emerald Posted February 22, 2019 Share Posted February 22, 2019 The optics are good only for the stock (or a similar sized) system, a system modifying mod with kopernicus (other worlds, ...) will easily reach distances where the optics magnification is not enough. Ideally there should be another optics with a much higher magnification but very expensive and/or very energy hungry so one has the possibility to operate it under higher difficulties. Quote Link to comment Share on other sites More sharing options...
rottielover Posted February 26, 2019 Share Posted February 26, 2019 (edited) I'm using with 1.6, seems to work except that you cannot point anywhere even close to the sun, I'm talking like 30 degrees or so otherwise the optics explode and needs an eva repair. Either this is a change from prior versions (I haven't played in a while, but I know you used to be able to get Moho at least), or it's an issue between the mod and 1.6 where the mod thinks the sun is in a different place edit : oh and even if you have the aperture closed (cover on) it will still explode if you point near the sun Edited February 26, 2019 by rottielover Quote Link to comment Share on other sites More sharing options...
icedown Posted February 27, 2019 Author Share Posted February 27, 2019 22 hours ago, rottielover said: I'm using with 1.6, seems to work except that you cannot point anywhere even close to the sun, I'm talking like 30 degrees or so otherwise the optics explode and needs an eva repair. Either this is a change from prior versions (I haven't played in a while, but I know you used to be able to get Moho at least), or it's an issue between the mod and 1.6 where the mod thinks the sun is in a different place edit : oh and even if you have the aperture closed (cover on) it will still explode if you point near the sun This is due to it not taking into account the zoom setting currently used. I'm not just going to update it to 1.6 since there are a lot of issues with it. I've restarted the rewrite so things will be cleaned up and working quite differently. I don't have a timeline on it yet but I'm progressing steadily. I've learned a lot about unity in the last couple months so things should go quite a bit smoother this time. I did have one ready but after learning some things, it was generally a really bad setup and decided to redo it. I'll try to get basic test versions out quickly and then start building in the features. Quote Link to comment Share on other sites More sharing options...
rottielover Posted February 27, 2019 Share Posted February 27, 2019 That's cool, sorry I didn't have any idea that a re-write was in-progress. Thanks for taking over on this mod, this is one of my favorites and has been since it came out. If I may be so bold I have a suggestion - I'm an astrophotographer in RL and I know a thing or two about taking pictures thru a telescope My suggestion would be to add a contract (or multiple contracts), to take long duration exposure (if you need inspiration take a look at the Hubble Deep Field images). I have seen a few other contracts that include timers on the mission, I think you could probably setup a timer, the trick will be the target. One thing that I am not sure about is if you can programatically create a false target (ie just a random direction on the navball). One limitation of Cacteye was always that it's focused on the bodies in the system, then later when asteroids came out that functionality got added but the primary purpose of a space based telescope is going to be deep field photography (objects that exist outside the system). I'm not really sure if that was due to game limitations only or not. Since I'm giving suggestions here are a couple of more thoughts on things that could take the mod to the next level: Radio Telescope - You could have this part create false color images, or even have a ground based dish and the player's challenge is to get the dish to an appropriate site on Kerbin to set it up (I mean the mod already requires KAS/KIS so why not). Different optics - Infrared, Narrowband imaging for Hydrogen Alpha, ionized oxygen and sulfur (These are the standard "hubble pallet" for narrow band photos, if you need some links to look at let me know). Finally, I'll even "put my money where my mouth is", and here is a link to my work, if there is a way to include pictures inside the game for completed contracts then I would be happy to license any of my photos to you for that purpose. LINK: Rottie's Astrobin Quote Link to comment Share on other sites More sharing options...
icedown Posted February 27, 2019 Author Share Posted February 27, 2019 @rottielover Long duration exposures for planets are already planned and I have also been considering random targets as well. As far as other types of scopes, they need to have some other function other than just changing what the object looks like. I don't feel that just taking the same picture with a different processor/camera to be enough to gain additional science. While real world applications this is a major difference, from a game-play balance perspective, I don't feel that it warrants a whole new set of science. Options i am considering are like the radio telescope but using a spectrographic type display for pointing. Also occultation shots for both type of telescopes is another option. These are quite a bit down the line though as just getting it back up and running are my main concerns. Quote Link to comment Share on other sites More sharing options...
Vadym Posted July 29, 2019 Share Posted July 29, 2019 Help fulfill the contract. I flew to the moon. He took with him a thermometer. Measure the temperature. Landed back on Krebin. But the contract was not counted. What would it do to fulfill this contract ??? In the contract the following points are indicated: 1) Transport experiment to Mun 2) Satisfy all experiment (check experiment for details) 3) Complete experiment 4) Landbin or splash completed experiment on Kerbin. https://imgur.com/jQ5n9v9 https://imgur.com/l1ukG9l Quote Link to comment Share on other sites More sharing options...
pirx8 Posted August 5, 2019 Share Posted August 5, 2019 Hey, just wanna say that im happy someone is still working on this mod. Quote Link to comment Share on other sites More sharing options...
tmccreight651 Posted August 27, 2019 Share Posted August 27, 2019 Sorry for potentially necroposting, i just wanted to know if this Is this still being developed as i was going to use it in my roleplay save file thanks! Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted September 26, 2019 Share Posted September 26, 2019 Sorry for crossposting, I posted the same thing in the release thread: How do I get science out of a Cacteye telescope with Kerbalism 3? I can make pictures, but I can't do anything with the science I'm presented with, neither store not transmit it. In both cases, it says I don't have enough space on hard drive... Quote Link to comment Share on other sites More sharing options...
GamerBoy7474 Posted October 20, 2019 Share Posted October 20, 2019 (edited) (deleted) Edited October 20, 2019 by GamerBoy7474 Quote Link to comment Share on other sites More sharing options...
icedown Posted October 21, 2019 Author Share Posted October 21, 2019 Work has let up a little so I am back working on the rewrite. I don't know a date right now I'm back where I can work on it for the first time in a while. @infinite_monkey As you might expect from a telescope with a jumbo sized set of cameras, it produces a large amount of data. I haven't messed with Kerbalism in a really long time so I really don't know how it works now. I'll look into it when I get to the science part of the rewrite. Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted October 21, 2019 Share Posted October 21, 2019 1 hour ago, icedown said: Work has let up a little so I am back working on the rewrite. I don't know a date right now I'm back where I can work on it for the first time in a while. @infinite_monkey As you might expect from a telescope with a jumbo sized set of cameras, it produces a large amount of data. I haven't messed with Kerbalism in a really long time so I really don't know how it works now. I'll look into it when I get to the science part of the rewrite. my answer - add more antenna! many more antenna! Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted October 22, 2019 Share Posted October 22, 2019 On 10/21/2019 at 5:23 AM, zer0Kerbal said: my answer - add more antenna! many more antenna! Hmmm, you mean my cacteye telescope should look like a cactus? Makes sense :-D Quote Link to comment Share on other sites More sharing options...
8BITDEV Posted January 5, 2020 Share Posted January 5, 2020 will this work with 1.8? Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted February 20, 2020 Share Posted February 20, 2020 On 1/5/2020 at 4:18 PM, 8BITDEV said: will this work with 1.8? it loads fine, so you can test it in the game if you'd like. Only things I noticed was a misspelling in tele_mount.cfg for bulkheadProfiles that was bulkheadProviles and there are some instances of impactTolerance which isn't a property of parts. Quote Link to comment Share on other sites More sharing options...
EnrageMango Posted May 19, 2020 Share Posted May 19, 2020 Hi. I just want to know if you'll be updating or remaking this mod anytime soon. Please let me know. Thanks! Quote Link to comment Share on other sites More sharing options...
KIMCHI Posted June 21, 2020 Share Posted June 21, 2020 On 2/20/2020 at 2:27 PM, Drew Kerman said: it loads fine, so you can test it in the game if you'd like. Only things I noticed was a misspelling in tele_mount.cfg for bulkheadProfiles that was bulkheadProviles and there are some instances of impactTolerance which isn't a property of parts. On 5/19/2020 at 11:59 AM, EnrageMango said: Hi. I just want to know if you'll be updating or remaking this mod anytime soon. Please let me know. Thanks! Hey everyone open up /Parts/tele_mount/parts.cfg and replace the entire code with below. This will replace the missplelled variables. PART { // --- general parameters --- name = tele_mount module = Part author = Rubber Ducky // --- asset parameters --- mesh = model.mu scale = 1 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_attach = 0.0, 0.0, -0.14, 0.0, 0.0, 1.0 node_stack_top = 0.0, -0.225, 0.0, 0.0, 1.0, 0.0, 0 // --- editor parameters --- TechRequired = largeElectrics entryCost = 600 cost = 300 category = Structural subcategory = 0 title = CactEye Telescope Processor Mount manufacturer = CactEye Optics description = Used to mount a processor virtually anywhere. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,1,1,0 // --- standard part parameters --- mass = 0.1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 0.2 crashTolerance = 12 impactTolerance = 12 maxTemp = 2000 bulkheadProfiles = srf tags = Cacteye contain (stor hold telescope mount processor MODULE { name = ModuleKISPartMount mountedPartNode = bottom sndStorePath = KIS/Sounds/containerMount allowRelease = true MOUNT { attachNode = top allowedPartName= processorAsteroid1 allowedPartName= processorAsteroid2 allowedPartName = processorAsteroid3 allowedPartName = processorPlanetary1 allowedPartName = processorPlanetary2 allowedPartName = processorPlanetary3 } } } Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 28, 2020 Share Posted October 28, 2020 Hi, I've messaged @icedown to see if he is still around. If not, I'm considering adopting this and moving forward with it. Is there any interest? Linuxgurugamer Quote Link to comment Share on other sites More sharing options...
GamerBoy7474 Posted October 28, 2020 Share Posted October 28, 2020 2 minutes ago, linuxgurugamer said: Hi, I've messaged @icedown to see if he is still around. If not, I'm considering adopting this and moving forward with it. Is there any interest? Linuxgurugamer I'm interested! Quote Link to comment Share on other sites More sharing options...
Spike88 Posted October 30, 2020 Share Posted October 30, 2020 On 10/27/2020 at 9:20 PM, linuxgurugamer said: Hi, I've messaged @icedown to see if he is still around. If not, I'm considering adopting this and moving forward with it. Is there any interest? Linuxgurugamer It looks like he was last online in May. I’m definitely interested in seeing you take this over. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 30, 2020 Share Posted October 30, 2020 4 hours ago, Spike88 said: It looks like he was last online in May. I’m definitely interested in seeing you take this over. I know, which is why I sent him a PM, that usually sends an email to the address associated with the account. Anyway, I'm wondering if there are any outstanding issues with this, other than the typo in the file: /Parts/tele_mount/parts.cfg Quote Link to comment Share on other sites More sharing options...
Spike88 Posted October 30, 2020 Share Posted October 30, 2020 1 hour ago, linuxgurugamer said: I know, which is why I sent him a PM, that usually sends an email to the address associated with the account. Anyway, I'm wondering if there are any outstanding issues with this, other than the typo in the file: /Parts/tele_mount/parts.cfg Without actually loading it up, I'm willing to bet the .dll needs to be re-compiled for 1.10.x, and the parts probably need drag cubes defined. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 30, 2020 Share Posted October 30, 2020 1 minute ago, Spike88 said: Without actually loading it up, I'm willing to bet the .dll needs to be re-compiled for 1.10.x, and the parts probably need drag cubes defined. Ummm, this isn't my first time around the rodeo :-) Drag cubes don't need to be defined in most cases, the game does that automatically. But it is something I'll be looking at Quote Link to comment Share on other sites More sharing options...
Spike88 Posted October 30, 2020 Share Posted October 30, 2020 Just now, linuxgurugamer said: Ummm, this isn't my first time around the rodeo :-) Drag cubes don't need to be defined in most cases, the game does that automatically. But it is something I'll be looking at I'm well aware of that, I have several of your "continued" mods lol. Quote Link to comment Share on other sites More sharing options...
DJ Reonic Posted November 3, 2020 Share Posted November 3, 2020 It would be pretty cool to see MM patches made to integrate the functionality of this mod into the telescopes in mods like SCANSat and Space Dust. I can have a look at trying to do it this weekend, if nobody more MM-savvy wants to try it. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.