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fourfa

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Everything posted by fourfa

  1. That doesn't seem ugly to me. I think that's pretty much what Mechjeb does?
  2. Not my work - just a link to a post in a different part of the board. I'm using this script, it works.
  3. Not a big deal - at first it seemed like I had to bring it back up each time, but then it seemed to come back up whenever I opened the main window. As long as it ain't extra clickspam
  4. No worries! I'm having fun playtesting my whole mod suite - this is really a minor nitpick
  5. Yay!!! So happy to have this back. Minor feedback. Some engines are getting giant fire blocks at some zoom levels. We saw a similar effect in 1.2 pre-release with giant square clouds traveling next to ships after part explosions. The blocks sort of hang in the air unnaturally. It's zoom sensitive and only close up - zoom out and there's a certain threshold where it goes away. http://imgur.com/a/QEhk1 for more, including the same sequence zoomed out past the threshold. This screenshot is with the Aerospike. I saw the same effect with the Mainsail earlier in the day, but when I tried to reproduce it for photos it never did come back. So this may not be exactly predictable. edit: also with RAPIERs in rocket mode in mid-atmo. Haven't yet seen it in low atmo or in space.
  6. Seems reasonable. Maybe a warning like "advanced settings: save before making changes" or something like that?
  7. After reaching stable orbit but leaving the GT window open - the numbers in the Gravity Drag Loss and Total Loss fields continue to change by small amounts. Engines and RCS completely off. Doesn't seem like a major bug, probably just rounding errors piling up? But I thought I'd mention it I'd love it if the stats window was back in the main window and always on. The instant feedback from that (current drag and totals) was a big part of the appeal of the original.
  8. @linuxgurugamer Cool! My initial usability note: the disable-all feature is great, but it should probably eventually have an undo associated with it. If you spend hours getting all the autostruts just right by hand, then accidentally click "no autostruts" to see what it does, your first reaction might be a little salty. Ask me how I know! Similar with 'Disable Rigid" if you spent time making a few strategic changes. AFAICT these changes don't obey the keyboard Ctrl-Z undo either I'd make the bottom-most field Show Autostruts / Hide Autostruts? Instead of No Show Autostruts
  9. Don't need anything more than a science pod and a Mk16 parachute. From a very low orbit near the atmosphere, a decoupler will literally slow it down enough to re-enter eventually, and it's so light that the chute won't overheat. Not much choice in landing location though; it's going to take a lot of passes to finally capture. A pair of Separatrons on the science pod will de-orbit with a fierceness. Or, sometimes I'll deorbit stuff from a cargo bay by dropping the Pe of the mothership to deep in the atmosphere, release the payload, then quickly re-boost to circular orbit before I lose much altitude.
  10. I was glad to find this mod working under 1.2 - there's quite a lot that stock fuel flow doesn't cover. Is it possible to write a tech tree config for this mod? Such that it's disabled until Advanced Fuel Systems is researched, for instance.
  11. Does BBT update it's "est. burn" if you throttle down? I'm trying to fly an Apollo-style Mun landing with a single continuous burn with varying throttle, and it seems to stay fixed on the full-throttle estimate.
  12. fourfa

    Asteroid Day

    The telescope has not been included in stock yet, nor the contracts. I bet someone could recompile the scope part, and convert the missions to ContractConfigurator format (which also hasn't updated yet) if Squad never gets around to it
  13. We could use a cfg to set probe core Hibernate in Warp = Auto by default
  14. Gahhhhh how did I never know that all this time? Thanks @Anquietas314
  15. Someone check me on this? Currently in 100% stock 1.2 release (1586, Windows10, 64-bit), I am not seeing any distance-to-target indicators on screen. It's making rendezvous pretty tricky
  16. Is there any way - config surgery, editing persistence file, etc - to activate the AeroGUI every time I launch? Specifically the "Display Aero Data in Action Menus" option in 1.2.
  17. Alright alright! Looks awesome to me. Still enough scattering to be obviously non-stock, but I think it's a great balance as-is. That's just my opinion - please see what everyone else says too. Man oh man, it's running pretty fast and lovely on my big gaming rig with the high res textures.
  18. Rad. Next question if it's not too much - the default atmospheric opacity on Kerbin surface in the new 1.2 pack is a little... smoggy for my taste. I'd like to adjust it to more of a crisp wilderness vista feel, like having a clear view of the mountains from KSC. Is that an option to play with in Scatterer? In the SVE configs? I looked for a Scatterer FAQ or manual - can't make head or tail of the innumerable options there. If this is better posted in the Scatterer thread, that's fine
  19. Thanks to the modders for this, it makes me so happy. Q - to remove city lights do I just delete StockVisualEnhancements\EVE\CityLights\? Do I also need to remove EnvironmentalVisualEnhancements\Plugins\CityLights.dll? Any advice welcome, thank you
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