RainDreamer Posted November 28, 2014 Share Posted November 28, 2014 (edited) Does this completely work with 0.25? If it doesn't, are there any fixes?It works in 0.25 with a fix, posted in this thread a while ago. I gotta dig it up.Edit: Here it is, on page 17, Raven posted a fixed .dllYou can also wait a while till the next release by Raven. Edited November 28, 2014 by RainDreamer Link to comment Share on other sites More sharing options...
Woodstar Posted November 28, 2014 Share Posted November 28, 2014 I hope it's soon! I miss cacteye. Link to comment Share on other sites More sharing options...
iCT Posted November 28, 2014 Share Posted November 28, 2014 It works in 0.25 with a fix, posted in this thread a while ago. I gotta dig it up.Edit: Here it is, on page 17, Raven posted a fixed .dllYou can also wait a while till the next release by Raven.Thank you, i missed this post. Link to comment Share on other sites More sharing options...
Raven. Posted December 5, 2014 Share Posted December 5, 2014 Hold on a second, how can Jool and Duna have that kind of illumination? They're further away from Kerbol than Kerbin so there is no possible planetary configuration where they do not have their lit side facing us.That is a good question, and until you said something about it, I didn't think anything of it. But you are correct, Jool, Duna, and even Eve in those screenshots are displaying an incorrect phase (Eve was suppose to be showing a gibbous phase in that shot with its orbit). I've made note of it, and have been working on a fix. The reason they are showing incorrect phases is because of how the KSP sunlight source is set up; it appears to be (I could be wrong) setup as a directional light in Unity, which means that every planet, no matter the location, receives light from the same direction. Which means an incorrect phase is shown when viewed through the telescope.Like I said, I am currently working on a fix. Do this update works even with The Renaissance Compilation?http://forum.kerbalspaceprogram.com/threads/76972I do not know right away, but it should work without issue. Technically any mod based on Environmental Visual Enhancement should technically work with CactEye. I will be sure to test CactEye with the Renaissance Compilation to verify. Link to comment Share on other sites More sharing options...
RobotsAndSpaceships Posted December 5, 2014 Share Posted December 5, 2014 Was there ever a fix for distant object enhancement? Link to comment Share on other sites More sharing options...
Raven. Posted December 5, 2014 Share Posted December 5, 2014 Was there ever a fix for distant object enhancement?Yup, the next version of CactEye will be fully compatible with Distant Object Enhancement. Link to comment Share on other sites More sharing options...
J.Random Posted December 5, 2014 Share Posted December 5, 2014 The reason they are showing incorrect phases is because of how the KSP sunlight source is set up; it appears to be (I could be wrong) setup as a directional light in Unity, Waaaait... Sunlight is the only light casting dynamic shadows, and it's directional? Neither spotlights nor omni lights cast shadows? Squad! You aren't using a Pro version of Unity, are you? Link to comment Share on other sites More sharing options...
Raven. Posted December 5, 2014 Share Posted December 5, 2014 Waaaait... Sunlight is the only light casting dynamic shadows, and it's directional? Neither spotlights nor omni lights cast shadows? Squad! You aren't using a Pro version of Unity, are you?That's exactly what I thought in the last week or so of testing. I did find this in the Unity documentation just earlier. I do not know exactly how it relates to KSP though: http://docs.unity3d.com/Manual/ShadowTroubleshooting.htmlFinally, in Forward rendering path, only the brightest directional light can cast shadows. If you want to have many shadow casting lights, you need to use Deferred Lighting rendering path. Link to comment Share on other sites More sharing options...
Moesly_Armlis Posted December 6, 2014 Share Posted December 6, 2014 Ever since playing KSP, which has stirred my love of cosmic observation, I am planning to build my first home made telescope.How come I never saw this mod sooner? This mod looks awsome. [/PunsIntended] Link to comment Share on other sites More sharing options...
orangewarning Posted December 9, 2014 Share Posted December 9, 2014 Yup, the next version of CactEye will be fully compatible with Distant Object Enhancement.man!!!! That is going to be so sick! Link to comment Share on other sites More sharing options...
stardestroyer Posted December 9, 2014 Share Posted December 9, 2014 I've found a compatibility bug with Remote Tech 2. If I use the Slim probe core for a vessel using and Remote Tech 2 mod installed it erease some Remote Tech 2 functions.You should have a normal green connection but it gives a local control even if the probe is unmanned. I hope it can be useful. Link to comment Share on other sites More sharing options...
Mecripp Posted December 9, 2014 Share Posted December 9, 2014 I've found a compatibility bug with Remote Tech 2. If I use the Slim probe core for a vessel using and Remote Tech 2 mod installed it erease some Remote Tech 2 functions.You should have a normal green connection but it gives a local control even if the probe is unmanned. I hope it can be useful.Did you edit or patch that probecore to use with RT2 ? or are you using MJ ? Link to comment Share on other sites More sharing options...
stardestroyer Posted December 9, 2014 Share Posted December 9, 2014 Did you edit or patch that probecore to use with RT2 ? or are you using MJ ?No edit, I've tried it alone Link to comment Share on other sites More sharing options...
Mecripp Posted December 9, 2014 Share Posted December 9, 2014 No edit, I've tried it aloneHave you try'ed something like @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...
TalkingCactus Posted December 9, 2014 Share Posted December 9, 2014 Blasphemy. Link to comment Share on other sites More sharing options...
TampaPowers Posted December 11, 2014 Share Posted December 11, 2014 Wallpaper material out of geostationary orbit, I think I have a new favorite mod.http://i.imgur.com/lH0ChKL.pnghttp://i.imgur.com/LZETqnI.pnghttp://i.imgur.com/WTLcSDp.png Link to comment Share on other sites More sharing options...
RainDreamer Posted December 11, 2014 Share Posted December 11, 2014 Wallpaper material out of geostationary orbit, I think I have a new favorite mod.http://i.imgur.com/lH0ChKL.pnghttp://i.imgur.com/LZETqnI.pnghttp://i.imgur.com/WTLcSDp.pngIf only the background was proper space background and not just a field of gray. Link to comment Share on other sites More sharing options...
TampaPowers Posted December 11, 2014 Share Posted December 11, 2014 I'm too bad with photoshop to make that happen. Link to comment Share on other sites More sharing options...
stardestroyer Posted December 12, 2014 Share Posted December 12, 2014 (edited) Here you:https://www.dropbox.com/s/zkv9tw6oj5rn8nl/eloo.png?dl=0https://www.dropbox.com/s/um2tjfpuq7pwtnb/kerbin.png?dl=0https://www.dropbox.com/s/nr17ig92l9t3psa/jool%26c.png?dl=0 Edited December 12, 2014 by stardestroyer Link to comment Share on other sites More sharing options...
TampaPowers Posted December 12, 2014 Share Posted December 12, 2014 Damn those look fine, I wish there was a mod that added that Link to comment Share on other sites More sharing options...
xXIndestructibleEVAXx Posted December 17, 2014 Share Posted December 17, 2014 Any news on the update? Link to comment Share on other sites More sharing options...
JeffreyCor Posted December 17, 2014 Share Posted December 17, 2014 haven't had a chance to try it yet in .90, is it broken? Link to comment Share on other sites More sharing options...
Raven. Posted December 17, 2014 Share Posted December 17, 2014 Any news on the update?The update is still a work in progress and in heavy development at the moment. At the moment, everything but the occultation experiment is working, and I'm debating on a beta release.haven't had a chance to try it yet in .90, is it broken? It does not seem to be broken at first glance. The only thing I've noticed is that you have to have SAS turned on for the target marker in the GUI to show up, which means you'll have to use a stock probe core instead of the slim core until the next update. Give it a try, if something doesn't work, let me know. Link to comment Share on other sites More sharing options...
TampaPowers Posted December 17, 2014 Share Posted December 17, 2014 Playing around with the large telescope really sparked my interest into modelling one. Any chance that might make into the mod? Link to comment Share on other sites More sharing options...
yannickm Posted December 19, 2014 Share Posted December 19, 2014 The update is still a work in progress and in heavy development at the moment. At the moment, everything but the occultation experiment is working, and I'm debating on a beta release.+1 on beta Release early, release often is a good agile methodology ;-) Link to comment Share on other sites More sharing options...
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