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krmcginnis

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    Bottle Rocketeer
  1. Apparently, the age old trick of restarting your computer does wonders. Today after having shutdown my computer last night I went into game and the clouds were working.
  2. Both zip files and extracting to the usual folder. I run the game in DX11 but I switched it to DX9 to test and still didn't work.
  3. Hmmm, the old version of EVE was working for me previously but after upgrading to the new version I'm getting a whole lot of nothing. I have tried reinstalling the mod manually and still nothing. I have also tried uninstalling all other mods but I still am not getting clouds or city lights. Anyone else having this same issue?
  4. You have to click where it says, "Filter" and select "All" instead of "Compatible".
  5. Thanks for the info hab136 Specifically, some friends and I are attempting to do a mission control / astronaut role play where we upload the manuevers to be executed via KSP TOT and it would help immersion if there was a hotkey to delete the node after execution instead of having the astronaut pilot go into map view or regular vessel view.
  6. I'm looking for someone to create a small mod that allows the removal of all (or oldest) maneuver nodes with a simple hotkey command.
  7. Thank you for the information. I'll check it out after work.
  8. That is one way of doing it... really trying to figure out a way to get it done while in IVA. Maybe I can see if someone can create a small mod that adds a hotkey to close the oldest node.
  9. Hi All. Is there any way to remove a maneuver node without clicking the red x in map view? Friends and I are trying to do a mission control style flight with one person staying in IVA the entire time and using KSP TOT to upload the manuevers to KSP from a separate computer. The issue we're running into is that we can't remove the node unless we exit IVA and enter map view to press the red x.
  10. KSP Version: v1.0.2.842 Windows 8.1 Pro 64-bit What Happens: When you hire a new astronaut it doesn’t subtract the hire cost of that astronaut but the cost of the NEXT astronaut. Mods/ Add-Ons: All stock. Steps to Replicate: 1. Go to the Astronaut Complex. 2. Hire a new astronaut. Result: Your funds have decreased by the cost of hiring the NEXT astronaut instead of the one you just hired. Fixes/Workarounds: None. Other Notes/Pictures/Log Files: - Images Link: http://imgur.com/a/3Nj1H
  11. Arrowstar, I didn't even know there was an option menu! haha anyway, putting a higher "maximum delta-v to plot" fixes the "issue" I was having. Also, I understand why the text output and the tooltip may not match. I took a few courses in college that involved using Matlab but I can't imagine how much work it has taken you to get this amazing program to where it is today. So, thank you, thank you, thank you!
  12. I just noticed this as well, when computing the porkchop plot for Dres, Jool, and Eeloo (all above 10 km/s deltaV), I get "No Solutions or Above Plot Max" for the estimated deltaV: http://imgur.com/hcsDXdM
  13. Hi Arrowstar, Thank you very much for the quick turn around time when it comes to responding and fixing bugs. I am still having the same issue with the porkchop plot and the text output not being the same. Here is a screenshot of what I'm talking about: http://imgur.com/J9agqiN This is occurring on all planet calculations. But at least it's not giving me a departure time after the arrival time!
  14. Arrowstar, I seem to be having an issue calculating the initial departure and arrival times for all planets. When I compute the porkchop plot I get something like the image shown below. The data point on the plot makes sense but the text output at the bottom has the arrival time BEFORE the departure time. When I click "Generate Departure Burn" the departure time and arrival times are auto-populated from the incorrect text output. http://imgur.com/IyCOnnH
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