The-Doctor Posted May 17, 2017 Share Posted May 17, 2017 They've indicated a 1.3 release? Quote Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted May 17, 2017 Share Posted May 17, 2017 4 minutes ago, The-Doctor said: They've indicated a 1.3 release? Well yes there will be a 1.3 release. They have not announced a specific date for it but it is coming soon™. Quote Link to comment Share on other sites More sharing options...
The-Doctor Posted May 17, 2017 Share Posted May 17, 2017 This is making me feel to put of this series hm. I hope it's not coming soon but a year from now. Have they made any teases? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 17, 2017 Author Share Posted May 17, 2017 1.2.9 is essentially a prerelease/beta Quote Link to comment Share on other sites More sharing options...
munseeker Posted June 24, 2017 Share Posted June 24, 2017 Hey @linuxgurugamer - I'm happy to see that you are supporting my old mod. I haven't had much time lately for KSP so I'm really glad that the telescope has found a new home. Keep up the good work! Quote Link to comment Share on other sites More sharing options...
Mihara Posted June 30, 2017 Share Posted June 30, 2017 (edited) There's a bug in the contracts for this. Well, probably several, but at least one. I think I'm going to tell this as a story, because it is amusing... So I get a contract to put up a telescope. I duly construct a small station to service it and launch it, yay! Now that I got the science results from around Kerbin, I go back to the contracts to see... No, not a "Put one around the Mun now." Put another one up around Kerbin. But I don't want another station around Kerbin! So I make a token vehicle, telescope, solar panel, lab, and launch it, and then immediately deorbit it. That's how I find that not only the telescope does not get burned up, it also serves as an excellent airbrake, not unlike the 2.5m ballute. Most of the "station" makes it to the ground despite me not expecting it to. I come back to contracts to find... another contract for a Kerbin telescope. So I decide to get crafty. I exploit the fact that it airbrakes so well and set it up to land. A few attempts later, I succeed -- even just deleting it is profitable, after all, getting almost all of it back is a nice bonus. I take out the contract again, but decide to take a break, and go back to resupply my station. Poof, the contract gets fullfilled: It counts as a "new" telescope in orbit. This is infinitely repeatable. This kind of puts a cramp into my attempts to play career seriously. EDIT: Oh, and I keep getting contracts that tell me to do radioastronomy on the surface. I don't think this kind of telescope should work for this sort of thing, but maybe that's just me. Edited June 30, 2017 by Mihara Addendum Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 17, 2017 Author Share Posted July 17, 2017 New release, 1.0.2: Added Kopernicus patch Updated URL for version checking to githu @Mihara Thanks for the report, I'll see what I can to to fix some of those things. Quote Link to comment Share on other sites More sharing options...
Yakvi Posted September 15, 2017 Share Posted September 15, 2017 Hey @linuxgurugamer, are you still maintaining this mod? Didn't find it in your mod statuses spreadsheet, and the mod itself is looking very promising. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 15, 2017 Author Share Posted September 15, 2017 1 minute ago, Yakvi said: Hey @linuxgurugamer, are you still maintaining this mod? Didn't find it in your mod statuses spreadsheet, and the mod itself is looking very promising. Yes, and it is there, but the name is: Triple-Z Radio Astronomy Telescope Quote Link to comment Share on other sites More sharing options...
Yakvi Posted September 15, 2017 Share Posted September 15, 2017 1 hour ago, linuxgurugamer said: Yes, and it is there, but the name is: Triple-Z Radio Astronomy Telescope Oh, thanks! Somehow the link from the thread in your signature doesn't visualize titles after "SmartStage", so I didn't see it. Opening full spreadsheet helped: https://docs.google.com/spreadsheets/d/1vS3F56EmMcfPgLPiMJrmlGo_Op1iLJoxYoEarnXpVNg/pubhtml Quote Link to comment Share on other sites More sharing options...
JoE Smash Posted August 10, 2018 Share Posted August 10, 2018 (edited) Included on my first ever Kerbin station....mostly because the contract patch associated with the telescope also work. (I got a contract to put it up there). I like it. I like that the science gains are for each Biome. I like the unfolding animation. Good mod! Also meshes well with the big Origami relay dish from your recycled parts mod as well..... Edited August 10, 2018 by JoE Smash Quote Link to comment Share on other sites More sharing options...
NeuroticGamer Posted October 21, 2018 Share Posted October 21, 2018 (edited) On 6/30/2017 at 12:52 PM, Mihara said: There's a bug in the contracts for this. Well, probably several, but at least one. I think I'm going to tell this as a story, because it is amusing... @linuxgurugamer , @FreeThinker I was experiencing a problem with the contract and broke out my grep tool. I found a copy of Triple-Z's contract in \GameData\WarpPlugin\Parts\BeamedPower\PhasedArray\phasedArray1\MunSeeker_ZZZ_RadioTelescope_Contracts.cfg The contract cfgs were identical except that "part = radiotelescope" was replaced with "part = deployablePhasedArray" I've verified that I got this alternate version from https://kerbal.curseforge.com/projects/ksp-interstellar-extended/files/2616269 It looks like the normal release of KSP Interstellar Extended. I'm still digging into whether there is a real bug in the normal copy of the contract. Edited October 21, 2018 by NeuroticGamer Forgot to include KSPIE author Quote Link to comment Share on other sites More sharing options...
NeuroticGamer Posted October 21, 2018 Share Posted October 21, 2018 I'm now experiencing what @Mihara saw. After successfully launching and completing the Kerbin contract. I continually get the Kerbin Contract, not the Mun. I need to learn more about how contracts are written You can see that the requirement of only 1 offered ZZZRadioTelescope contracts will prevent the Mun one from appearing. Does the order of the contracts in the CFG matter? If the Mun one was listed first (and already has dependency) would that be the way to correct this issue? Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted October 21, 2018 Share Posted October 21, 2018 (edited) 8 hours ago, NeuroticGamer said: The contract cfgs were identical except that "part = radiotelescope" was replaced with "part = deployablePhasedArray" Well there are more changes, mainly in the power source requirement, but I changed the name so future conflict should be avoided Edited October 21, 2018 by FreeThinker Quote Link to comment Share on other sites More sharing options...
HebaruSan Posted November 7, 2018 Share Posted November 7, 2018 Latest release has multiple .version files. Too many .version files located: GameData/MunSeeker/ZZZ_RadioTelescope/ZZZRadioTelescope.version, GameData/MunSeeker/ZZZRadioTelescope.version Do you want the netkan to pick one? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 7, 2018 Author Share Posted November 7, 2018 2 hours ago, HebaruSan said: Latest release has multiple .version files. Too many .version files located: GameData/MunSeeker/ZZZ_RadioTelescope/ZZZRadioTelescope.version, GameData/MunSeeker/ZZZRadioTelescope.version Do you want the netkan to pick one? No, I'll fix it 2 hours ago, HebaruSan said: Latest release has multiple .version files. Too many .version files located: GameData/MunSeeker/ZZZ_RadioTelescope/ZZZRadioTelescope.version, GameData/MunSeeker/ZZZRadioTelescope.version Do you want the netkan to pick one? Should be fixed now Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted January 20, 2019 Share Posted January 20, 2019 @linuxgurugamerThere is a bug in 1.6.0 & 1.6.1 that can lock up the parts menu in the VAB if a bulkheadProfiles isn't defined for each part. The linked thread below discusses it. I only found the one part in this mod missing the bulkheadProfiles definition: ./MunSeeker/ZZZ_RadioTelescope/Parts/telescope/part.cfg I know you maintain a lot of mods and I only use a small subset. I've been posting these messages to all mods I use where I found problems. To find parts that were missing the definition I did the following in a Cygwin tcsh shell window from the GameData directory. Based on your screen name I'm assuming you have access to a Linux computer where you could do a similar scan of all your mods. find . -name "*.cfg" -exec grep -l attachRules {} \; > /tmp/partlist.txt find . -name "*.cfg" -exec grep -l bulkheadProfiles {} \; > /tmp/bulkheadlist.txt diff /tmp/partlist.txt /tmp/bulkheadlist.txt > /tmp/missingbulkhead.list I'm searching config files for the attachRules keyword with the assumption that every part (and only parts) will have this defined. Then search for the bulkheadProfiles keyword. Compare the results and this should be the list of parts missing the bulkheadProfiles definition. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 20, 2019 Author Share Posted January 20, 2019 1 hour ago, Tonka Crash said: @linuxgurugamerThere is a bug in 1.6.0 & 1.6.1 that can lock up the parts menu in the VAB if a bulkheadProfiles isn't defined for each part. The linked thread below discusses it. I only found the one part in this mod missing the bulkheadProfiles definition: ./MunSeeker/ZZZ_RadioTelescope/Parts/telescope/part.cfg I know you maintain a lot of mods and I only use a small subset. I've been posting these messages to all mods I use where I found problems. To find parts that were missing the definition I did the following in a Cygwin tcsh shell window from the GameData directory. Based on your screen name I'm assuming you have access to a Linux computer where you could do a similar scan of all your mods. find . -name "*.cfg" -exec grep -l attachRules {} \; > /tmp/partlist.txt find . -name "*.cfg" -exec grep -l bulkheadProfiles {} \; > /tmp/bulkheadlist.txt diff /tmp/partlist.txt /tmp/bulkheadlist.txt > /tmp/missingbulkhead.list I'm searching config files for the attachRules keyword with the assumption that every part (and only parts) will have this defined. Then search for the bulkheadProfiles keyword. Compare the results and this should be the list of parts missing the bulkheadProfiles definition. Thanks, I'm using those command to search all my mods. Hopefully it won't be many, but I will get the fixed ASAP Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 20, 2019 Author Share Posted January 20, 2019 New release, 1.0.3 Added missing bulkhead profile Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 20, 2019 Author Share Posted January 20, 2019 2 hours ago, Tonka Crash said: I know you maintain a lot of mods and I only use a small subset. I've been posting these messages to all mods I use where I found problems. To find parts that were missing the definition I did the following in a Cygwin tcsh shell window from the GameData directory. Based on your screen name I'm assuming you have access to a Linux computer where you could do a similar scan of all your mods. find . -name "*.cfg" -exec grep -l attachRules {} \; > /tmp/partlist.txt find . -name "*.cfg" -exec grep -l bulkheadProfiles {} \; > /tmp/bulkheadlist.txt diff /tmp/partlist.txt /tmp/bulkheadlist.txt > /tmp/missingbulkhead.list I'm searching config files for the attachRules keyword with the assumption that every part (and only parts) will have this defined. Then search for the bulkheadProfiles keyword. Compare the results and this should be the list of parts missing the bulkheadProfiles definition. I've updated a number of my mods, but still have a lot to go. Apparently this is missing in many of the older parts mods, including KWRocketry, SXT and others. It's going to take me a few days to get through them all. Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted January 20, 2019 Share Posted January 20, 2019 Just now, linuxgurugamer said: I've updated a number of my mods, but still have a lot to go. Apparently this is missing in many of the older parts mods, including KWRocketry, SXT and others. It's going to take me a few days to get through them all. I don't know the history to know when bulkheadProfiles became a component of a part description, but I can see where you would have the most parts to fix, it's the reason I included the method I used to track them down. I still have a catchall fix in a personal patch file to work around unpatched mods. It's not as good as having the correct profiles defined, but it avoids locking up the VAB. @PART[*]:HAS[~bulkheadProfiles[]] { bulkheadProfiles = srf } Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 20, 2019 Author Share Posted January 20, 2019 24 minutes ago, Tonka Crash said: I don't know the history to know when bulkheadProfiles became a component of a part description, but I can see where you would have the most parts to fix, it's the reason I included the method I used to track them down. I still have a catchall fix in a personal patch file to work around unpatched mods. It's not as good as having the correct profiles defined, but it avoids locking up the VAB. @PART[*]:HAS[~bulkheadProfiles[]] { bulkheadProfiles = srf } It was greatly appreciated. and thanks for that patch, will be useful Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 21, 2019 Author Share Posted January 21, 2019 18 hours ago, Tonka Crash said: I don't know the history to know when bulkheadProfiles became a component of a part description, but I can see where you would have the most parts to fix, it's the reason I included the method I used to track them down. I still have a catchall fix in a personal patch file to work around unpatched mods. It's not as good as having the correct profiles defined, but it avoids locking up the VAB. @PART[*]:HAS[~bulkheadProfiles[]] { bulkheadProfiles = srf } Well, I just finished with all my mods, as far as I can tell. Next up is for me to create a test install, load ALL my mods, and have a catchall like this: @PART[*]:HAS[~bulkheadProfiles[]] { bulkheadProfiles = missingSrf } Then, I'll start the game, get to the main menu and exit. After this, all I'll need to do is search the ModuleManager.ConfigCache for any missingSrf which will point me to any I missed. Since you are go through many other mods, you might want to do the same. I did find that while your find/greps were good, they came up with a few false positives, and I may have missed some. Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted January 21, 2019 Share Posted January 21, 2019 1 hour ago, linuxgurugamer said: @PART[*]:HAS[~bulkheadProfiles[]] { bulkheadProfiles = missingSrf } Then, I'll start the game, get to the main menu and exit. After this, all I'll need to do is search the ModuleManager.ConfigCache for any missingSrf which will point me to any I missed. Since you are go through many other mods, you might want to do the same. I did find that while your find/greps were good, they came up with a few false positives, and I may have missed some. Using the catchall this way hadn't occurred to me. I was running the catchall because I knew I'd missed at least one locally. Turns out the mechjeb AR202 had one file with several part definitions that each need a fix to handle how it's features are split into several nodes in the tech tree. I wasn't worried too about false positives I was having a hard enough time trying to isolate .cfg files that were parts and not just a MM patch. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 21, 2019 Author Share Posted January 21, 2019 11 minutes ago, Tonka Crash said: Using the catchall this way hadn't occurred to me. I was running the catchall because I knew I'd missed at least one locally. Turns out the mechjeb AR202 had one file with several part definitions that each need a fix to handle how it's features are split into several nodes in the tech tree. Yes, I found at least one of my mods which had multiple parts in a single file. I took the opportunity to split them up into individual files 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.