orangewarning Posted August 8, 2014 Share Posted August 8, 2014 (edited) I have found a trick to use DOE flares with cacteye telescope!!!Before:After:You can still easily spot them!All you need to do is to turn down the brightness of DOE flares!I know it is not perfect but hey! it's better than nothing right? Edited August 8, 2014 by orangewarning Link to comment Share on other sites More sharing options...
montyben101 Posted August 10, 2014 Share Posted August 10, 2014 (edited) After using this to take shots of Eve and Duna i have to say that this update is 10000000 times better than the previous version! I even set the Eve photo as my desktop screen saver ! XDPS: I also found another trick: It works but you need to be in the day side of kerbin, all you need to do is look at kerbin and the flares disappear completely Edited August 10, 2014 by montyben101 Link to comment Share on other sites More sharing options...
DavidHunter Posted August 10, 2014 Share Posted August 10, 2014 I know the glorious developer has sadly left us, but is anyone else having issues with powering the telescope? I put something into orbit with about 10 of the biggest stock batteries (some ridiculous amount of power), plus 30 solar panels and about the same amount of RTGs and whenever I start the observations, the power is drained completely in an instant, and then the observations stop because of a lack of power. :/ Link to comment Share on other sites More sharing options...
kaoz Posted August 10, 2014 Share Posted August 10, 2014 Help it try to toggle the GUI and nothing shows up, running the 32bit version win Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 14, 2014 Share Posted August 14, 2014 This mod is fantastic! While I have no idea how to aim properly, the best I can do right now is use the normal orientation controls to point the spacecraft. I can see having a button in the GUI that orients the spacecraft/telescope towards the target. Sad that the developer no longer is involved but at least the license is liberal and source is available on GitHub. If auto-orient isn't there when I finish up my other projects, then I might do it myself. Meanwhile, here's my first use of the telescope: Link to comment Share on other sites More sharing options...
Ralathon Posted August 14, 2014 Share Posted August 14, 2014 This mod is fantastic! While I have no idea how to aim properly, the best I can do right now is use the normal orientation controls to point the spacecraft. I can see having a button in the GUI that orients the spacecraft/telescope towards the target. Sad that the developer no longer is involved but at least the license is liberal and source is available on GitHub. If auto-orient isn't there when I finish up my other projects, then I might do it myself. Meanwhile, here's my first use of the telescope:http://i.imgur.com/W7IBeZ3.pngLooks like skylab. Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 14, 2014 Share Posted August 14, 2014 Looks like skylab.Yup! I patterned Starlab after NASA's real-world Skylab. Skylab had an Apollo telescope mount at the hub with the four solar panels, so I thought the FungEye would be perfect for that role. Link to comment Share on other sites More sharing options...
kaoz Posted August 14, 2014 Share Posted August 14, 2014 I can't get it to work the GUI won't show up for me help please, thank you Link to comment Share on other sites More sharing options...
DavidHunter Posted August 15, 2014 Share Posted August 15, 2014 Use MechJeb to precisely face your target. Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 15, 2014 Share Posted August 15, 2014 Use MechJeb to precisely face your target. Well derp on me! I didn't even think of that. Heh! Thanks for the tip. Link to comment Share on other sites More sharing options...
TG_bigboss Posted August 15, 2014 Share Posted August 15, 2014 Well derp on me! I didn't even think of that. Heh! Thanks for the tip. Be careful with that...I used mechjeb and of course mechjeb does not care about sun so it pointed towards it and boom......now all that hard work for nothing. sigh....wish we could turn that off Link to comment Share on other sites More sharing options...
a__gun Posted August 15, 2014 Share Posted August 15, 2014 Be careful with that...I used mechjeb and of course mechjeb does not care about sun so it pointed towards it and boom......now all that hard work for nothing. sigh....wish we could turn that off Just keep the aperture closed until you are facing your target Link to comment Share on other sites More sharing options...
positivewun Posted August 16, 2014 Share Posted August 16, 2014 Just keep the aperture closed until you are facing your targetnot an option for the fung eye telescope is it? Link to comment Share on other sites More sharing options...
positivewun Posted August 16, 2014 Share Posted August 16, 2014 Be careful with that...I used mechjeb and of course mechjeb does not care about sun so it pointed towards it and boom......now all that hard work for nothing. sigh....wish we could turn that off good heads up... i was JUST about to pull the trigger and do that. How about if you use the marker on the ADI ball and get in the area, THEN kick in mechjeb for the killer shot? Link to comment Share on other sites More sharing options...
Supergamervictor Posted August 19, 2014 Share Posted August 19, 2014 The mod seems to have a conflict with MJ.It keeps crashing when I load my save.The other mod that does this is BurnTogether Link to comment Share on other sites More sharing options...
JeffreyCor Posted August 19, 2014 Share Posted August 19, 2014 The mod seems to have a conflict with MJ.It keeps crashing when I load my save.The other mod that does this is BurnTogetherUsing this with MJ since release with no problems, as others are as well per the posts previously. No conflict between this and MJ. Link to comment Share on other sites More sharing options...
Supergamervictor Posted August 20, 2014 Share Posted August 20, 2014 Using this with MJ since release with no problems, as others are as well per the posts previously. No conflict between this and MJ.Then could it be another conflict? Because every time I install MJ it crashes with this mod installed.I do have other mods installed but I didn't find any other problems with CactEye and BurnTogether with the other mods.I can post a output and crash report. Link to comment Share on other sites More sharing options...
JeffreyCor Posted August 20, 2014 Share Posted August 20, 2014 I don't use BurnTogether (though I do have a ton of other mods ) Also if you're using 64 bit that is a wildcard for problems as the inherent insatiability with that build can make some things work perfectly for one but not at all for another. Link to comment Share on other sites More sharing options...
sreinmann Posted August 22, 2014 Share Posted August 22, 2014 So a minor bug for us with Remote Tech should be aware of. The Slim probe body acts as a local control with or without communication to your satellite network. Not a big deal, but for some realism guys... Link to comment Share on other sites More sharing options...
Advacar Posted August 22, 2014 Share Posted August 22, 2014 So a minor bug for us with Remote Tech should be aware of. The Slim probe body acts as a local control with or without communication to your satellite network. Not a big deal, but for some realism guys...Noticed that too. Was wondering why my rocket still worked when my antenna snapped off. Link to comment Share on other sites More sharing options...
JeffreyCor Posted August 22, 2014 Share Posted August 22, 2014 Yep, have to do some editing ourselves to get RT2 to recognize that little guy property. Forgot to do that when first installing the release Link to comment Share on other sites More sharing options...
Darkblade48 Posted August 22, 2014 Share Posted August 22, 2014 In your RemoteTech_Squad_Probes.cfg, just add the following to make RT2 recognize the slim probe core as a probe (at least this is how I did it).@PART[probeCoreSlim]{ MODULE { name = ModuleSPU } MODULE { name = ModuleRTAntennaPassive TechRequired = unmannedTech OmniRange = 3000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } }} Link to comment Share on other sites More sharing options...
Advacar Posted August 22, 2014 Share Posted August 22, 2014 In your RemoteTech_Squad_Probes.cfg, just add the following to make RT2 recognize the slim probe core as a probe (at least this is how I did it).@PART[probeCoreSlim]{ MODULE { name = ModuleSPU } MODULE { name = ModuleRTAntennaPassive TechRequired = unmannedTech OmniRange = 3000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } }}Wait, do all probe cores come with a 3K antenna? Link to comment Share on other sites More sharing options...
somnambulist Posted August 23, 2014 Share Posted August 23, 2014 Wait, do all probe cores come with a 3K antenna?Yes but it unlocks in the tech tree. Not sure if it's always-on in sandbox. Link to comment Share on other sites More sharing options...
Advacar Posted August 23, 2014 Share Posted August 23, 2014 Yes but it unlocks in the tech tree. Not sure if it's always-on in sandbox.Thanks. BTW, I'd put that MM code into a separate file, so it doesn't get overwritten the next time you update RemoteTech. Link to comment Share on other sites More sharing options...
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