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[WIP] Cacteye Telescope v0.1 (2/1/14) - Modular, EVA-serviceable orbital telescope


Rubber Ducky

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According to what was posted in the KAS thread this is now expected behavior. So don't expect a KAS update to fix this.

If you want to use Cacteye with the 0.4.6 version of KAS you will need to make the changes above (either modify your cfg's or use Gavin's moduleManager file).

Side note, I've also noted a tendency for my kerbals to end up "backwards" on the ladder. I have not investigated this yet.

Btw, just have to say that I've added this mod to my must haves list. It adds depth and goals to your gameplay, without being "super OP score some Sci points!" . Kudos

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I've made some small changes to the config, edit in the previous post. I was tired, sorry.

I love this mod too, it's added a bit of mid-game help to Interstellar just before the really big science costs come in. However, I'm a little annoyed: I did one really big mission, and upgraded from Low Tech directly to High tech. I sent up an entirely new telescope for the high tech one, as I'd redesigned it somewhat (and the previous one died of that upside-down-processor mishap).

It seems I can't run Mid-Tech experiments with a High-Tech processor? That seems a bit silly. I'll launch a refit mission, but really the High-tech processor should be able perform all the experiments.

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Just so everybody knows, the next update might not be for a while (at least a couple of weeks). I've still got a few things to implement and fix with my other plugin, and I'd like to model some new parts for this pack so the selection is a bit less limited -- hopefully more optical tubes, mounts, maybe 1.25m parts, I haven't decided yet. I realize there's some bugs that I really need to go through and fix; I just want to hold off on an update release so I don't lose motivation.

Also, @a__gun, ground observatories are something I'd like as well further down the pipeline. I've been thinking of a manned module that can be operated in IVA -- it'd be a ton of work though.

And @GavinZac, I'll add that to that change list for the next update. The tech-exclusivity was done purely for a modular tech system that could be easily extended in future updates, but now that I have a bit more experience with C# I think I could easily add multiple tech types to one processor.

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And @GavinZac, I'll add that to that change list for the next update. The tech-exclusivity was done purely for a modular tech system that could be easily extended in future updates, but now that I have a bit more experience with C# I think I could easily add multiple tech types to one processor.

Great, thanks. In the mean time, it seems it's possible to make it work just by renaming all instances of tele.Processor.High to tele.Processor.Mid in the persistent.sfs file. Somewhat cheating, but then again, if it's a future feature... :)

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@Rubber Ducky: When you first mentioned this mod I thought(for some silly reason) it was going to be something like a small grabable telescope, one you can hold on your back while in EVA.

So you could grab it from the side of your craft or from a storage container, carry it on your back and deploy it's legs and place it on the ground. So maybe it's an idea to add to the mod. :D

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Just so everybody knows, the next update might not be for a while

Looking forward to it and thanks for the update on updates.

Also, @a__gun, ground observatories are something I'd like as well further down the pipeline. I've been thinking of a manned module that can be operated in IVA -- it'd be a ton of work though.

A IVA operable telescope would be amazing long term, but I would of thought getting a basic GUI controlled telescope would be a much easier place to start

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Ok I have my processor (1st tech level) in its mount as shown in the images, the other experiments on the compartment walls, the apature open, the planet selected in map view, have it pointing directly at the planet and the Hubble orbiting above 357000 km (RSS required orbit) But whenever I try to run the experiment or take photos it simply states "couldn't find processor" ? It's frustrating given the amount of time and effort it takes to one in orbit every time. Any ideas?

Great mod btw, I just really wan't it to work! :P

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Ok I have my processor (1st tech level) in its mount as shown in the images, the other experiments on the compartment walls, the apature open, the planet selected in map view, have it pointing directly at the planet and the Hubble orbiting above 357000 km (RSS required orbit) But whenever I try to run the experiment or take photos it simply states "couldn't find processor" ? It's frustrating given the amount of time and effort it takes to one in orbit every time. Any ideas?

Great mod btw, I just really wan't it to work! :P

Activated the processor? (Right click -> activate) Make sure the top of the processor mount is flush with the roof of the cargo bay.

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Activated the processor? (Right click -> activate) Make sure the top of the processor mount is flush with the roof of the cargo bay.

yeah it's activated, Ill chech again to make sure the mount is in the right place, but I'm pretty sure it was. thanks anyway though

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I can use 2 of the experiments now but the wide field one says it's being blocked by Kerbin even when it's no where near and I can see the target?

That bug will be fixed in the next update, as I've found a much better way to calculate occlusion in working on Distant Object Enhancement.

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Quick 'bug' report, though I've seen no evidence of it causing problems other than log-spam:


PartLoader: Compiling Part 'CactEye/Parts/tele_gui/part/tele_gui'
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)
NullReferenceException: Object reference not set to an instance of an object
at CactEyeTelescope.TelescopeGuidance.OnDestroy () [0x00000] in <filename unknown>:0
UnityEngine.Object:DestroyImmediate(Object, Boolean)
UnityEngine.Object:DestroyImmediate(Object)
PartLoader:StripComponent(GameObject)
PartLoader:CreatePartIcon(GameObject, Single&)
PartLoader:ParsePart(UrlConfig, ConfigNode)
:MoveNext()

Seems like it's just an exception that needs to be caught in this rare circumstance.

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Today I found (after completing a service mission to upgrade from L1 tech to L2 tech parts), that I could use the wide field camera with the aperture closed... I'm unsure how I exactly managed that (I didn't note down step by step).

I *think* it was because I had used everything, then closed the aperture to move the scope to a new target, forgot to open it, but the wide field camera experiment module worked anyway.

So Just a note, you might already know about it for all I know.

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So for whatever reason, this mod breaks treeloader... I can't use custom tech-trees with this. Can anyone tell me if this is an issue, or did I do something wrong.

Edit: Ga, I'm an idiot. Figured it out.

Edited by vardicd
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Downloaded and installed now, looks sweet! I'm going to see if I can fit it into the Kerbin Mini Shuttle for some cool roleplay...

Mind if I make a video on this/use it in videos? :)

I don't mind if you use it in videos, but I'd recommend either using GavinZac's ModuleManager config (just stick that bit of code in a cfg somewhere in the GameData folder AFAIK) or wait a couple of weeks for a lot of the bugs to be fixed.

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I don't mind if you use it in videos, but I'd recommend either using GavinZac's ModuleManager config (just stick that bit of code in a cfg somewhere in the GameData folder AFAIK) or wait a couple of weeks for a lot of the bugs to be fixed.

Okay, will do. :)

I do have the patience to bear with bugs, plus it will be used in a series I just started so we won't be seeing the mod in action for a while.

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Houston, I got a Problem.

I got Team in Orbit to maintain the Telescope and exchange the lvl1 Processor for the better lvl2, but after clicking "release" and grabbing the old processor, the "release"-button doesn't disappear. And the "Store"-Option, which should appear, i think never appears. Is it a Bug or just the Idiot before screen and keyboard? Withour a processor, the telescope is worthless. My Kerbals in Orbit are growing desprate and so am I. Please help!

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Hi! I'm running RSS with the planetfactory and I am having an issue with the processor thinking i'm looking into the sun or my path is blocked by kerbin even when it isn't. Anyone experience this or know anything about that?

this was designed with stock system in mind so there would be issues since planets are differnt in rss.

btw have u thought have adding long term experments like say a long exposuer experment. have where it runs even when active ship is not active. asicaly u would do faceign 1 way than other to complte the whole sky. and also would be nice if u combine some of the experments into modules and have where theyhave to be installed inline like the cpu and u have to swap for a differnt set of expeiments.

cxs7 u have kas installed dont u. kas is mandiotry to remove cpu and add them.

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cxs7 u have kas installed dont u. kas is mandiotry to remove cpu and add them.

Of course. For me it looks like the processor stand is not acknowledging that i removed the processor. I looked in the savefile and tried to set the right variable manually, but it didn't work either.

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