BlackBourn Posted July 13, 2023 Share Posted July 13, 2023 (edited) Im so glad to find it updated. I thought this mod was dead. I remember when I was 14/15 12/13 I loved this mod so much. And that was already 6 years ago 9 years ago. Thanks <3! Edit: Oh wait, that was back in 2014... Edited July 15, 2023 by BlackBourn it was 9 years ago, no 6 :O Quote Link to comment Share on other sites More sharing options...
SpacedInvader Posted July 15, 2023 Share Posted July 15, 2023 (edited) Have both Space Dust and Cacteye installed and was wanting to have access to the original Space Dust telescope model which gets overwritten by this mod, so I wrote up a patch to split the versions so that they can coexist. Thought I'd post it here in case anyone else wanted to use it. Also, I was having issues with the Cacteye telescope tubes duplicating endlessly in the tech tree and this might fix that issue (my guess is that this was the result of two parts with the same name getting created at every game load), but I can't be sure until I test it for a while on my main save. Spoiler //Delete the old parts to prevent duplication !PART[spacedust-telescope-1]{} !PART[spacedust-telescope-1-small]{} //Recreate Space Dust Telescope PART { name = spacedust-telescope module = Part author = Chris Adderley (Nertea) rescaleFactor = 1 MODEL { model = SpaceDust/Parts/Scanning/spacedust-telescope-1 } scale = 1 node_attach = 0.0, 0.0, -1.254, 0.0, 0.0, 1, 1 node_stack_bottom = 0.0, 0.0, -1.254, 0.0, 0.0, -1, 1 TechRequired = advScienceTech entryCost = 52000 cost = 25000 category = Science subcategory = 0 title = #LOC_SpaceDust_spacedust-telescope-1_title manufacturer = #LOC_SpaceDust_manufacturer_postkerbin description = #LOC_SpaceDust_spacedust-telescope-1_description attachRules =1,1,1,1,0 mass = 3 dragModelType = default maximum_drag = 0.25 minimum_drag = 0.25 angularDrag = .5 crashTolerance = 8 breakingForce = 200 breakingTorque = 200 maxTemp = 1500 bulkheadProfiles = srf, size1p5 tags = #LOC_SpaceDust_spacedust-telescope-1_tags MODULE { name = ModuleSpaceDustTelescope // Power cost per second when scanning PowerCost = 12 // Animation ScanAnimationName = OpenDoor // Size of the lens/mirror, for calcuations ObjectiveSize = 1.8 // FOV (radians) FieldOfView = 0.000969627362992369 SLOT { name = slot1 Instrument = None } SLOT { name = slot2 Instrument = None } } MODULE { name = ModuleB9PartSwitch moduleID = instrumentSlot1 switcherDescription = #LOC_SpaceDust_switcher_instrument_slot1_title SUBTYPE { name = None title = #LOC_SpaceDust_switcher_instrument_none descriptionSummary = #LOC_SpaceDust_switcher_instrument_none_summary descriptionDetail = #LOC_SpaceDust_switcher_instrument_none_detail primaryColor = #111111 secondaryColor = #111111 addedMass = 0 addedCost = 0 MODULE { IDENTIFIER { name = ModuleSpaceDustTelescope } DATA { SLOT { name = slot1 Instrument = None } } } } // SUBTYPE { name = XeInstrument title = #LOC_SpaceDust_switcher_instrument_xe descriptionSummary = #LOC_SpaceDust_switcher_instrument_xe_summary descriptionDetail = #LOC_SpaceDust_switcher_instrument_xe_detail primaryColor = #60a7be secondaryColor = #60a7be addedMass = 0.2 addedCost = 50000 MODULE { IDENTIFIER { name = ModuleSpaceDustTelescope } DATA { SLOT { name = slot1 Instrument = XenonSpectrometer } } } } SUBTYPE { name = OxInstrument title = #LOC_SpaceDust_switcher_instrument_ox descriptionSummary = #LOC_SpaceDust_switcher_instrument_ox_summary descriptionDetail = #LOC_SpaceDust_switcher_instrument_ox_detail primaryColor = #3399cc secondaryColor = #3399cc addedMass = 0.2 addedCost = 50000 MODULE { IDENTIFIER { name = ModuleSpaceDustTelescope } DATA { SLOT { name = slot1 Instrument = OxidizerSpectrometer } } } } SUBTYPE { name = LFInstrument title = #LOC_SpaceDust_switcher_instrument_lf descriptionSummary = #LOC_SpaceDust_switcher_instrument_lf_summary descriptionDetail = #LOC_SpaceDust_switcher_instrument_lf_detail primaryColor = #3399cc secondaryColor = #3399cc addedMass = 0.2 addedCost = 50000 MODULE { IDENTIFIER { name = ModuleSpaceDustTelescope } DATA { SLOT { name = slot1 Instrument = LiquidFuelSpectrometer } } } } } MODULE { name = ModuleB9PartSwitch moduleID = instrumentSlot2 switcherDescription = #LOC_SpaceDust_switcher_instrument_slot2_title SUBTYPE { name = None title = #LOC_SpaceDust_switcher_instrument_none descriptionSummary = #LOC_SpaceDust_switcher_instrument_none_summary descriptionDetail = #LOC_SpaceDust_switcher_instrument_none_detail primaryColor = #111111 secondaryColor = #111111 addedMass = 0 addedCost = 0 MODULE { IDENTIFIER { name = ModuleSpaceDustTelescope } DATA { SLOT { name = slot2 Instrument = None } } } } // SUBTYPE { name = XeInstrument title = #LOC_SpaceDust_switcher_instrument_xe descriptionSummary = #LOC_SpaceDust_switcher_instrument_xe_summary descriptionDetail = #LOC_SpaceDust_switcher_instrument_xe_detail primaryColor = #60a7be secondaryColor = #60a7be addedMass = 0.2 addedCost = 50000 MODULE { IDENTIFIER { name = ModuleSpaceDustTelescope } DATA { SLOT { name = slot2 Instrument = XenonSpectrometer } } } } SUBTYPE { name = OxInstrument title = #LOC_SpaceDust_switcher_instrument_ox descriptionSummary = #LOC_SpaceDust_switcher_instrument_ox_summary descriptionDetail = #LOC_SpaceDust_switcher_instrument_ox_detail primaryColor = #3399cc secondaryColor = #3399cc addedMass = 0.2 addedCost = 50000 MODULE { IDENTIFIER { name = ModuleSpaceDustTelescope } DATA { SLOT { name = slot2 Instrument = OxidizerSpectrometer } } } } SUBTYPE { name = LFInstrument title = #LOC_SpaceDust_switcher_instrument_lf descriptionSummary = #LOC_SpaceDust_switcher_instrument_lf_summary descriptionDetail = #LOC_SpaceDust_switcher_instrument_lf_detail primaryColor = #3399cc secondaryColor = #3399cc addedMass = 0.2 addedCost = 50000 MODULE { IDENTIFIER { name = ModuleSpaceDustTelescope } DATA { SLOT { name = slot2 Instrument = LiquidFuelSpectrometer } } } } } } //Create large Cacteye telescope version PART { name = cacteye-spacedust-telescope module = Part author = Chris Adderley (Nertea) rescaleFactor = 1 MODEL { model = CactEye/Parts/SpaceDust/Scanning/spacedust-telescope-1 scale = 1.25, 1.25, 1.25 } scale = 1 node_attach = 0.0, 0.0, -1.5675, 0.0, 0.0, 1, 2 node_stack_bottom = 0.0, 0.0, -1.5675, 0.0, 0.0, -1, 2 TechRequired = largeElectrics // advScienceTech entryCost = 52000 cost = 25000 category = Science subcategory = 0 title = CactEye Telescope Optical Tube manufacturer = CactEye Optics description = Originally developed by an overseas agency as a wind analysis satellite, we swapped a few sensors to make a small telescope. This telescope will not allow much science return, but it is useful as an easy way to increase the rate at which near-Kerbin asteroids are found.\nThis is the main part of the telescope. Attach a service bay directly underneath this piece with necessary modules inside. attachRules =1,1,1,1,0 mass = 3 dragModelType = default maximum_drag = 0.25 minimum_drag = 0.25 angularDrag = .5 crashTolerance = 8 breakingForce = 200 breakingTorque = 200 maxTemp = 1500 bulkheadProfiles = srf, size1p5 tags = #LOC_SpaceDust_spacedust-telescope-1_tags MODULE { name = ModuleAnimateGeneric animationName = OpenDoor startEventGUIName = Open Bay endEventGUIName = Close Bay actionGUIName = Toggle Bay evaDistance = 1.85 } MODULE { name = CactEyeOptics isSmallOptics = false scienceMultiplier = 1.0 CameraTransformName = GameObject CameraPartOwner = CactEye cameraForward = 0, 0, 1 cameraUp = 0, 1, 0 cameraPosition = 0,0,1 } MODULE { name = ModuleTestSubject situationMask = 32 useStaging = False useEvent = True } } //Create small Cacteye telescope version PART { name = cacteye-spacedust-telescope-small module = Part author = Chris Adderley (Nertea) rescaleFactor = 1 MODEL { model = CactEye/Parts/SpaceDust/Scanning/spacedust-telescope-1 scale = 0.66, 0.66, 0.66 } scale = 1 node_attach = 0.0, 0.0, -0.82764, 0.0, 0.0, 1, 1 node_stack_bottom = 0.0, 0.0, -0.82764, 0.0, 0.0, -1, 1 TechRequired = spaceExploration //advScienceTech entryCost = 52000 cost = 25000 category = Science subcategory = 0 title = CactEye Telescope small Optical Tube manufacturer = CactEye Optics description = Originally developed by an overseas agency as a wind analysis satellite, we swapped a few sensors to make a small telescope. This telescope will not allow much science return, but it is useful as an easy way to increase the rate at which near-Kerbin asteroids are found.\nThis is the main part of the small telescope. Attach a service bay directly underneath this piece with necessary modules inside. attachRules =1,1,1,1,0 mass = 1.5 dragModelType = default maximum_drag = 0.25 minimum_drag = 0.25 angularDrag = .5 crashTolerance = 8 breakingForce = 200 breakingTorque = 200 maxTemp = 1500 bulkheadProfiles = srf, size1p5 tags = CactEye telescope optics science aperture MODULE { name = ModuleAnimateGeneric animationName = OpenDoor startEventGUIName = Open Bay endEventGUIName = Close Bay actionGUIName = Toggle Bay evaDistance = 1.85 } MODULE { name = CactEyeOptics isSmallOptics = false scienceMultiplier = 0.5 CameraTransformName = GameObject CameraPartOwner = CactEye cameraForward = 0, 0, 1 cameraUp = 0, 1, 0 cameraPosition = 0,0,1 } MODULE { name = ModuleTestSubject situationMask = 32 useStaging = False useEvent = True } } Edited July 15, 2023 by SpacedInvader Quote Link to comment Share on other sites More sharing options...
redekr Posted March 15, 2024 Share Posted March 15, 2024 Is there any methods to turn off the Cacteye telescope so it won't use ECs so fast?I am playing with RO,and it costs ~8kW when doing nothing.... Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 15, 2024 Author Share Posted March 15, 2024 1 hour ago, redekr said: Is there any methods to turn off the Cacteye telescope so it won't use ECs so fast?I am playing with RO,and it costs ~8kW when doing nothing.... did you try to right-click the telescope to turn it off? Quote Link to comment Share on other sites More sharing options...
redekr Posted March 16, 2024 Share Posted March 16, 2024 (edited) 6 hours ago, linuxgurugamer said: did you try to right-click the telescope to turn it off? didn't find any option to turn it off... Edited March 16, 2024 by redekr Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 18, 2024 Author Share Posted March 18, 2024 On 3/15/2024 at 9:26 PM, redekr said: didn't find any option to turn it off... I just did some testing. It only seems to use EC when the GUI is open, so if you close the GUI, it should stop. Can yoy check that please? Admittedly I only tested with one of the processors, but it should apply to all. If you still have an issue, please specify all the details about the vessel: Camera Installed Processors Anything else which might be using EC A log file, parts list and the vessel itself would be helpfil if you could Quote Link to comment Share on other sites More sharing options...
GabeD416 Posted March 18, 2024 Share Posted March 18, 2024 So I'm having some sort of conflict between this mod and MechJeb2. Whenever they're installed at the same time, MechJeb's menus get forced up into the upper left corner and some of them don't show up at all. Anyone had anything similar? Quote Link to comment Share on other sites More sharing options...
Syczek Posted April 19, 2024 Share Posted April 19, 2024 (edited) @linuxgurugamerI having some weird issue when i use wield field camera after prolonged orbit : [ERR 12:07:30.899] CactEyeOptics: CactEye 2a: Exception 4: An error occurred producing a science report! [ERR 12:07:30.899] CactEyeOptics: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <9577ac7a62ef43179789031239ba8798>:0 at CactEye2.CactEyeWideField.DoScience (UnityEngine.Vector3 TargetPosition, System.Single scienceMultiplier, System.Single FOV, UnityEngine.Texture2D Screenshot, CactEye2.CactEyeProcessor ActiveProcessor) [0x0005d] in <e08a3f5eb40f416aa1288d32ace20675>:0 at CactEye2.TelescopeMenu.MainTelescopeWindowGUI (System.Int32 WindowID) [0x00a68] in <e08a3f5eb40f416aa1288d32ace20675>:0 https://www.mediafire.com/file/jbi3dbsmonz57f5/KSP.zip/file my log Edited April 21, 2024 by Syczek Quote Link to comment Share on other sites More sharing options...
Nyo Posted August 3, 2024 Share Posted August 3, 2024 Hello, I am greatly enjoying the mod however there seems to a few contracts that are impossible to complete. It requires you to be in the SOI of the moon (Destination: Mun) but also take a widefield picture of the Mun which is impossible since you cant target bodies while in their SOI. I got similar contracts for Eve and Minimus. Quote Link to comment Share on other sites More sharing options...
Messeno Posted August 26, 2024 Share Posted August 26, 2024 On 7/15/2023 at 3:00 AM, SpacedInvader said: Have both Space Dust and Cacteye installed and was wanting to have access to the original Space Dust telescope model which gets overwritten by this mod, so I wrote up a patch to split the versions so that they can coexist. Thought I'd post it here in case anyone else wanted to use it. Also, I was having issues with the Cacteye telescope tubes duplicating endlessly in the tech tree and this might fix that issue (my guess is that this was the result of two parts with the same name getting created at every game load), but I can't be sure until I test it for a while on my main save. Reveal hidden contents //Delete the old parts to prevent duplication !PART[spacedust-telescope-1]{} !PART[spacedust-telescope-1-small]{} //Recreate Space Dust Telescope PART { name = spacedust-telescope module = Part author = Chris Adderley (Nertea) rescaleFactor = 1 MODEL { model = SpaceDust/Parts/Scanning/spacedust-telescope-1 } scale = 1 node_attach = 0.0, 0.0, -1.254, 0.0, 0.0, 1, 1 node_stack_bottom = 0.0, 0.0, -1.254, 0.0, 0.0, -1, 1 TechRequired = advScienceTech entryCost = 52000 cost = 25000 category = Science subcategory = 0 title = #LOC_SpaceDust_spacedust-telescope-1_title manufacturer = #LOC_SpaceDust_manufacturer_postkerbin description = #LOC_SpaceDust_spacedust-telescope-1_description attachRules =1,1,1,1,0 mass = 3 dragModelType = default maximum_drag = 0.25 minimum_drag = 0.25 angularDrag = .5 crashTolerance = 8 breakingForce = 200 breakingTorque = 200 maxTemp = 1500 bulkheadProfiles = srf, size1p5 tags = #LOC_SpaceDust_spacedust-telescope-1_tags MODULE { name = ModuleSpaceDustTelescope // Power cost per second when scanning PowerCost = 12 // Animation ScanAnimationName = OpenDoor // Size of the lens/mirror, for calcuations ObjectiveSize = 1.8 // FOV (radians) FieldOfView = 0.000969627362992369 SLOT { name = slot1 Instrument = None } SLOT { name = slot2 Instrument = None } } MODULE { name = ModuleB9PartSwitch moduleID = instrumentSlot1 switcherDescription = #LOC_SpaceDust_switcher_instrument_slot1_title SUBTYPE { name = None title = #LOC_SpaceDust_switcher_instrument_none descriptionSummary = #LOC_SpaceDust_switcher_instrument_none_summary descriptionDetail = #LOC_SpaceDust_switcher_instrument_none_detail primaryColor = #111111 secondaryColor = #111111 addedMass = 0 addedCost = 0 MODULE { IDENTIFIER { name = ModuleSpaceDustTelescope } DATA { SLOT { name = slot1 Instrument = None } } } } // SUBTYPE { name = XeInstrument title = #LOC_SpaceDust_switcher_instrument_xe descriptionSummary = #LOC_SpaceDust_switcher_instrument_xe_summary descriptionDetail = #LOC_SpaceDust_switcher_instrument_xe_detail primaryColor = #60a7be secondaryColor = #60a7be addedMass = 0.2 addedCost = 50000 MODULE { IDENTIFIER { name = ModuleSpaceDustTelescope } DATA { SLOT { name = slot1 Instrument = XenonSpectrometer } } } } SUBTYPE { name = OxInstrument title = #LOC_SpaceDust_switcher_instrument_ox descriptionSummary = #LOC_SpaceDust_switcher_instrument_ox_summary descriptionDetail = #LOC_SpaceDust_switcher_instrument_ox_detail primaryColor = #3399cc secondaryColor = #3399cc addedMass = 0.2 addedCost = 50000 MODULE { IDENTIFIER { name = ModuleSpaceDustTelescope } DATA { SLOT { name = slot1 Instrument = OxidizerSpectrometer } } } } SUBTYPE { name = LFInstrument title = #LOC_SpaceDust_switcher_instrument_lf descriptionSummary = #LOC_SpaceDust_switcher_instrument_lf_summary descriptionDetail = #LOC_SpaceDust_switcher_instrument_lf_detail primaryColor = #3399cc secondaryColor = #3399cc addedMass = 0.2 addedCost = 50000 MODULE { IDENTIFIER { name = ModuleSpaceDustTelescope } DATA { SLOT { name = slot1 Instrument = LiquidFuelSpectrometer } } } } } MODULE { name = ModuleB9PartSwitch moduleID = instrumentSlot2 switcherDescription = #LOC_SpaceDust_switcher_instrument_slot2_title SUBTYPE { name = None title = #LOC_SpaceDust_switcher_instrument_none descriptionSummary = #LOC_SpaceDust_switcher_instrument_none_summary descriptionDetail = #LOC_SpaceDust_switcher_instrument_none_detail primaryColor = #111111 secondaryColor = #111111 addedMass = 0 addedCost = 0 MODULE { IDENTIFIER { name = ModuleSpaceDustTelescope } DATA { SLOT { name = slot2 Instrument = None } } } } // SUBTYPE { name = XeInstrument title = #LOC_SpaceDust_switcher_instrument_xe descriptionSummary = #LOC_SpaceDust_switcher_instrument_xe_summary descriptionDetail = #LOC_SpaceDust_switcher_instrument_xe_detail primaryColor = #60a7be secondaryColor = #60a7be addedMass = 0.2 addedCost = 50000 MODULE { IDENTIFIER { name = ModuleSpaceDustTelescope } DATA { SLOT { name = slot2 Instrument = XenonSpectrometer } } } } SUBTYPE { name = OxInstrument title = #LOC_SpaceDust_switcher_instrument_ox descriptionSummary = #LOC_SpaceDust_switcher_instrument_ox_summary descriptionDetail = #LOC_SpaceDust_switcher_instrument_ox_detail primaryColor = #3399cc secondaryColor = #3399cc addedMass = 0.2 addedCost = 50000 MODULE { IDENTIFIER { name = ModuleSpaceDustTelescope } DATA { SLOT { name = slot2 Instrument = OxidizerSpectrometer } } } } SUBTYPE { name = LFInstrument title = #LOC_SpaceDust_switcher_instrument_lf descriptionSummary = #LOC_SpaceDust_switcher_instrument_lf_summary descriptionDetail = #LOC_SpaceDust_switcher_instrument_lf_detail primaryColor = #3399cc secondaryColor = #3399cc addedMass = 0.2 addedCost = 50000 MODULE { IDENTIFIER { name = ModuleSpaceDustTelescope } DATA { SLOT { name = slot2 Instrument = LiquidFuelSpectrometer } } } } } } //Create large Cacteye telescope version PART { name = cacteye-spacedust-telescope module = Part author = Chris Adderley (Nertea) rescaleFactor = 1 MODEL { model = CactEye/Parts/SpaceDust/Scanning/spacedust-telescope-1 scale = 1.25, 1.25, 1.25 } scale = 1 node_attach = 0.0, 0.0, -1.5675, 0.0, 0.0, 1, 2 node_stack_bottom = 0.0, 0.0, -1.5675, 0.0, 0.0, -1, 2 TechRequired = largeElectrics // advScienceTech entryCost = 52000 cost = 25000 category = Science subcategory = 0 title = CactEye Telescope Optical Tube manufacturer = CactEye Optics description = Originally developed by an overseas agency as a wind analysis satellite, we swapped a few sensors to make a small telescope. This telescope will not allow much science return, but it is useful as an easy way to increase the rate at which near-Kerbin asteroids are found.\nThis is the main part of the telescope. Attach a service bay directly underneath this piece with necessary modules inside. attachRules =1,1,1,1,0 mass = 3 dragModelType = default maximum_drag = 0.25 minimum_drag = 0.25 angularDrag = .5 crashTolerance = 8 breakingForce = 200 breakingTorque = 200 maxTemp = 1500 bulkheadProfiles = srf, size1p5 tags = #LOC_SpaceDust_spacedust-telescope-1_tags MODULE { name = ModuleAnimateGeneric animationName = OpenDoor startEventGUIName = Open Bay endEventGUIName = Close Bay actionGUIName = Toggle Bay evaDistance = 1.85 } MODULE { name = CactEyeOptics isSmallOptics = false scienceMultiplier = 1.0 CameraTransformName = GameObject CameraPartOwner = CactEye cameraForward = 0, 0, 1 cameraUp = 0, 1, 0 cameraPosition = 0,0,1 } MODULE { name = ModuleTestSubject situationMask = 32 useStaging = False useEvent = True } } //Create small Cacteye telescope version PART { name = cacteye-spacedust-telescope-small module = Part author = Chris Adderley (Nertea) rescaleFactor = 1 MODEL { model = CactEye/Parts/SpaceDust/Scanning/spacedust-telescope-1 scale = 0.66, 0.66, 0.66 } scale = 1 node_attach = 0.0, 0.0, -0.82764, 0.0, 0.0, 1, 1 node_stack_bottom = 0.0, 0.0, -0.82764, 0.0, 0.0, -1, 1 TechRequired = spaceExploration //advScienceTech entryCost = 52000 cost = 25000 category = Science subcategory = 0 title = CactEye Telescope small Optical Tube manufacturer = CactEye Optics description = Originally developed by an overseas agency as a wind analysis satellite, we swapped a few sensors to make a small telescope. This telescope will not allow much science return, but it is useful as an easy way to increase the rate at which near-Kerbin asteroids are found.\nThis is the main part of the small telescope. Attach a service bay directly underneath this piece with necessary modules inside. attachRules =1,1,1,1,0 mass = 1.5 dragModelType = default maximum_drag = 0.25 minimum_drag = 0.25 angularDrag = .5 crashTolerance = 8 breakingForce = 200 breakingTorque = 200 maxTemp = 1500 bulkheadProfiles = srf, size1p5 tags = CactEye telescope optics science aperture MODULE { name = ModuleAnimateGeneric animationName = OpenDoor startEventGUIName = Open Bay endEventGUIName = Close Bay actionGUIName = Toggle Bay evaDistance = 1.85 } MODULE { name = CactEyeOptics isSmallOptics = false scienceMultiplier = 0.5 CameraTransformName = GameObject CameraPartOwner = CactEye cameraForward = 0, 0, 1 cameraUp = 0, 1, 0 cameraPosition = 0,0,1 } MODULE { name = ModuleTestSubject situationMask = 32 useStaging = False useEvent = True } } hello how do i apply your patch to my save? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 29, 2024 Author Share Posted August 29, 2024 On 8/26/2024 at 5:05 PM, Messeno said: hello how do i apply your patch to my save? Put it on a cfg file, anywhere I. GAMEdata Quote Link to comment Share on other sites More sharing options...
rrty44 Posted November 19, 2024 Share Posted November 19, 2024 My telescope from a mod with spacedust installed is being replaced with a telescope from the second mod. How can this be fixed? Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted January 1 Share Posted January 1 On 11/18/2024 at 10:42 PM, rrty44 said: My telescope from a mod with spacedust installed is being replaced with a telescope from the second mod. How can this be fixed? Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted January 1 Share Posted January 1 Why is SpaceDust.cfg completely commented out? Couldn't find any info in the change log or the file itself. It seems to be using NEEDS properly so not sure why it has to be manually enabled if SpaceDust is installed. Has it become deprecated? Quote Link to comment Share on other sites More sharing options...
Professor K Posted January 2 Share Posted January 2 On 12/31/2024 at 7:17 PM, Drew Kerman said: Why is SpaceDust.cfg completely commented out? Couldn't find any info in the change log or the file itself. It seems to be using NEEDS properly so not sure why it has to be manually enabled if SpaceDust is installed. Has it become deprecated? IIRC... Cacteye, by default, merges the functionality of the Spacedust telescopes into it's own telescopes and removes the spacedust-only scopes. The spacedust.cfg file restores the Spacedust telescopes for use as parts with different names (although the Cacteye scopes still have both functions). It's commented out because most users just use the combined parts. -K Quote Link to comment Share on other sites More sharing options...
marxman28 Posted February 27 Share Posted February 27 SpaceDock says this was recently updated. What's the update? Quote Link to comment Share on other sites More sharing options...
Elkram Posted February 28 Share Posted February 28 (edited) Hello, thanks to everyone involved in this mod. Since I don't use kis/kas I wanted to use the serviceable parts with the stock construction and inventory systems. Looks like it was easy, I wrote a small MM patch to add them the cargo module needed for it. I'll post it here, in case anyone needs it too. If it's necesary to say so, @linuxgurugamer you can add it to the mod if you think it deserves it. Spoiler @PART[processorPlanetary1]:AFTER[CactEye] { MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = 2 } } @PART[processorPlanetary2]:AFTER[CactEye] { MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = 2 } } @PART[processorPlanetary3]:AFTER[CactEye] { MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = 2 } } @PART[processorOccultation3]:AFTER[CactEye] { MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = 2 } } @PART[processorAsteroid3]:AFTER[CactEye] { MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = 2 } } @PART[processorAsteroid2]:AFTER[CactEye] { MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = 2 } } @PART[processorAsteroid1]:AFTER[CactEye] { MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = 2 } } Edited February 28 by Elkram Adding spoiler Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 28 Author Share Posted February 28 14 hours ago, marxman28 said: SpaceDock says this was recently updated. What's the update? Very small change, I forgot to post: New update, 1.5.3.1 Thanks to github user @svm420 for this: Change from hardcoded Date Values to dynamically seting those values from the home world in game Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 28 Author Share Posted February 28 11 hours ago, Elkram said: Hello, thanks to everyone involved in this mod. Since I don't use kis/kas I wanted to use the serviceable parts with the stock construction and inventory systems. Looks like it was easy, I wrote a small MM patch to add them the cargo module needed for it. I'll post it here, in case anyone needs it too. If it's necesary to say so, @linuxgurugamer you can add it to the mod if you think it deserves it. Reveal hidden contents @PART[processorPlanetary1]:AFTER[CactEye] { MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = 2 } } @PART[processorPlanetary2]:AFTER[CactEye] { MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = 2 } } @PART[processorPlanetary3]:AFTER[CactEye] { MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = 2 } } @PART[processorOccultation3]:AFTER[CactEye] { MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = 2 } } @PART[processorAsteroid3]:AFTER[CactEye] { MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = 2 } } @PART[processorAsteroid2]:AFTER[CactEye] { MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = 2 } } @PART[processorAsteroid1]:AFTER[CactEye] { MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = 2 } } Thanks. I'll look it over, but first glance is that the volumes are off. I checked a few ways: KSP PartVolume mod calculated : packedvolume =58 A similarily sized part from DMagic Orbital Science, the GoreSat has a packed volume of 49 Stock Mystery Goo has a packedVolume of 75. When I forced KSP PartVolume to calculate the stock Mystery Goo, it came up with a value of packedVolume = 76 These numbers are in liters. Packed volume can also be discussed, but in general, completed parts like these really can't be made any smaller Quote Link to comment Share on other sites More sharing options...
Elkram Posted February 28 Share Posted February 28 1 hour ago, linuxgurugamer said: Thanks. I'll look it over, but first glance is that the volumes are off. I checked a few ways: KSP PartVolume mod calculated : packedvolume =58 A similarily sized part from DMagic Orbital Science, the GoreSat has a packed volume of 49 Stock Mystery Goo has a packedVolume of 75. When I forced KSP PartVolume to calculate the stock Mystery Goo, it came up with a value of packedVolume = 76 These numbers are in liters. Packed volume can also be discussed, but in general, completed parts like these really can't be made any smaller Oh! I had no idea how it worked. I copied the module from thta little thing that is used to empty the fuel tanks, then I changed the stack amount to 1. I thought it was somewhat the same... Thanks, I'll change it in my side. I supose anyone interested could change it. And thanks for all the wonderfull work you have done with an incredible amount of mods! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 28 Author Share Posted February 28 2 minutes ago, Elkram said: Oh! I had no idea how it worked. I copied the module from thta little thing that is used to empty the fuel tanks, then I changed the stack amount to 1. I thought it was somewhat the same... Thanks, I'll change it in my side. I supose anyone interested could change it. And thanks for all the wonderfull work you have done with an incredible amount of mods! I'd go with the value of 58, that's calculated from the actual dimensions Quote Link to comment Share on other sites More sharing options...
Elkram Posted February 28 Share Posted February 28 Well, just in case someone needs it with accurate values, I'll post it here fixed with that value: Spoiler @PART[processorPlanetary1]:AFTER[CactEye] { MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = 58 } } @PART[processorPlanetary2]:AFTER[CactEye] { MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = 58 } } @PART[processorPlanetary3]:AFTER[CactEye] { MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = 58 } } @PART[processorOccultation3]:AFTER[CactEye] { MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = 58 } } @PART[processorAsteroid3]:AFTER[CactEye] { MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = 58 } } @PART[processorAsteroid2]:AFTER[CactEye] { MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = 58 } } @PART[processorAsteroid1]:AFTER[CactEye] { MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = 58 } } Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 28 Author Share Posted February 28 2 hours ago, Elkram said: Well, just in case someone needs it with accurate values, I'll post it here fixed with that value: Hide contents @PART[processorPlanetary1]:AFTER[CactEye] { MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = 58 } } @PART[processorPlanetary2]:AFTER[CactEye] { MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = 58 } } @PART[processorPlanetary3]:AFTER[CactEye] { MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = 58 } } @PART[processorOccultation3]:AFTER[CactEye] { MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = 58 } } @PART[processorAsteroid3]:AFTER[CactEye] { MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = 58 } } @PART[processorAsteroid2]:AFTER[CactEye] { MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = 58 } } @PART[processorAsteroid1]:AFTER[CactEye] { MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = 58 } } I'll incorporate this into the next release New release, 1.5.4 Thanks to forum user @Elkram for these patches Patches to add the ModuleCargoPart to all the processors Quote Link to comment Share on other sites More sharing options...
Syczek Posted March 1 Share Posted March 1 @linuxgurugamerAre gyroscope removed?? After latest update gyroscope are gone from my game Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 2 Author Share Posted March 2 10 hours ago, Syczek said: @linuxgurugamerAre gyroscope removed?? After latest update gyroscope are gone from my game The shouldn't be, I'll check tomorriw Quote Link to comment Share on other sites More sharing options...
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