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Kiwa

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Everything posted by Kiwa

  1. I'm still trying to dig through all the legalese and comments, and let's just say it's annoying. The anti-European clauses in the EULA are getting the better of me, and that's before even reaching the remaining more relevant parts. But since you're already here @linuxgurugamer: as it's GPL, you and other people are free to recompile or fork & enhance it, subject to the GPL. So even if I don't accept the new EULA, it doesn't mean this (admittedly small) mod is dead.
  2. It still works just fine in 1.3.1, @santiagokof But I will suspend further support of this until the messy EULA situation has been sorted out, or indefinitely if it doesn't get sorted out (in a positive way).
  3. Published v0.10 with a fix for the new vessel type icons (KSP 1.2.2), and a change so it is no longer required to enter the map view to have the filter icons.
  4. I'm aware there is currently a problem with the icons... working on it. Apparently the question by @DMagic here hasn't resulted in an API for them yet (?) Edit: fixed. Get the new release from the first post (at the usual location).
  5. Updated for KSP 1.2, downloads as usual in the first post. Switches from Toolbar to vanilla ApplauncherButton, and adapts to some minor Mod API changes.
  6. Published v0.9 with the update for KSP 1.2 containing a switchover from Toolbar to ApplauncherButton and some minor Mod API changes.
  7. @DMSP: I do check at every patch, and it still works just fine in 1.1.3. I did have to recompile it for the big 1.1 mod api change, but that's been about it. So make sure to get the latest version and you're all set. I don't expect the need for any major changes in 1.2 either; after all, before the 1.1 update, it was good since 0.23 or something? (And no, I still haven't got around to adding a config menu to enable showing other resources...)
  8. I'ld appreciate a way to change the 10/7/4 limits, MM-cfg is fine by me. Before the update, I already had 6 or 7 active 3-star contracts (without changing AverageAvailableContracts), and now I can't accept any until I have sorted out all those "Explore xyz" contracts - which will take a *long* time. Since even something as simple as "bring 3 crew to a Mun space station" counts as 3-star for some reason, that's rather inconvenient right now And as always, thank you for continuing to support this nice mod
  9. You might be interested to know that, for me, 1.1.3 completely eliminated the orbit instabilities, and the upgrade wasn't any trouble at all.
  10. @Cydonian Monk: something I wanted to ask for a while now: In the early parts of the story you used the Tantares docking ports, but then stopped. Was this some conscious decision, or just a side-effect of the Things and other relics all having stock docking ports and the need to interact with them? I always thought it was an interesting feature to have incompatible docking port standards and a need to bring adapters when planning/expecting to interact with infrastructure built by previous generations/incarnations.
  11. Hmm, somehow I don't think he needs to call for help to begin with.
  12. There's no such thing as overkill where microphones are concerned. Looking at the "big names" in KSP YouTube, they all appear to use mics in what looks like the $60-$100 range, and you can always tell when somebody does not (I'm not a streamer, but ended up using a dedicated mic in that price range for Skype and Teamspeak... because it helps so much when people can actually understand you. Unless you deliberately want to distort your voice, in which case post-processing is probably still better than a cheap mic.)
  13. Comrade Failure, my brain automatically registered "Administration" as terminology predominantly used by a certain single nation, and not something I have ever come across in my dealings with the UN. It was the first thought that came to my mind when reading the introduction to this thread, and it [edit: the choice of name] would be certain to cause an amount of discussion with potential to cause tensions not unlike those of the later incident involving Pavel Alenin, da?
  14. Just some random ramblings, but if the UN is involved, it would probably be an Agency, not an Administration. (But then yours is an alternate history scenario, so of cause it might be different )
  15. It's a bit hidden, but.. in the settings, same place where the UI scaling is/was. Not sure whether the settings are available outside the Flight scene though, so probably best to start on the launchpad and then open the settings. Edit: see screenshot above.
  16. Today I came the closest to losing Bill and Bob I've ever been. Mind you, after more than 1600 hours in KSP, miraculously I have never lost either of them to any, errm, accidents. Sure, there have been good and bad times, Jeb has had some test flight accidents, and a couple other Kerbals, too, but never Bill or Bob. I had started a new 1.1 career last week and today was the day of the first Mun flyby. Really just a perfectly routine free-return trajectory flyby to collect the Worlds First achievement, some science and the trigger for missions, nothing you'ld need a pilot for, so Bill and Bob got to the job - Bob being an obvious choice, and Bill because KIS needs an engineer. It started going wrong during the TMI burn when my return PE was a bit too high at 39km, but since it was a new ship design I hadn't flown before, I figured... sure, let's stay a bit on the safe side, can always fix it later. Except I didn't. And I had forgotten how flimsy the Science Jr. was. So during the first pass through the atmosphere, before I realized how much danger I really got the two into - the Science Jr. between the capsule and the propulsion stage blew up mere moments after entering the atmosphere, and with it my last 420 m/s of dV which I had hope to use for .. fixing the orbit. During the rising part of the second pass, they burned through the remainder of the ablator (of which I had only packed 100, because really, I never needed that much on a Mun return). By that time, the orbit was down to ~34km x 350km x 0.26deg or thereabouts, and I had pretty much given up on both the science and Bill and Bob. The parachute was armed, and there was nothing else that I could've done for them. When I came back they were sitting happily just off the runway. After two uncontrolled passes through the atmosphere and a final uncontrolled re-entry with no ablator left, they lad landed a mere 2.1km of the runway according to the after-mission report. Thank you KSP for mockingly giving me this awesome ending.
  17. That should certainly be possible. Maybe this example MM_CustomBarnKit.cfg can help get you started, it adds intermediate levels between each stock stage to unlock the action groups separately, and also shows how to change the part count limits:
  18. With the 4790 you should be able to launch ~80-ish part rockets at x2 physical time warp and still have green lights (except for a bit during max-Q). Congrats
  19. In that case you might want to go back to a save before docking Baile Speir with the asteriod, or at least copy-paste your asteroid (The Cajun Moon) into a 1.1 test save and check that the Klaws are still attached at the surface where you expect them to be. And even if they are, better to disarm and redock the Klaws. I did have a serious number of phantom force Kraken incidents with old (2014) asteroid vessels even in vanilla 32-bit 1.0.x, not sure about NREs; and any switch between 32 and 64 bit is just breaks them for good (for example if you docked the Klaws to Cajun in 32 bit, they are definitely broken in a 64 bit environment, even if not immediately obvious).
  20. So, I had to try it (with KSP 1.1 Win64), and as far as I can tell, multi-docking still works perfectly fine. I launched 4 lander cans on a boom stick, each with top/bottom standard ports and 4 junior ports on the sides; then decoupled them one after the other and docked them using the junior ports for the final configuration as shown in the image below in the spoiler. Diagonal approach for the last can, and got a perfectly fine all-around dock on the first try again (at least that's how I interpret the 4 "undock" options). Not sure whether it's "not supported" as you said, but it sure does seem to work
  21. I have to admit I've only played a little bit in 1.1 so far because it was kind of surprising they ended the beta so quickly, because of the still unresolved asteroid bugs and because of the landing legs digging way too deep into the ground. Seriously no double docks any more? That would.. will.. make some things quite a bit more difficult, if not impossible.
  22. I did quite a number of double dockings last year (in 1.04?) because of "launch new station" contracts, and found they were actually easier than before. With a straight in approach, probably at about 0.25 m/s or thereabouts, straight as in "symmetrically" (i.e. along the diagonal), it was 100% successful, not once did I have to undock/retry. Pics in the spoiler below. Not sure if 1.1 has changed anything in that regard? If not, it might still be quite viable to use the docking method.
  23. Well, there's at least the post by sarbian: This pretty much covered everything I had to fix in my mod.
  24. Of cause. It was just so many bugs in one place that I almost choked on my Koffee ;), and since it was kind of an educational thing for those who didn't get the N+1 thing before, I figured... it might be better to fix it, lest Python newbies try it and get totally confused. Now, back to DMPS's nice story.
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