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bpiltz

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    Bottle Rocketeer

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  1. linuxgurugamer, so I played around with re-installing the mod on a new save file after the KSP 1.7.3 came out yesterday. while doing that I discovered that if I check the option to enable SCANsat integration in Science Alert settings, that's when it breaks the science notification. toggle it off and available science alert comes back. I guess I'll leave that toggled off. I do use SCANSat, but not sure what that toggle does. I guess I must have toggled it on in my old save file at a time when no science was available, so I missed seeing the second order effect.
  2. Was using this in an older save file, but with current KSP version. Started a new career to get the biome features in Breaking Ground that wouldn't work unless you start with a clean save file. Well, now this mod is barely notifying biomes when science is available. I say "barely", because it does do it sometimes, but is missing the biome cues 90% of the time. I have it set to always notify if any available science. First launch on launchpad with science instruments and it detects no science available.
  3. having a new problem: Alarm is no longer adding in 1/2 burn time (I have it set up to to do that and was working), so some long burns (>5 mins) are creating alarm times minutes after the actual start of the burn. Not sure what changed?
  4. Another one of those mods you didn't know you needed and then can't imagine playing the game without. Thanks for keeping the good ones going.
  5. Read through the manual, but not finding a specific answer. What does jump to ship and restore maneuver node do that is different than simply jump to ship?
  6. Wishlist for another small science detail: When using a scientist to collect science from Mystery Goo or Materials Bay you get that spam warning about removing science...blah, blah. You know the one. It's a good warning if a pilot or engineer is trying to do it, but this is a scientist - he/she knows what they are doing and can safely reset the experiment. Mod would do the following: 1. No warning if a scientist collects the data AND when they do they ALSO auto-reset the experiment - make it behave like a thermometer or barometer. One click. 2. No warning if a non-scientist collects the data AND the instrument is attached to a craft with a Science Lab (since the science lab can safely reset it). Probably not have an auto-reset in this situation. Thanks for considering.
  7. Aw man, best lego figure <3

  8. LOL. That fixed my problem. >1000 hrs playing this game and it's the simple things. I must have inadvertently toggled it off at some point and wrongly assumed a KSP update nerfed the feature. So,....nevermind on that feature request. I, too, appreciate UI simplicity. Thanks for the tech support!
  9. Hmmm... I don't see a distance to target displayed in the stock view. Perhaps a setting I have missed?
  10. I love your mod. I have 2 useability requests: Notice the green burn data text to the right of the NavBall is very difficult to read against the white clouds. I have to move the camera a lot to work around this. In this second shot, I have changed the camera angle so the green text from KER data (upper right) is now over the same bright white clouds. It is much easier to read KER text over clouds because KER has a transparent smoke background. This background decreases the whiteness of the clouds, which increase the contrast and legibility of the green text. No camera angle gymnastics needed. 1st request: Please make a nifty transparent smoke background box around the Better Burn Time green text readout to fix the cloud contrast problem. In the screenshots, note that I am using KER to give me a distance to target under the altimeter (top middle). That piece of data is very helpful info when docking and doing maneuvers in the dark. It's kind of a waste of a whole KER box just to show that and KER distance has it's limitations. The downfall of using KER for distance: it only calculates to the center of mass of the target (not too helpful for docking) and it always displays a distance to target (e.g. even Minmus when doing a transfer burn from 46 million km away). 2nd request: Please have Better Burn Time indicate current distance to target as part of the intercept data near the NavBall. Extra love if you can display distance to the part of the target ship selected (i.e. a docking port) instead of only the center of mass. Center of mass is ok for gross rendezvous, but once the docking part is selected, the distance should calculate docking port to docking port. Better Burn Time is good at knowing when is a good time to start displaying data, so if distance only appears when the intercept data populates that is great! Thanks for considering.
  11. Love this mod! As I progress in Career and have robust station infrastructure, the mission count starts to lose meaning. For instance, Jeb launches into Kerbin orbit and docks with Kerbin station, then takes a shuttle waiting at the station with tourists to Mun orbit and back to Kerbin station. Tourists transfer to descent vehicle with another pilot and return to Kerbin. Jeb refuels shuttle and goes on a rescue mission to Minmus, then returns to Kerbin Station. Etc, etc,... This is all considered a single mission until Jeb lands back on Kerbin. Not sure the way missions are counted is a KSP thing or this mod. It would be nice to let the player set up a mission begin end, or have station docking and departure automatically set mission end points. Perhaps have nested missions eg. Mission 1 begin at launch pad and pause at Arrive Station (Mission 2 begin at Depart Station and end at Return Station) Mission 1 end at return to Kerbin = 2 missions complete and so on.... Not sure if feasible, just spit balling.
  12. Not sure which update did it, but burn margin for maneuver node is working!! (wasn't before) Thanks. Feature requests: 1. Snooze button - particularly useful for raw and SOI alarms. Have a configurable snooze default and/or click snooze on an alarm and get a few quick choices. 2. Editing an alarm allows fully editting the alarm parameters - especially useful for raw alarms. Current "edit" is delete it then re-do the alarm, unless I am missing a feature. 3. "Condition alarms" Sunrise/sunset alarm attached to vessel or Kerbal - particularly useful for ships and Kerbals on the surface. Comm net up/dropout alarm. Not so much as a scheduled alarm event, but a request to please notify me if/when this occurs to this ship, etc. If you could pair them: sunrise & comms up for science transmittal... awesome.
  13. Re: #2: I think the algorithm could easily calculate that at the next periodic minimum, orbit n+1 places the closest point on the orbit farther away than any point on orbit n, so the point must be in the most favorable plane on orbit n (+/- x meters from perfect zero); therefore orbit n is the soonest closest approach. Doesn't need to be aligned perfectly overhead - perfect, here, is the enemy of good enough. The math can't be much different than calculating 2 ship intercepts in different orbits, as the point on the ground actually traces a circular path (radius 0r...1r depending on latitude) which can be compared to the ship's orbital path. When is the next closest approach of those two points? (SCANSat graphs orbital sine waves and overlays it on coordinate maps) Why request this? Contract requests to take science obs at some arbitrary point. Drop a ship into polar orbit and wait some # of orbits until a window for descent to target waypoint, or in-flight science report could be done with minimal DV. When setting alarm, player types in a t minus fudge factor.
  14. Love this mod. Can't live without it. Requests for dev: 1. An alarm for the next time and number of subsequent times the craft passes though this point on the orbit (without respect to coordinates on the body below) - basically an orbital period counter from here (1,2,3,...). 2. An alarm for closest intercept of active navigation waypoint or grid coordinate on the body below. Typical problem: Polar orbit for a contract waiting for the body to rotate below until the waypoint is under the orbital path. Like an ship intercept alarm, it would figure out what orbit # would be closest approach active waypoint and then set a T minus reminder so Jeb can do that crew report, or plan the descent burn, or whatever. 3. An alarm for ISRU fuel cap/ore deplete, driling ore cap - could be an additional selection near sci lab full alarm. If these are already in the current version, I am having trouble finding them. How do I find them?
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