent in my desk now from still trying to figure out the EVE problem but here is a bug fixing update. I'm integrating Research Bodies but I'm having problems getting the wrapper to initialize so I'm having to push that back. Check the OP for download links.
-
[1.5.1] Cacteye Optics Community Takeover: Updated 10/22/2017
icedown replied to icedown's topic in KSP1 Mod Development
Great! I won't be using your file directly because I'm integrating research bodies and that is part of the modifications i'm doing. I'm also working on balancing the science for each body and for research bodies if installed. This will be compatible with Research Bodies but will not require it. Things are going a bit slower than I'd like right now. College + work are keeping me loaded down but I am making progress. -
This is what I'm currently working on. It will be out in the next release.
-
Dres bug has been noted. New release coming soon fixing that and damage configs being ignored. Putting mounts in the service bay is like putting things in a cargo bay, if snap is on they can't be put inside the bay on the walls. As far as I know, this is a limitation of the design of the game. For this mod, you only need at most 2 mounts. More than one processor level on a telescope is useless, as they all contribute to the same experiment, just in different amounts of science being contributed. You can upgrade the telescopes using KIS/KAS easily. As far as backups go, if you point the scope at the sun, not only will the processor blow, but the telescope will be damaged and an EVA will have to be done to repair this. I personally mount a KIS box in the back of the service bay with extra processors and tools in it.
-
[1.5.1] Cacteye Optics Community Takeover: Updated 10/22/2017
icedown replied to icedown's topic in KSP1 Mod Development
Contracts are failing at the moment because of the change in the science. I'm still pretty new the contract stuff but I've been working on them. I've put the other stuff on hold right now as I am working on getting research bodies working. I will do a release soon to fix the damage configs being ignored and this Dres science bug. There is no default science for unknown bodies at the moment. This is why this doesn't work for any planets with out configs, eg RSS. I don't know of a good way to do a generic science like that with the way the stock system works, though research bodies may give the ability to do this. The EVE camera problem is really liquiding me off at the moment so it's good to work on something different. I'm working on balancing science based on the processor and research bodies. Once I get those done I'll start redoing the contracts. The literal stream of "put a new telescope in orbit" gets a bit annoying. -
[1.5.1] Cacteye Optics Community Takeover: Updated 10/22/2017
icedown replied to icedown's topic in KSP1 Mod Development
@Norcalplanner I will have to install RSS to trouble shoot it. As of right now it does not support RSS. I will have to write configs for this. @AlamoVampireThose are the same problem. They are corrected. Research Bodies has been updated and I'm working on implementing it in the next release as well. Work and school have been a bit troublesome so things are a little slower than I would like though. Current thoughts. Fungeye will not be capable of discovering moons (except Minmus). Only planets will be Eve, Duna, and Jool. The primary telescope will be required to find the other planets and all moons. And if anyone has a clue about what is happening with the cameras with EVE, any help would be greatly appreciated. I'm about to pull my hair out with these things. -
Heavy SSTO Efficiency Challenge
icedown replied to icedown's topic in KSP1 Challenges & Mission ideas
@Lothsahn That looks a lot like most of my designs I will have the leader board updated in the next day or 2, work has been hell these last 2 weeks. -
[1.5.1] Cacteye Optics Community Takeover: Updated 10/22/2017
icedown replied to icedown's topic in KSP1 Mod Development
Science does not work in sandbox I have it figured out and will be fixed in the next update -
[1.5.1] Cacteye Optics Community Takeover: Updated 10/22/2017
icedown replied to icedown's topic in KSP1 Mod Development
If the science button is not showing up, first guess is that your target has been unset, The planet must be targeted for it to work. @CobaltWolf Those models are awesome. I think the Fungeye was just a quick addon to allow science until you could loft the big one. Replacing it's model completely will not get any arguments from me. I really don't care for the current one. @cxg2827 The current system simulates that to an extent. That's why there are 3 different "level" of processors, You shouldn't get full science from 1 & 2. The problem of changing the available magnification is that it's used to make it more difficult to get a shot of the distance planets. It requires the planet to take up a certain amount of the view for the science to be done. @Wolves_Hero More configs will probably be added in the future, it on my list but not a priority at the moment. Right now my focus is on bug squashing, specifically the camera issues. I haven't dealt with the cameras much so it's a lot of trial and error, and every trial requires a recompile and restart of KSP so it's a very slow process. I'm also still working on the science rebuild, I'm working out balance based on processor, platform, and planet. As far as other types of telescopes, they are on my todo list but I'm still working out how they need to operate. I did do a post earlier about a couple possibilities. -
[1.5.1] Cacteye Optics Community Takeover: Updated 10/22/2017
icedown replied to icedown's topic in KSP1 Mod Development
Not sure, I'll look into it. -
You must discover planets and moons
icedown replied to JacobJHC's topic in KSP1 Suggestions & Development Discussion
Something like this is already in development Research Bodies -
-97(+)
-
[1.5.1] Cacteye Optics Community Takeover: Updated 10/22/2017
icedown replied to icedown's topic in KSP1 Mod Development
Airlock? -
Updated for 1.1.3
-
[1.5.1] Cacteye Optics Community Takeover: Updated 10/22/2017
icedown replied to icedown's topic in KSP1 Mod Development
Updated to 1.1.3.4 Telescope must be in high Kerbin orbit for science now. I've redone the science experiments so that they no longer break progression and contract systems. -
Heavy SSTO Efficiency Challenge
icedown replied to icedown's topic in KSP1 Challenges & Mission ideas
@herbal space program These are the rules of the challenge which I made clear in advance. You are free to participate or make your own challenge in this forum as you see fit. I will not continue to discuss them or modify them further. I did not submit mine because I am hosting this challenge. The only change that is going to take place is 2 categories, External Carriage and Cargo Bay carriage. There will be Top and Runner Up badges made. -
Heavy SSTO Efficiency Challenge
icedown replied to icedown's topic in KSP1 Challenges & Mission ideas
Not a problem. I knew that this issue would come up when I created this challenge. Just wanting to make the reasons for my choices available. I know that most challenges discourage them if not ban them, but what I wanted to see out of this challenge was different from those and you guys are delivering splendidly. I'm working on my entry, though it won't be part of the competition. -
Heavy SSTO Efficiency Challenge
icedown replied to icedown's topic in KSP1 Challenges & Mission ideas
It is a participation trophy if you minimally modify another design. The K-Prize covers the completing of this. -
[1.5.1] Cacteye Optics Community Takeover: Updated 10/22/2017
icedown replied to icedown's topic in KSP1 Mod Development
You can, but as with any mod upgrade, delete the existing files in the game data directory. This should not be a problem for any save game as no parts have been modified, just some things in the plugin. I'm going to officially release the new science stuff with the 1.1.3 update. This update will still be compatible with current games and will add new science to be done with the telescopes but will NOT fix the damage done to the contract and progression systems that is already done. The only way to fix this is start a new game. -
Heavy SSTO Efficiency Challenge
icedown replied to icedown's topic in KSP1 Challenges & Mission ideas
This is my personal logic around the decision about autopilots. Efficiency is about using all of the tools available to you in the best way that you can. In aviation we use autopilots for a couple reasons. First is we are lazy. Second though is that these devices are able to react much faster, more precisely, and more consistently than humans. Every attitude change takes energy from your craft in the form of drag as the aircraft changes its flight path. Another reason is passenger comfort or force control on materials. Pilot induced oscillations are problematic and a very well documented phenomenon. This can cause people to become sick and loads to strain back and forth against hold downs. The final reason is they are not as prone to operational error as pilots are. One other way to look at this challenge. It is a design challenge, to design and build a heavy SSTO spaceplane that doesn't rely on exceptionally gifted crews to fly. Think of this challenge as a bid for a contract rather than a personal style achievement. Both sides have presented designs that are very good and have some diversity in them. There will be winners, as this is a challenge with that kind of goal, but I am considering a completion badge also for people who have and fly their own unique designs. NOTE: I do not like "participation trophies." The completion badges are from my thought while looking at these ships of: "That is an awesome design idea, it may not win but it's creativity and ingenuity definitely deserves something" They will not be earned with close copies of other designs. While not originally part of this challenge, several designs have made me change my mind about it. -
Heavy SSTO Efficiency Challenge
icedown replied to icedown's topic in KSP1 Challenges & Mission ideas
Multiple categories for the delivery method I am considering. Separation by chosen control method will not be done. This is about efficiency, not pilot proficiency. @zolotiyeruki Keep it up! That looks like a good Ship -
[1.5.1] Cacteye Optics Community Takeover: Updated 10/22/2017
icedown replied to icedown's topic in KSP1 Mod Development
One very good habit to make when playing modded KSP is to leave the copy in the steam directory alone. I always just make a copy to another directory that's not in program files to play and mod. That way when things go stupid, and they do quite often, a clean reinstall doesn't mean redownloading, just making a new copy