Hikari_or_whatever Posted March 16, 2016 Share Posted March 16, 2016 Is there a way to turn off things exploding if you look at the sun for even a second? I just wanna look at planets, and having things explode and nearly give me a heart attack isn't very fun. Link to comment Share on other sites More sharing options...
komodo Posted March 16, 2016 Share Posted March 16, 2016 6 hours ago, Hikari_or_whatever said: Is there a way to turn off things exploding if you look at the sun for even a second? I just wanna look at planets, and having things explode and nearly give me a heart attack isn't very fun. Hit up the app launcher button for settings? Or, failing that, see a few posts above yours for details. Link to comment Share on other sites More sharing options...
Supermarine Posted March 21, 2016 Share Posted March 21, 2016 On 17/01/2016 at 2:12 PM, Supermarine said: Hello! I simply cannot get my telescope to work It's probably something very, very obvious, but I've watched old tutorials in YouTube, searched all 3 threads and Reddit and most information is imprecise, old or inexistent... How exactly do these parts work? I mounted the Wide-Angle green part into the FungEye, added a HECS, some RCS, batteries and panels, even a little ladder expecting some future repairs, and up it goes to orbit. Then, I right-click on it, select "control from here" and attempt to "toggle GUI" and nothing, absolutely nothing happens and I've tried 4 times, relaunching the thing. Yes, I have the very latest version found here. I l also have the latest DOE. By clicking on everything I discovered that "release" does just that: jettisons the green Wide-Angle thing from the bay (which can be "opened" via menu). I select a target for the craft, and even manually point the lenses to the Mun. When I pointed at the sun a message told me I had ruined the optics, but nothing apart from that. I click, click and click on the "toggle GUI" button and the only thing it does is remove the target and then display "No Target" on the screen. Help me please Edit: I'm forcing OpenGL, running on Windows 7 64-bit with no problems and no crashes whatsoever. Using standard Steam launcher. Quite some time and I'm surprised there was not a conclusive answer to this issue. From what I see, I'm not the only one who experiences this problem. I guess it's uninstalling, then. So sad, looked good and very promising Link to comment Share on other sites More sharing options...
Angelo Kerman Posted March 21, 2016 Author Share Posted March 21, 2016 Sorry, I haven't done much with this mod except keep it compiled for the latest KSP. I'm holding off for 1.1 since that is going to be a major update that will likely break the mod. I think Tariser Space Telescopes is a similar concept and more up to date. Link to comment Share on other sites More sharing options...
Supermarine Posted March 21, 2016 Share Posted March 21, 2016 2 minutes ago, Angel-125 said: Sorry, I haven't done much with this mod except keep it compiled for the latest KSP. I'm holding off for 1.1 since that is going to be a major update that will likely break the mod. I think Tariser Space Telescopes is a similar concept and more up to date. Thanks for the super fast answer. I understand; can't wait for 1.1 myself. I already have TST in use, but wanted to try Cacteye simultaneously to add variety and speed up science collecting. I'm really looking forward to the next upgrade Link to comment Share on other sites More sharing options...
Angelo Kerman Posted March 21, 2016 Author Share Posted March 21, 2016 (edited) 9 minutes ago, Supermarine said: Thanks for the super fast answer. I understand; can't wait for 1.1 myself. I already have TST in use, but wanted to try Cacteye simultaneously to add variety and speed up science collecting. I'm really looking forward to the next upgrade Me too, I want to use it for my MOLE mod and I'm hoping it won't be too hard to make it work with 1.1 Side note: the Release button comes from KIS. There might be a way to disable that functionality, I'll have to do some research. Edited March 21, 2016 by Angel-125 Link to comment Share on other sites More sharing options...
eberkain Posted March 22, 2016 Share Posted March 22, 2016 On 1/16/2016 at 2:12 PM, Supermarine said: Hello! I simply cannot get my telescope to work It's probably something very, very obvious, but I've watched old tutorials in YouTube, searched all 3 threads and Reddit and most information is imprecise, old or inexistent... How exactly do these parts work? I mounted the Wide-Angle green part into the FungEye, added a HECS, some RCS, batteries and panels, even a little ladder expecting some future repairs, and up it goes to orbit. Then, I right-click on it, select "control from here" and attempt to "toggle GUI" and nothing, absolutely nothing happens and I've tried 4 times, relaunching the thing. Yes, I have the very latest version found here. I l also have the latest DOE. By clicking on everything I discovered that "release" does just that: jettisons the green Wide-Angle thing from the bay (which can be "opened" via menu). I select a target for the craft, and even manually point the lenses to the Mun. When I pointed at the sun a message told me I had ruined the optics, but nothing apart from that. I click, click and click on the "toggle GUI" button and the only thing it does is remove the target and then display "No Target" on the screen. Help me please Edit: I'm forcing OpenGL, running on Windows 7 64-bit with no problems and no crashes whatsoever. Using standard Steam launcher. I built the vessel as described and it seemed to work fine. I have yet to test any contracts though. Link to comment Share on other sites More sharing options...
RocketSquid Posted March 24, 2016 Share Posted March 24, 2016 And, I may have figured out why my CactEye wasn't working: Being the shmuck that I have proved myself to be, I copied the entire contents of the .zip file into my GameData folder. Link to comment Share on other sites More sharing options...
Angelo Kerman Posted March 24, 2016 Author Share Posted March 24, 2016 One thing I need to do is figure out how RubberDucky set up the initial install directory and make it easier to use. I also want to set up CKAN so that you can install it that way (though TBH I don't like CKAN, it gives me support headaches). Link to comment Share on other sites More sharing options...
Andem Posted March 25, 2016 Share Posted March 25, 2016 (edited) I have a few questions. Any ETA on asteroid day support? What does support for OPM mean? Science reports? What does Key to discovering asteroids mean? Does that mean that custom asteroids won't work with this? Edited March 25, 2016 by Andem Link to comment Share on other sites More sharing options...
RocketSquid Posted March 25, 2016 Share Posted March 25, 2016 So, how does the science yield for these things work, exactly? I've taken some pictures of Mun and Minmus, but I didn't get any science. Link to comment Share on other sites More sharing options...
Angelo Kerman Posted March 25, 2016 Author Share Posted March 25, 2016 17 hours ago, Andem said: I have a few questions. Any ETA on asteroid day support? What does support for OPM mean? Science reports? What does Key to discovering asteroids mean? Does that mean that custom asteroids won't work with this? 1. Probably when I finish the artwork for the DenEye scope for Mark One Laboratory Extensions. 2. Hopefully it means science defs for Outer Planets Mod. 3. The existing asteroid scanner is meant to improve your chances of detecting new asteroids. I don't know how RubberDucky set that up, so don't really know if it's currently working. 4. I'm guessing maybe, but it depends upon how the asteroid camera is set up. 18 minutes ago, RocketSquid said: So, how does the science yield for these things work, exactly? I've taken some pictures of Mun and Minmus, but I didn't get any science. What you're supposed to be able to do is point the telescope at a planet with a wide field camera, take a picture, and you'll get science. I believe there's a science experiment for the camera. Last I checked it worked, but it's been awhile. Right now CactEye Telescopes is in limbo until 1.1 is released. My plan is to keep the mod compiled for the latest KSP until I have a chance to work on it. My biggest concern is how KSP 1.1 will handle the existing models; I do not have access to the source files. It's quite possible that I may have to toss the current 3D models and start over, but we'll see what happens. Link to comment Share on other sites More sharing options...
RocketSquid Posted March 25, 2016 Share Posted March 25, 2016 11 minutes ago, Angel-125 said: What you're supposed to be able to do is point the telescope at a planet with a wide field camera, take a picture, and you'll get science. I believe there's a science experiment for the camera. Last I checked it worked, but it's been awhile. Yeah... It gives results, supposedly worth science, but on further inspection valued at 0 points. Link to comment Share on other sites More sharing options...
Angelo Kerman Posted March 25, 2016 Author Share Posted March 25, 2016 Not sure why that is. Only thing I can think of is that you've visited the Mun and Minmus before. Have you tried aiming at one of the planets you haven't visited? Link to comment Share on other sites More sharing options...
RocketSquid Posted March 28, 2016 Share Posted March 28, 2016 Yup. Dres and Jool. Neither gave a good image, but it claimed that it was producing science. However, it seems to be a problem with my game as a whole, since the Sentinel camera from Asteroid Day had the same problem. So, I will instead be regaining the science through "advanced technology" as @CAKE99 would say. So, do you know how much observations of Mun, Minmus, Dres, and Jool with a Level 2 wide field should have gotten me? I need to know how much science to make. Link to comment Share on other sites More sharing options...
Angelo Kerman Posted March 28, 2016 Author Share Posted March 28, 2016 49 minutes ago, RocketSquid said: Yup. Dres and Jool. Neither gave a good image, but it claimed that it was producing science. However, it seems to be a problem with my game as a whole, since the Sentinel camera from Asteroid Day had the same problem. So, I will instead be regaining the science through "advanced technology" as @CAKE99 would say. So, do you know how much observations of Mun, Minmus, Dres, and Jool with a Level 2 wide field should have gotten me? I need to know how much science to make. Looks like max science is 0.3 x multiplier for the planet. Multipliers are here: http://wiki.kerbalspaceprogram.com/wiki/Science#Celestial_body_multipliers I believe you use the in-space high column. If you use the FungEye, multiply the result by 0.25. Here's to hoping the models all carry over into 1.1! Link to comment Share on other sites More sharing options...
RocketSquid Posted March 28, 2016 Share Posted March 28, 2016 1 minute ago, Angel-125 said: Looks like max science is 0.3 x multiplier for the planet. Multipliers are here: http://wiki.kerbalspaceprogram.com/wiki/Science#Celestial_body_multipliers I believe you use the in-space high column. If you use the FungEye, multiply the result by 0.25. Here's to hoping the models all carry over into 1.1! Unity 5 is backwards compatible. You can import old .mu files and it will update them. Link to comment Share on other sites More sharing options...
eberkain Posted March 30, 2016 Share Posted March 30, 2016 Not sure if I ever posted it, there are two typos in one of the contracts, Minmas and Poll need to be changed to Minmus and Pol Link to comment Share on other sites More sharing options...
bradwiggo Posted March 30, 2016 Share Posted March 30, 2016 What is the distantobjecthook folder? Link to comment Share on other sites More sharing options...
Angelo Kerman Posted March 30, 2016 Author Share Posted March 30, 2016 2 hours ago, bradwiggo said: What is the distantobjecthook folder? That is for Distant Object Enhancement. It was supposed to turn off Distant Object Enhancement's lense flare. Link to comment Share on other sites More sharing options...
eberkain Posted April 4, 2016 Share Posted April 4, 2016 Here is a good example of what I was talking about with the contracts, to me it just doesn't make sense to put a telescope that has to be serviced into that kind of orbit. Alot of times the orbits are eccentric enough that they intersect the with the mun, so eventually the satellite would get knocked wherever when it gets into the mun soi. Link to comment Share on other sites More sharing options...
Angelo Kerman Posted April 4, 2016 Author Share Posted April 4, 2016 Thanks for the report. When KSP 1.1 rolls around, I'll disable contracts until I can get to the point where I can learn Contract Configurator and re-introduce them. Link to comment Share on other sites More sharing options...
KaiserSoze Posted April 10, 2016 Share Posted April 10, 2016 Hi, I did once one extension for contract to adapt remotetech to OPM (and by extension to any mod that changed the planetary systems). If you want I can do something similar here and help you with contracts for 1.1 that could interact with OPM (or any other mod that changes the number of planets) In the end the original one got adapted to it and my changes were no longer needed I'm more or less waiting to all my mods to get updated for 1.1 and this small changes are something that I will do for my self anyway. I have a lot of mods and I always have a KaiserMM folder to adapt thing to my test. Mainly to make my set of to interact fine between them: Realchutes, CLS and OPM have the mayor issues with interactions with other mods for me. If you are already thinking in making updated I may help a little. Link to comment Share on other sites More sharing options...
Angelo Kerman Posted April 12, 2016 Author Share Posted April 12, 2016 On 4/10/2016 at 1:21 AM, KaiserSoze said: Hi, I did once one extension for contract to adapt remotetech to OPM (and by extension to any mod that changed the planetary systems). If you want I can do something similar here and help you with contracts for 1.1 that could interact with OPM (or any other mod that changes the number of planets) In the end the original one got adapted to it and my changes were no longer needed I'm more or less waiting to all my mods to get updated for 1.1 and this small changes are something that I will do for my self anyway. I have a lot of mods and I always have a KaiserMM folder to adapt thing to my test. Mainly to make my set of to interact fine between them: Realchutes, CLS and OPM have the mayor issues with interactions with other mods for me. If you are already thinking in making updated I may help a little. That would be much appreciated, thank you. I know little about Contract Configurator, which was used to define the contracts for the CactEye. Link to comment Share on other sites More sharing options...
KaiserSoze Posted April 12, 2016 Share Posted April 12, 2016 (edited) 6 hours ago, Angel-125 said: That would be much appreciated, thank you. I know little about Contract Configurator, which was used to define the contracts for the CactEye. Good. I will have a look at the contract as they are in 1.05 with a clean install (except for the minimum mods) and try to get ig working. I think contract configurator still acepts the same cfgs in 1.1 version (with maybe more options). I'll let you know if I'm sucessful. EDIT: I just had a quick look at contracts. It seems that I will be able to make it work and avoid those strange orbits and also add contract for all planets/moons even for RSS and OPM However english is not my native language, so some texts could be...strange ;). Edited April 12, 2016 by KaiserSoze updated after check the contract files Link to comment Share on other sites More sharing options...
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