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Everything posted by cyberpunkdreams
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[1.1.2] Cacteye Telescopes Community Takeover (V 7.1.0)
cyberpunkdreams replied to Andem's topic in KSP1 Mod Development
Just to confirm, I'm seeing this as well.- 71 replies
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[KSP V1.4.5] TAC Fuel Balancer v2.20
cyberpunkdreams replied to Z-Key Aerospace's topic in KSP1 Mod Releases
Stupid question time -- it's available to install using CKAN in KSP 1.1.2, but the listing says max version supported is 1.0.5? I guess that isn't actually relevant? -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
cyberpunkdreams replied to TaranisElsu's topic in KSP1 Mod Releases
Likewise, working perfectly for me. -
[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
cyberpunkdreams replied to nightingale's topic in KSP1 Mod Releases
@nightingale Thanks for the response! It's given me the Minmus contract now (not accepted yet), so it's clearly functioning. Maybe it thinks I'm further along than I really am...- 557 replies
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
cyberpunkdreams replied to nightingale's topic in KSP1 Mod Releases
** Reposting from RemoteTech thread ** Stupid question time: is there anything that can stop the initial RemoteTech contracts from triggering? I saw the three sat version briefly but didn't take it as I was waiting for the four sat version. Neither have appeared again for a long time. I checked the files and the only requirements seem to be the part unlocks have not having done the other contract already. I did have some random bugginess and updated to the latest pre-release, but still, the requirements are so simple I don't think that that could have had anything to do with it? Or maybe the contracts RNG is just trolling me?- 557 replies
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[1.1] RemoteTech v1.6.10 [2016-04-12]
cyberpunkdreams replied to Peppie23's topic in KSP1 Mod Releases
Thanks -- I'll repost over there. I am ready for the contacts, but maybe uninstalling/installing could fix it. -
[1.1] RemoteTech v1.6.10 [2016-04-12]
cyberpunkdreams replied to Peppie23's topic in KSP1 Mod Releases
Stupid question time: is there anything that can stop the initial RemoteTech contracts from triggering? I saw the three sat version briefly but didn't take it as I was waiting for the four sat version. Neither have appeared again for a long time. I checked the files and the only requirements seem to be the part unlocks have not having done the other contract already. I did have some random bugginess and updated to the latest pre-release, but still, the requirements are so simple I don't think that that could have had anything to do with it? Or maybe the contracts RNG is just trolling me? -
[1.1.2] Cacteye Telescopes Community Takeover (V 7.1.0)
cyberpunkdreams replied to Andem's topic in KSP1 Mod Development
I don't think there was anything public nagging on the old thread. Must have been via PM?- 71 replies
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[1.1.2] Cacteye Telescopes Community Takeover (V 7.1.0)
cyberpunkdreams replied to Andem's topic in KSP1 Mod Development
I'm also up for helping to develop this mod. I have lots of ideas and am an experienced coder, but I'm new to the community and have never touched KSP modding before! Fingers crossed this is a good place to start... In fact, I'm so new I don't even know the best place to take development discussion. Do we keep that here, go over to GitHub or somewhere else?- 71 replies
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I've also really enjoyed this mod -- thanks for all the work you have put into it. I'd also be kind of interested in taking it on. I've never done any modding for KSP before (although I have some experience with Unity), but had been thinking of getting into it anyway. Maybe this is a good opportunity? The only downside is that I have zero modelling skills. As well as maintenance and bug fixes, I think there's some room for development of the mod. There could be quite a lot more image processors (e.g. different wavelengths), plus some completely different telescope bodies. There have actually been loads of space telescopes launched over the years, so there's a lot of room for inspiration. Plus there'd be the contracts to go along with all that.
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@CobaltWolf @AlbertKermin Thanks again for the fast responses, and for the welcome! I've actually been meaning to join for ages, but not being able to find this particular problem already discussed forced my hand ;). Anyway, my game has started acting a bit weirdly in other ways, so I guess it's time for a reinstall. I do have all the DMagic dependencies already installed though (as well as DMagic Orbital Science -- great mod!). If the reinstall doesn't fix it I'll report back on the off chance that I might have uncovered something interesting
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I'm perhaps a little late to the game here, but I'm just trying out this excellent mod for the first time. I've got a working set-up and can run the base station self-test and can transmit that data. However, I don't get a right click menu at all on any of the other parts. I've tried with an engineer and a scientist (both just level o though). I'm on Windows 64-bit, so I'm guessing I'm not officially supported and that could be the reason that it's bugging, but I just thought I'd check in case I'm missing anything obvious?