Third_OfFive Posted April 3, 2016 Share Posted April 3, 2016 Mission accomplished guys! Asteroid day parts have been added in 1.1. Link to comment Share on other sites More sharing options...
AlamoVampire Posted April 3, 2016 Share Posted April 3, 2016 11 minutes ago, Third_OfFive said: Mission accomplished guys! Asteroid day parts have been added in 1.1. Nope. Until the camera is stock, its not all stock. For now, it's just a new antenna, probe body and solar array. Link to comment Share on other sites More sharing options...
Third_OfFive Posted April 3, 2016 Share Posted April 3, 2016 Just now, AlamoVampire said: Nope. Until the camera is stock, its not all stock. For now, it's just a new antenna, probe body and solar array. Oh... Well it's still an accomplishment Link to comment Share on other sites More sharing options...
AlamoVampire Posted April 4, 2016 Share Posted April 4, 2016 (edited) @Third_OfFive Agreed! Just curious that they stopped ludicrously short of full integration of the mod Edited April 4, 2016 by AlamoVampire Link to comment Share on other sites More sharing options...
KerbMav Posted April 4, 2016 Share Posted April 4, 2016 The parts are just parts using otherwise already updated code. The camera would carry with it the need to update the asteroid detection/generation code for 1.1 - and since they already had to delay the new comm feature .. Link to comment Share on other sites More sharing options...
jpinard Posted April 23, 2016 Share Posted April 23, 2016 On April 4, 2016 at 1:44 AM, KerbMav said: The parts are just parts using otherwise already updated code. The camera would carry with it the need to update the asteroid detection/generation code for 1.1 - and since they already had to delay the new comm feature .. So for 1.1 should I install the mod or not? Confused I am! Link to comment Share on other sites More sharing options...
rspeed Posted April 26, 2016 Share Posted April 26, 2016 (edited) On 4/23/2016 at 11:08 AM, jpinard said: So for 1.1 should I install the mod or not? Confused I am! You should not. Until it is updated to work with some of the changes in 1.1, installing it breaks the game. Presumably this is the reason the SENTINEL part wasn't included with the others. Edited April 26, 2016 by rspeed Explained things a bit more clearly Link to comment Share on other sites More sharing options...
jpinard Posted April 26, 2016 Share Posted April 26, 2016 2 hours ago, rspeed said: You should not. Until it is updated to work with some of the changes in 1.1, installing it breaks the game. Presumably this is the reason the SENTINEL part wasn't included with the others. Thanks - you probably just saved my install. Link to comment Share on other sites More sharing options...
rspeed Posted April 26, 2016 Share Posted April 26, 2016 Just now, jpinard said: Thanks - you probably just saved my install. Well, you'd only have to uninstall the mod. Link to comment Share on other sites More sharing options...
Wahgineer Posted April 26, 2016 Share Posted April 26, 2016 I heard in a devnote that they plan to add the telescope later, possibly 1.2. Link to comment Share on other sites More sharing options...
Choctofliatrio2.0 Posted April 26, 2016 Share Posted April 26, 2016 Honestly I don't really want the telescope. It'd be realistic, sure, but it just isn't a priority for me, and I don't think I'd use it. It doesn't feel like it fits with the rest of KSP. Link to comment Share on other sites More sharing options...
moogoob Posted April 26, 2016 Share Posted April 26, 2016 I'm glad the other parts are in, that's for sure. Never used the telescope part. But those big ox-stats? Very useful! The big probe core is perfect for "mothership" designs, where you have a bigger orbiter and transfer stage in one, carrying a lander/descender. The scale just works out - big core for the big orbiter, small one (like a HECS or OCTO) for the lander. Like Cassini/Huygens, or that one whose name is already escaping me that tried to land on bounced off the comet. The antenna is fun too! Link to comment Share on other sites More sharing options...
Nittany Tiger Posted April 26, 2016 Share Posted April 26, 2016 (edited) 1 hour ago, moogoob said: I'm glad the other parts are in, that's for sure. Never used the telescope part. But those big ox-stats? Very useful! The big probe core is perfect for "mothership" designs, where you have a bigger orbiter and transfer stage in one, carrying a lander/descender. The scale just works out - big core for the big orbiter, small one (like a HECS or OCTO) for the lander. Like Cassini/Huygens, or that one whose name is already escaping me that tried to land on bounced off the comet. The antenna is fun too! Rosetta/Philae Also, I hope they add the telescope back soon. Was looking forward to using it in my recent career mode playthrough, and now I'm bummed it doesn't work. Edited April 26, 2016 by Nittany Tiger Link to comment Share on other sites More sharing options...
Wjolcz Posted April 26, 2016 Share Posted April 26, 2016 I think a set of functioning telescopes would be a great addition to the game. It could also be very educational if it was possible to observe distant objects and get actual scientific informations about them. I would love to see some of danRosas' work implemented into the game. Not sure what he's currently working on and I don't mean to tell devs what to do, but since we don't get much of the actual cinematic animations for the update trailers, his talents could be utilised in some other and creative way. Procedural nebulae and star clusters might look great if done right. And besides, he's been experimenting with smoke effects anyway last time I've read his devnote. Link to comment Share on other sites More sharing options...
RocketSquid Posted April 29, 2016 Share Posted April 29, 2016 Will copying over the telescope part to my 1.1 install result in gamebreaking glitches, or just a nonfunctional telescope? Because my main save is down until I get the telescope part. Link to comment Share on other sites More sharing options...
Arsonide Posted April 29, 2016 Share Posted April 29, 2016 27 minutes ago, RocketSquid said: Will copying over the telescope part to my 1.1 install result in gamebreaking glitches, or just a nonfunctional telescope? Because my main save is down until I get the telescope part. You'll have a telescope that doesn't do much. Link to comment Share on other sites More sharing options...
rspeed Posted April 29, 2016 Share Posted April 29, 2016 It only breaks the game if you install the mod as a whole. If you trim it down to just the telescope you get the part, but it isn't functional. The custom contract (to place a telescope between Eve and Kerbin) doesn't show up, either. Link to comment Share on other sites More sharing options...
RocketSquid Posted April 29, 2016 Share Posted April 29, 2016 1 hour ago, Arsonide said: You'll have a telescope that doesn't do much. For now I just need a telescope that doesn't destroy the universe. I don't actually care if it's a functional telescope ATM. Link to comment Share on other sites More sharing options...
Jiraiyah Posted October 19, 2016 Share Posted October 19, 2016 sigh they didn't integrate it to 1.2, would the previous version work in 1.2? or should we wait for god knows how long? Link to comment Share on other sites More sharing options...
Mad Rocket Scientist Posted October 19, 2016 Author Share Posted October 19, 2016 2 hours ago, Jiraiyah said: sigh they didn't integrate it to 1.2, would the previous version work in 1.2? or should we wait for god knows how long? Now that some of the parts have been integrated, and this was from a while ago, I doubt that asteroid day will ever be fully integrated. I don't know whether the mod still works, sorry. Link to comment Share on other sites More sharing options...
Aethon Posted October 19, 2016 Share Posted October 19, 2016 That would be a shame. I hope the devs update this mod. Link to comment Share on other sites More sharing options...
jlcarneiro Posted October 20, 2016 Share Posted October 20, 2016 5 hours ago, Aethon said: That would be a shame. I hope the devs update this mod. Same here! Link to comment Share on other sites More sharing options...
Jiraiyah Posted October 20, 2016 Share Posted October 20, 2016 you guys think if we open a ticket on their support system they would listen and integrate it? or will they ignore it? Link to comment Share on other sites More sharing options...
Nikolai Posted October 20, 2016 Share Posted October 20, 2016 What if we "upgrade" this mod? I mean, if we're talking about increasing the potential number of asteroid locations one can have in stock, why not go all out? From the cheat menu (or some kind of option in the tracking station, or some other place that makes sense), the user can press a button that launches an asteroid "spawner". This spawner, once it starts running, will generate random asteroids -- with the randomness weighted according to options the user selects. Those options should include things like semi-major axis range, eccentricity range, inclination range, size ("class") range, resource contents, and the asteroid spawning rate. (It would be nice if we could have colored markers for the results from different spawners, so that we can see which asteroids we see in the tracking station were generated by which spawner.) Several spawners can run simultaneously. If a user opts to delete a spawner, the user is given the option of deleting all asteroids generated by that spawner or to allow them to "fade away" when they are not selected for tracking after a time (as asteroids normally do in the game). It would be nice to tie the ability to detect asteroids to the player's capability somehow, and the Sentinel telescope did that -- at the cost of making options available to the player like those I outline above. Perhaps someone more clever than I can come up with a way to include a capability-based asteroid discovery mechanic while preserving maximum player choice. And as long as I'm dreaming, more and different textures for different asteroids would be nice. Of course, I know that this represents a substantial amount of effort, and that I have no way to influence SQUAD's decision to include spawners like these other than to beg. (My financial resources are rather limited.) Still, I dream. Link to comment Share on other sites More sharing options...
Jiraiyah Posted October 20, 2016 Share Posted October 20, 2016 1 hour ago, Nikolai said: What if we "upgrade" this mod? I mean, if we're talking about increasing the potential number of asteroid locations one can have in stock, why not go all out? From the cheat menu (or some kind of option in the tracking station, or some other place that makes sense), the user can press a button that launches an asteroid "spawner". This spawner, once it starts running, will generate random asteroids -- with the randomness weighted according to options the user selects. Those options should include things like semi-major axis range, eccentricity range, inclination range, size ("class") range, resource contents, and the asteroid spawning rate. (It would be nice if we could have colored markers for the results from different spawners, so that we can see which asteroids we see in the tracking station were generated by which spawner.) Several spawners can run simultaneously. If a user opts to delete a spawner, the user is given the option of deleting all asteroids generated by that spawner or to allow them to "fade away" when they are not selected for tracking after a time (as asteroids normally do in the game). It would be nice to tie the ability to detect asteroids to the player's capability somehow, and the Sentinel telescope did that -- at the cost of making options available to the player like those I outline above. Perhaps someone more clever than I can come up with a way to include a capability-based asteroid discovery mechanic while preserving maximum player choice. And as long as I'm dreaming, more and different textures for different asteroids would be nice. Of course, I know that this represents a substantial amount of effort, and that I have no way to influence SQUAD's decision to include spawners like these other than to beg. (My financial resources are rather limited.) Still, I dream. I'm ok with different textures, add different resources to the equation too, but having a spawner that will spawn more astroids, well, i don't think it's necessary, only being able to see more than what is there already should be plenty. and about updating the mod ourselves, unfortunately it's not open source. although, hopping for a talented mod developer to make a mod like this and maintain it is nice dream Link to comment Share on other sites More sharing options...
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