Speadge Posted January 2, 2016 Share Posted January 2, 2016 @Angel-125 there are some more errors, at it seems in the definition. Check @ https://github.com/jrossignol/ContractConfigurator/wiki/CollectScience-Parameter so the "CollectScience" attribute for recover should be "recoveryMethod" instead of "recoverMethod" Link to comment Share on other sites More sharing options...
Angelo Kerman Posted January 8, 2016 Author Share Posted January 8, 2016 Thanks, I'll have those fixed in the next update. Link to comment Share on other sites More sharing options...
Supermarine Posted January 17, 2016 Share Posted January 17, 2016 (edited) 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. Edited January 17, 2016 by Supermarine Link to comment Share on other sites More sharing options...
Vaga Posted January 27, 2016 Share Posted January 27, 2016 On 1/17/2016 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. Are you using the Remote Tech mod? If you have remote tech you might need the patch dll file from Remote Tech FX. Link to comment Share on other sites More sharing options...
Supermarine Posted January 28, 2016 Share Posted January 28, 2016 6 hours ago, Vaga said: Hello, Nope, no Remote Tech mod. Only AntennaRange. Link to comment Share on other sites More sharing options...
RocketSquid Posted February 1, 2016 Share Posted February 1, 2016 I am using a simple, FungEye based scope, but no matter what I do the GUI will not open. Link to comment Share on other sites More sharing options...
DStaal Posted February 1, 2016 Share Posted February 1, 2016 Interesting mod and I like the idea, but I found myself hating the twitch-based gameplay it requires. I'm horrible at it (and my computer that barely handles KSP doesn't help...) and tend to avoid games that use it in general. Any chance for something like MechJeb that can lock onto a target and maintain that while I make observations? (I do find it odd that I can get a telescope for my back yard that can lock onto any star or planet in the sky automatically but we don't expect this to be able to do the same.) Even with a part or science cost. Link to comment Share on other sites More sharing options...
RocketSquid Posted February 4, 2016 Share Posted February 4, 2016 On February 1, 2016 at 5:24 PM, RocketSquid said: I am using a simple, FungEye based scope, but no matter what I do the GUI will not open. Can anyone help with this? It doesn't have any gyroscopes, but has basic reaction wheels. It uses a level 1 wide field camera. Link to comment Share on other sites More sharing options...
debitfett Posted February 7, 2016 Share Posted February 7, 2016 The settings dont save when i leave the game. If any of my telescops are pointing near the sun thay cease to function, i dont want this. can some one hemp me. Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 8, 2016 Author Share Posted February 8, 2016 On 2/4/2016 at 7:25 PM, RocketSquid said: Can anyone help with this? It doesn't have any gyroscopes, but has basic reaction wheels. It uses a level 1 wide field camera. Neither telescope has built-in gyroscopes. You need to use the GRU-1000 or GRU-2000, which are located in the Command & Control tab. 22 hours ago, debitfett said: The settings dont save when i leave the game. If any of my telescops are pointing near the sun thay cease to function, i dont want this. can some one hemp me. You can disable the sun damage in the settings window. Go to the Space Center, click the cactus, and change the settings there. Link to comment Share on other sites More sharing options...
ExplorerKlatt Posted February 8, 2016 Share Posted February 8, 2016 On February 1, 2016 at 4:24 PM, RocketSquid said: I am using a simple, FungEye based scope, but no matter what I do the GUI will not open. Do you have a probe core attached? Link to comment Share on other sites More sharing options...
RocketSquid Posted February 9, 2016 Share Posted February 9, 2016 10 hours ago, Angel-125 said: Neither telescope has built-in gyroscopes. You need to use the GRU-1000 or GRU-2000, which are located in the Command & Control tab. I meant I didn't have any attatched. 8 hours ago, ExplorerKlatt said: Do you have a probe core attached? I hope so, considering the craft is fully controllable and unkerbbed. The alternative is that there's a glitch, or some sort of ghost-kerbal piloting it. Link to comment Share on other sites More sharing options...
ExplorerKlatt Posted February 9, 2016 Share Posted February 9, 2016 12 minutes ago, RocketSquid said: I meant I didn't have any attatched. I hope so, considering the craft is fully controllable and unkerbbed. The alternative is that there's a glitch, or some sort of ghost-kerbal piloting it. Possibly in issue with installation then. Can we see a pic of your GameData folder and the cacteye folder. Link to comment Share on other sites More sharing options...
RocketSquid Posted February 10, 2016 Share Posted February 10, 2016 I reinstalled CactEye twice, there isn't a problem with the installation. I was joking about there being a glitch, the craft did have a probe core and adequate power. Also, to post a picture of my GameData would take an entire Imgur album. Link to comment Share on other sites More sharing options...
casper88 Posted February 17, 2016 Share Posted February 17, 2016 im constantly getting the "new telescope" contract... you add a cooldown / reduce the weighting for your contract definition please.. thanks Link to comment Share on other sites More sharing options...
Deimos Rast Posted February 20, 2016 Share Posted February 20, 2016 (edited) Question: Is this compatible with the mod CustomAsteroids? Or Kopernicus (not sure if Kopernicus changes Asteroid spawn rates, but I know CustomAsteroids does). In my Player.log, I found: CactEye 2: Asteroid Spawner: Was not able to adjust spawn rate; AsteroidSpawner object is null! System.NullReferenceException: Object reference not set to an instance of an object at CactEye2.CactEyeAsteroidSpawner.AdjustSpawnRate () [0x00000] in <filename unknown>:0 and a lot of: Could not load file or assembly 'CactEye2, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. The class DistantObjectHook.DOEWrapper could not be loaded, used in DistantObjectHook, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null I'm guessing that's related to the Distant Object Enhancement mod, which I have installed, specifically for this mod. Looking in the CactEye folder, I noticed the plugin for the DistantObjectHook is in it's own GameData folder buried inside, so I'll try moving that to the my main GameData folder and seeing if that resolves the issue. Would be swell if it's that easy of a fix. On another note: I really like the models/textures of this mod, and it seems wells thought out (part wise). Parts are a bit expensive (looking at you telescope tube), but that's to be expected I suppose. Cheers. ---edit--- It turns out I completely botched the install of the entire mod; embarrassing, since I have well over 100 mod installs under my belt. Whoops! That probably takes care of the the second error I listed, still not sure on the first though, I'll have to check it again next time the game crashes (which shouldn't be too long, sigh). Edited February 20, 2016 by Deimos Rast update Link to comment Share on other sites More sharing options...
davidy12 Posted February 20, 2016 Share Posted February 20, 2016 Still waiting for OPM support I always use it in all my installs. Link to comment Share on other sites More sharing options...
Svm420 Posted February 20, 2016 Share Posted February 20, 2016 (edited) 27 minutes ago, davidy12 said: Still waiting for OPM support I always use it in all my installs. What support would that be? The mod already comes with science definition for OPM so you'll have to be more specific... Edited February 20, 2016 by Svm420 Link to comment Share on other sites More sharing options...
davidy12 Posted February 20, 2016 Share Posted February 20, 2016 5 minutes ago, Svm420 said: What support would that be? The mod already comes with science definition for OPM so you'll have to be more specific... What? Did I miss something? @Angel-125 updated it for OPM? Link to comment Share on other sites More sharing options...
Svm420 Posted February 20, 2016 Share Posted February 20, 2016 (edited) 6 minutes ago, davidy12 said: What? Did I miss something? @Angel-125 updated it for OPM? No at least 8 months old same as the one on Angel-125's Repo LOL Edited February 20, 2016 by Svm420 Link to comment Share on other sites More sharing options...
Deimos Rast Posted February 21, 2016 Share Posted February 21, 2016 Well, after reinstalling the mod properly, it fixed the second of the errors I listed (about the DistantObjectHook), but I still get the NullRef about the Asteroid Spawner. A step in the right direction! Link to comment Share on other sites More sharing options...
Alpha188 Posted February 25, 2016 Share Posted February 25, 2016 Really cool mod, but I have 2 main issues. First of all, setting won't save after closing the game. Secondly, keep pointing at really far planets (anything but Eve, Duna and Dres actually) is almost impossible. Any tips? Link to comment Share on other sites More sharing options...
Deimos Rast Posted February 25, 2016 Share Posted February 25, 2016 2 hours ago, Alpha188 said: Really cool mod, but I have 2 main issues. First of all, setting won't save after closing the game. Secondly, keep pointing at really far planets (anything but Eve, Duna and Dres actually) is almost impossible. Any tips? There is a settings.cfg file in CactEye/Resources which contains: CactEye2 { DebugMode = True SunDamage = True GyroDecay = True } You could try that. Not sure why there needs to be a button in the applauncher myself (would love to see blizzy support personally). And on the second point, that's better than I've done. I managed Jool, because it's a fattie planet. My only suggestion would be to try the better of the two gyros. In the telescope view, if you didn't notice, there is the second slider on the bottom, which increases the sensitivity of the gyros if you slide it to the right, I believe, which might be counter-intuitive. If you're desperate, you could turn to the configs again, and look at the part.cfg for each gryo, found in folders tele_gru1 and tele_gru2 (in the Parts folder) at: gyroScale = 0.2 gyroFineScale = 0.05 Mind you, I haven't tested any of this, so I don't know what it will do, or whether it should be scaled up or down. Obviously, make a backup of either, or both before editing, yada yada. Maybe try an MM config instead if you're so able/inclinded. That's all I can think of to be honest, but I agree with you. I couldn't even get Duna but I got a lot of centerfold shots (real racy stuff) of the Mun and Minmus. Cheers. Link to comment Share on other sites More sharing options...
ThaZeus Posted February 29, 2016 Share Posted February 29, 2016 (edited) What is the point of the distant object hook folder? Edited February 29, 2016 by ThaZeus Link to comment Share on other sites More sharing options...
eberkain Posted March 14, 2016 Share Posted March 14, 2016 Why do all the contracts call for putting satellites into orbit beyond the Mun? I mean, hubble is in low earth orbit. Link to comment Share on other sites More sharing options...
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