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AlonzoTG

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Everything posted by AlonzoTG

  1. 1. Vulkan graphics. 2. Voxel planets/space things (see Space Engineers) 3. a multiplayer mechanic, possibly a wormhole or something to visit other players... 4. The game is mostly a platform for mods, improve how mods are loaded and give the player more tools for managing and taming excessively huge modpacks. %P 5. Wind tunnels / FAR integration. 6. Electronics lab where the player manufactures a control module SHENZEN I/O style and can install it on his rocket. 7. Ship systems where wiring/plumbing/ducting is a thing. 8. More starsystems, ability to manage planet packs stock side, just had to reset my career save because Kopernicus wasn't working and I had to remove my planet packs. =\ Spore (2008) had a whole galaxy with many interesting anomalies and stuff. 9. more tools to do engineering stuff... 10. Ability to control (not just view) kerbals IVA and have a much more interactive IVA environment. 11. Integrate KIS/KAS. 12. A framework for colonization/expanding the kerbal civilization. 13. Terraforming. -- yes it would be a mega-project play-wise but people would do it! 14. More traces of kerbal civilization on Kerbin. 15. Clouds/weather on all atmo planets. 16. Ability to assemble more futuristic ships/starships 17. More improvements to vectorization/multithreading/GPU physics 18. Fix time-warp bugs... Joints should not stretch/compress under time warp... 19. Hidden default part that is inserted into any craft that is missing mods so that it can be loaded and salvaged safely.
  2. idea: VW microbus as station hab. =P Anyway, have a look at Community Tech Tree, that's the grand unified tech tree for all modding... Otherwise, the mod works just fine when BargainRockets.cfg is removed.
  3. I really appreciate how ambitious this project is... Okay, it's 409MB on my disk right now so my enthusiasm is somewhat dampened, but well, it is very ambitious... One thing really stuck out when I was going through my insanely huge modpack trying to bring it some sanity: LqdWater... SERIOUSLY?!??!! Dude, if you had say "hvyWater" which is fabricated by Deuterium + Oxygen -> HvyWtr + some energy from combustion, I'd be "kewl" but sanity kinda demands that u use just WATER for good compatibility with other mods... This is a really overwhelming pack, I haven't unlocked it in my career save yet so I'll keep u posted as I start getting into the tutorials and see how things go when I try to power surface colonies and such with it...
  4. Hey, I gots a Urania wedged between Dres and Jool, not quite sure it fits but oh well... My first probe just reached target but when it encounters SoI, it's like running into a hard surface... I reloaded and burned all my propellant and tried to hit the boundry Damn Slow(tm) and still BOOM. I'm mystified, first time I saw a bug like this. =\ Here are some log excerpts: [EXC 11:13:31.418] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 11:14:31.226] NullReferenceException: Object reference not set to an instance of an object PQSMod_VertexHeightMap.OnVertexBuildHeight (.VertexBuildData data) PQS.Mod_OnVertexBuildHeight (.VertexBuildData data) PQS.GetSurfaceHeight (Vector3d radialVector) ContractConfigurator.BiomeTracker+<LoadBodyInfo>d__10.MoveNext () System.Linq.Enumerable+<CreateSelectManyIterator>c__Iterator12`2[CelestialBody,UnityEngine.YieldInstruction].MoveNext () ContractConfigurator.BiomeTracker+<LoadAllBodyInfo>d__9.MoveNext () UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) ContractConfigurator.BiomeTracker:Start() [WRN 11:21:29.025] Cannot find preset 'High' for pqs 'Rhea' [EXC 11:21:29.025] NullReferenceException: Object reference not set to an instance of an object PQSMod_VertexHeightMap.OnVertexBuildHeight (.VertexBuildData data) PQS.Mod_OnVertexBuildHeight (.VertexBuildData data) PQS.GetSurfaceHeight (Vector3d radialVector) PQS.UpdateVisual () PQS.StartSphere (Boolean force) PQS+^A^K.MoveNext () UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) Here's the log trace from the explosion: [LOG 11:30:51.024] [OrbitDriver]: On-Rails SOI Transition from Sun to Urania. Transition UT Range: 33431125.161 - 33431126.161. Transition UT: 33431125.648. Iterations: 24. [LOG 11:30:51.779] [Progress Node Reached]: Flyby [LOG 11:30:51.779] [Progress Node Reached]: Urania [LOG 11:30:51.779] [Progress Node Complete]: Flyby [LOG 11:30:51.780] Added 0.3410652 (4) reputation: 'Progression'. [WRN 11:30:51.839] [F: 67783]: Vessel Jool Relay 1B Debris crashed through terrain on Urania. [LOG 11:30:51.839] [F: 67783]: [05:09:37]: Jool Relay 1B Debris crashed into Urania. [LOG 11:30:51.839] [KSPI] - Handling Impactor [LOG 11:30:51.840] [KSPI] - Handling Impactor [LOG 11:30:51.840] [KSPI] - Handling Impactor [LOG 11:30:51.840] [KSPI] - Handling Impactor [LOG 11:30:51.840] NP.decoupler.stack.125m.Mini Exploded!! - blast awesomeness: 0.5 [LOG 11:30:51.840] [PartSet]: Recreating part sets for vessel Jool Relay 1B Debris [LOG 11:30:51.848] [Dynamic Battery Storage]: Summary: vessel NP.decoupler.stack.125m.Mini (loaded state True) - 0 stock power handlers [LOG 11:30:51.869] [Dynamic Battery Storage]: Summary: vessel probeStackSmall (Jool Relay 1B) (loaded state True) - 2 stock power handlers [LOG 11:30:51.883] [PartSet]: Recreating part sets for vessel [empty name] [LOG 11:30:51.883] [Dynamic Battery Storage]: Summary: vessel NP.decoupler.stack.125m.Mini (loaded state True) - 0 stock power handlers [LOG 11:30:51.887] [Dynamic Battery Storage]: Summary: vessel probeStackSmall (Jool Relay 1B) (loaded state True) - 2 stock power handlers [LOG 11:30:51.887] [PartSet]: Recreating part sets for vessel Jool Relay 1B Debris [LOG 11:30:51.887] [NP.decoupler.stack.125m.Mini]: Deactivated [LOG 11:30:51.887] [Dynamic Battery Storage]: Summary: vessel NP.decoupler.stack.125m.Mini (loaded state True) - 0 stock power handlers [LOG 11:30:51.891] [Dynamic Battery Storage]: Summary: vessel probeStackSmall (Jool Relay 1B) (loaded state True) - 2 stock power handlers [LOG 11:30:51.894] [KSPI] Creating Resource Manager for Vessel Jool Relay 1B Debris (Megajoules) [LOG 11:30:51.959] FARVesselAero on fairingSize2 reporting startup [LOG 11:30:51.959] [Dynamic Battery Storage]: Could not find an electrical storage part on the vessel [ERR 11:30:52.012] TimingFI threw during FixedUpdate: System.ArgumentOutOfRangeException: Argument is out of range. Parameter name: index at System.Collections.Generic.List`1[OcclusionData].get_Item (Int32 index) [0x00000] in <filename unknown>:0 at FlightIntegrator.UpdateOcclusionSolar () [0x00000] in <filename unknown>:0 at FlightIntegrator.UpdateOcclusion (Boolean all) [0x00000] in <filename unknown>:0 at ModularFI.ModularFlightIntegrator.UpdateOcclusion (Boolean all) [0x00000] in <filename unknown>:0 at FlightIntegrator.FixedUpdate () [0x00000] in <filename unknown>:0 at ModularFI.ModularFlightIntegrator.TimedFixedUpdate () [0x00000] in <filename unknown>:0 at (wrapper delegate-invoke) Callback:invoke_void__this__ () at TimingFI.FixedUpdate () [0x00000] in <filename unknown>:0 [ERR 11:30:52.014] Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "Jool Relay 1B Debris (Unloaded)/model$
  5. finally remembered there was ADVANCED transfer to another planet, finally got my interplanetary missions on their way... Anyway, I'm trying to build a probe cluster to spam a bunch of moons with scanner probes, the problem is that they're carrying the stock blanket solar arrays. I'm like OK, I'll just be sure to not select "auto deploy solars" on the ascent control so they don't cause problems while they're packed. So I send the rocket up, the fairing deploys, the circularization happens, then all the solars deploy... I go in and manually retract the ones that are clipping through the other probes in the cluster... I then test deploy one of the probes (this was a test flight), and immediately it's solars deploy... NOOOOO!!! and much destruction ensues... They have a backup RTG so they have power, the solar is just to help out but it is absolutely critical that they remain stowed until after the probe has cleared the transfer vehicle... Mechjeb does not understand how the transfer vehicle works and only computes it's DV assuming the probes are deployed before the transfer vehicle's engines fire... I think mechjeb is thinking "Ok, this is dead weight I can ditch before firing the engine.." =\ The only other mod that I know affects these solars is warpTech+, but I can't nail down the blame for this. =\
  6. love this mod! Truly epic... Really needed good station parts, replaced quite a bit of junk I had from SXT. =)))
  7. My log has millions of: I'm on linux, the alcor internal package is in my ASET directory, it looks correct, with ALCOR_Advanced_iva next to ALCOR_LanderCapsule... LOG 17:10:10.438] Cannot find InternalProp 'switchTumbleClear' [LOG 17:10:10.438] Cannot find InternalProp 'switchTumbleClear' [LOG 17:10:10.438] Cannot find InternalProp 'switchTumbleClear' [LOG 17:10:10.438] Cannot find InternalProp 'switchTumbleClear' [LOG 17:10:10.438] Cannot find InternalProp 'switchTumbleClear' [LOG 17:10:10.438] Cannot find InternalProp 'switchTumbleClear' [LOG 17:10:10.438] Cannot find InternalProp 'switchTumbleClear' [LOG 17:10:10.438] Cannot find InternalProp 'switchTumbleClear' [LOG 17:10:10.438] Cannot find InternalProp 'switchTumbleClear' [LOG 17:10:10.438] Cannot find InternalProp 'switchTumbleClear' [LOG 17:10:10.438] Cannot find InternalProp 'switchTumbleClear' [LOG 17:10:10.438] Cannot find InternalProp 'switchTumbleClear' [LOG 17:10:10.438] Cannot find InternalProp 'switchTumbleClear' [LOG 17:10:10.438] Cannot find InternalProp 'switchTumbleClear' [LOG 17:10:10.438] Cannot find InternalProp 'switchTumbleClear' [LOG 17:10:10.438] Cannot find InternalProp 'switchTumbleClear' [LOG 17:10:10.439] Cannot find InternalProp 'switchTumbleClear' [LOG 17:10:10.439] Cannot find InternalProp 'switchTumbleClear' [LOG 17:10:10.439] Cannot find InternalProp 'switchTumbleClear' [LOG 17:10:10.439] Cannot find InternalProp 'switchTumbleClear' [LOG 17:10:10.439] Cannot find InternalProp 'switchTumbleClear' [LOG 17:10:10.439] Cannot find InternalProp 'switchTumbleClear' As for the other post, I'm just using my standard package, it's just a clumsy hodge-podge, not super optimized. I had not used Alcor back in 2014-15 because it was marked as a lander and never had a big enough mission to carry one.. Now that heatshields are a thing, it does wonderfully on its own, really kicking ass grinding science from mun/minmus... Have a look at the NovaPunch Thor lander, it might be a good alternate capsule. Much of NovaPunch is obsolete, I've reworked their stock designs to use more stock parts and removed things that are now redundant... As always, the mission will dictate what parts you use for the ship. BTW, I packratted a set of old glass pods back in 2014 with JSI transparent pods mod... I managed to get them working again, they're still quite impressive! =P
  8. Hey, I tried to install MCM, only two parts seemed to be activated at all, I tried to find it in my list but eventually found this in my log instead: [LOG 23:06:56.954] PartLoader: Compiling Part 'WildBlueIndustries/MCM/Parts/MBU/WBI_MBU' [ERR 23:06:56.956] PartCompiler: Cannot clone model 'WildBlueIndustries/Pathfinder/Assets/MBU' as model does not exist [ERR 23:06:56.956] PartCompiler: Model was not compiled correctly [ERR 23:06:56.956] PartCompiler: Cannot compile model [ERR 23:06:56.956] PartCompiler: Cannot compile part [LOG 23:06:56.956] PartLoader: Compiling Part 'WildBlueIndustries/MCM/Parts/MCM/WBI_MCM' [ERR 23:06:56.957] PartCompiler: Cannot clone model 'WildBlueIndustries/Pathfinder/Assets/MCM' as model does not exist [ERR 23:06:56.957] PartCompiler: Model was not compiled correctly [ERR 23:06:56.957] PartCompiler: Cannot compile model [ERR 23:06:56.957] PartCompiler: Cannot compile part [LOG 23:06:56.957] PartLoader: Compiling Part 'WildBlueIndustries/MCM/Parts/Stockyard250/WBI_Stockyard2502' [ERR 23:06:56.965] Cannot find a PartModule of typename 'ModuleConnectedLivingSpace' [LOG 23:06:56.976] PartLoader: Compiling Part 'WildBlueIndustries/MCM/Parts/Stockyard375/WBI_Stockyard3752' [ERR 23:06:56.983] Cannot find a PartModule of typename 'ModuleConnectedLivingSpace'
  9. I'm trying to optimize the disk/memory usage of my 2.9gb modpack, After the stock parts (391mb) yours is in second place as piggyest at 216mb... Runners up are the roverdood mods I still have installed (182mb) and B9_Aerospace at 173mb, the parts I haven't trimmed from NovaPunch at 162mb, etc... As there isn't all that much going on with your parts in terms of animations/textures/shapes, etc... those file sizes are a real problem... Internally to your pack your submarine parts are at 77.3 mb (Just the bow is 20.3mb!), sound effects at 37mb and "CVE" parts at 29.6mb... Zooming in with my file-size tool, I see that your .mbm files are really hogging the space... (biggest is Bow.mbm in "sub bow" at 12.1mb. Look at how you are making them and optimize as much as you can... Look at tesselation which can reduce the disk footprint of curved surfaces, see if that can be applied to reduce the complexity of what you ship out... Maybe instead of shipping a complete texture, use tricks like repeating a much smaller texture, or using a "one dimensional texture" ie a 1xN row of pixels that can be paintrolllered to perhaps implement the waterline and then decalled with much smaller textures... Anyway, there are a lot of tricks...
  10. I can't seem to get the IVA props to work at all just now. =\ not sure what the issue is. Log, at least mid-game, is rather quiet. I'm going to have to study the startup script and will report more if I find anything.
  11. The talk about trick launches and stuff don't make sense... Launch to your periapsis then set your apoapsis... Damn simple, don't make mechjeb more complex than it needs to be.. I do have some planet mods installed but these were added after my first gripe. I'm trying to launch from about 730km ( ~1H:30m) orbit to Eve and eventually Moho.. I knew the first launch window was probably bogus because it was not showing any intercepts, so I waited until about 50 days before the launch burn and recomputed, got a new window for 130 days out, it provided intercept markers but it's about 30 degrees out of phase. =( I'd be happy to fix misalignments of up to 15 degrees in a corridor correction burn but this is just ridiculous.) In my previous game I had a flight to Jool that had a burn scheduled 14 **YEARS** out to make an intercept because it was lagging Jool by about ten degrees and was coming up from Kerbin so it had no choice but to wait for Jool to make it all the way around... I have a similar satellite parked a little higher slated for Duna. It is showing an intercept but it's about 150 degrees out of phase. The parking orbits are perfect equatorial orbits intended to be a good balance between frequency of launch windows and dV needed to launch... The vehicle is a 2.5m stack with a Skipper engine, 42.8 tons, extremely well behaved craft... Earlier versions of mechjeb would botch the launch window and start firing the engines while the rocket was still pointed at Kerbin and crash the damn thing. This version executes the launch perfectly except for being on the wrong orbit. =( I use orbits between about 350 and 450 km for mun/minmus missions and between 750 and 1200km for interplanetary missions... The workaround seems to be to recompute the launch everytime the node timer starts getting low and only do the launch when it is either showing a close intercept or looks reasonable enough to work.
  12. I periodically go to my mod folder and do a file search on MiniAVC.dll and delete all results. I understand why single mods have it, but the full version checking mod is so much better... This mod desperately needs a walkthrough because u can't just botch it together like you can with basic rocketry.
  13. The atmo effect seems a bit exaggerated, permanent fog layer, but otherwise pretty excellent, however I'm taking off from minmus and my log is being spammed with: [EXC 14:12:09.905] NullReferenceException: Object reference not set to an instance of an object scatterer.RefractionCamera.OnPreCull () [EXC 14:12:09.923] NullReferenceException: Object reference not set to an instance of an object scatterer.RefractionCamera.OnPreCull () [EXC 14:12:09.940] NullReferenceException: Object reference not set to an instance of an object
  14. Somehow I had thought that this mod would be somewhat enjoyable even though UKS had gotten on my nerves... So I'm flying a new save.. I don't really have much upgraded yet so I'm desperately scrabbling for science. Okay, I have a pretty crap vehicle, what can I do? Okay, I can dead recon Minmus well enough to do a flyby and, hopefully return... I know Minmus is a 14 day trip, under ideal conditions, so I throw Jeb and 16 days of rations on my minimal launcher and send him on his way. So he gets to Minmus but refuses to do anything. He still has plenty of supplies but there are these stats which I can't find any documentation on, "hab" and "home". There doesn't seem to be anything I can do about these. Hab?! This is a trip to minmus, not Eeloo, damnit! as for home, this is JEBEDIAH KERMAN we are talking about, he **IS HOME**. He lives in a Mk1 od, everyone knows that... I can keep the solars oriented because I have a mechjeb on the rocket... I mean to say that I have mechjeb on my SERVICE MODULE, when I decouple the pod on entry the thing will spin out of control and JEBEDIAH KERMAN will die. =| Because you invented these ludicrous stats, then it's your fault! YOU KILLED JEBEDIAH KERMAN!!!
  15. Looks interesting but Module manager barfs a lot of error messages: LOG 17:04:41.646] [ModuleManager] :BEFORE[SQUAD] pass [LOG 17:04:41.647] [ModuleManager] Applying update OtherWorlds/CercaniSystem/-CONFIGS-/PrimaSecunda_SigmaBinary/@Kopernicus to Kopernicus/Config/System/Kopernicus [WRN 17:04:41.647] [ModuleManager] Cannot find key mass in Properties [ERR 17:04:41.647] [ModuleManager] Error - Cannot parse variable search when inserting new key sphereOfInfluence = #$mass$ [ERR 17:04:41.647] [ModuleManager] Error - Cannot parse variable search when editing key referenceBody = #$/Body:HAS[#SigmaBinary[Barycenter]]/name$ [WRN 17:04:41.681] [ModuleManager] Cannot find key mass in Properties [ERR 17:04:41.682] [ModuleManager] Error - Cannot parse variable search when replacing (%) key semiMajorAxis = #$/Body:HAS[#SigmaBinary[Secondary]]/Properties/mass$ [WRN 17:04:41.682] [ModuleManager] Cannot find key mass in Properties [ERR 17:04:41.682] [ModuleManager] Error - Cannot parse variable search when editing key semiMajorAxis = #$../Properties/mass$ [WRN 17:04:41.683] [ModuleManager] Cannot find key mass in Properties [ERR 17:04:41.683] [ModuleManager] Error - Cannot parse variable search when editing key semiMajorAxis = #$/Body:HAS[#SigmaBinary[Secondary]]/Properties/mass$ [ERR 17:04:41.684] [ModuleManager] Error - Cannot parse variable search when editing key sphereOfInfluence = #$/Body:HAS[#SigmaBinary[Barycenter]]/Properties/sphereOfInf$ [LOG 17:04:41.685] [ModuleManager] :FOR[SQUAD] pass [LOG 17:04:41.685] [ModuleManager] :AFTER[SQUAD] pass [LOG 17:04:41.685] [ModuleManager] Applying update OtherWorlds/CercaniSystem/-CONFIGS-/PrimaSecunda_Properties/@Kopernicus to Kopernicus/Config/System/Kopernicus [LOG 17:04:41.685] [ModuleManager] :BEFORE[STATIONSCIENCE] pass [LOG 17:04:41.685] [ModuleManager] :FOR[STATIONSCIENCE] pass
  16. I do have 32 gb of ram, I'm messing with all the other planet packs right now, so no time to troubleshoot. =P
  17. I'm really stoked about this planet pack, however when I load the game, the menu items are not responsive. I've isolated it to the kss_basic patch. Removing kss directory and throwing in some other pack works fine, but when it is kss, with only the "basic" set, it will load to menu but one of the game's internal threads stalls or something and game can only be killed from operating system.
  18. I'm having a perfectly awful time with this mod... I'm not talking about how the mod has an appropriately designed KIS integration patch AND redundant KIS modules hard-coded into the ranger parts... I'm talking about how you have this bizarre relationship with Extraplanetary launchpads... On the one hand you seem to love the mod and integrate tightly with it... On the other hand you hate everything about EL and (thankfully not automatically anymore) trashing all it's parts... After shipping a K&K EL rig to the mun, I discover that you had found a way to trash the nice, simple, clear, comprehensible materials flow from raw materials, to refined materials, to manufactured parts, to usable hardware with your own incomprehensible garbage.. I mean I've been scouring wikis, reading manuals, and reading through input output lists for days and I can't figure out which end is up... I mean in real life you are constrained to about 86 or so stable elements and maybe two or three noteworthy isotopes of a handful of them. Here you have a tangled mess where things that shouldn't have anything to do with each other are convertable, You tangle up Input/output resources with equipment requirements, not part requirements but internal equipment requirements, with wear modeling. Short of spending all day making a spreadsheet and drawing it out on paper it's incomprehensible. You have two or three different pathways for each resource, NOT THE ONE DEFINED IN THE UNMOLESTED EL MOD NOT THAT ONE!!! I mean you have enough clout these days to do anything any way you want... Why not just say EL is it's own thing, other mods use it, the player expects it to behave a certain way, I'm going to leave it alone and do my own thing... but NOOO... As it is, I'm getting ready to yank MKS from my game. Some of your other stuff is brilliant, like the collapsing docking ports, and I haven't found any ways it's molesting the rest of my modpack yet so that stays for now. Unfortunately, the game does not behave well when you yank parts and that mun colony with Val and crew is going to go poof if I don't do anything... I'm using a linux trick to share ships between saves so I used a rover I first flew in 2014 to help build the base...
  19. Read the bottom half of BargainRockets.cfg in the mod's root directory. =\ None of those patches belong there.
  20. HEY! Modding the stock tech tree is double-plus uncool and significantly broke my game as some of the categories don't exist right now. NEVER EDIT STOCK VALUES! You can inject a module if you need to if it says x=y in stock, then that is gospel... =\ Otherwise, this is one of my favorite mods, would like to see some new parts in the same style.
  21. 2 comments: 1. There needs to be some diagnostics such as saying "this ship is poorly behaved, probably due to unreinforced joints, increasing epsilon values to compensate". Current behavior is to treat 200 ton behemoths as micro pods and burn all fuel trying to steer them as such. 2. Interplanetary transfer windows are pretty badly borked this release. The main issue is that it seems to ignore the phase angle such as it treats 180 degrees as being equal to 0 degrees... So I burn interplanetary and find myself in an orbit that is 180 degrees from the target. =\
  22. Back in 0.23 I built a "giga space station" that ended up having over 1,100 parts which the game, ahem, didn't like too much... I flew the thing again not too terribly long ago and tried to launch an interstellar mission from it. I needed Bob Kerman from the station and I wanted to dock with it. (the station has immense docking structures as long as the VAB is tall, as well as solar trusses as long as the VAB is tall... This is a screenshot focusing on the launch of my interstellar mission. ) I could not approach the station with the starship and had to jetpack Bob over at slideshow framerates. Yes, the station does have a complete orbital science kit docked... I play Space Engineers these days mostly because: A. Kerbal has no new content (stars planets, etc) since before I started playing. B. You can't build starships in Kerbal. C. Lack of multiplayer. (DMP often doesn't work at all for me). D. The mods I use with this game are so intense only my own computer can run them, ie 64 bit with plenty of ram, Steam seems to prefer the 32 bit version last I checked. Still, I think kerbal is the best game ever made and if it were to reach feature-parity with respect to Space Engineers with respect to multiplayer, I don't think I would need any other games in my collection.
  23. oops, srry. yeah, the GUI doesn't really work right now and lags the game horribly when open. You should probably try to steal some code for Mechjeb because it has surface targeting nailed cold.
  24. I'm playing around with this a bit more, while it is a great concept, it's not quite there yet. Have a look at: https://en.wikipedia.org/wiki/Great-circle_navigation for the maths needed to pilot a ship properly.
  25. I'm trying the celeste contract too early in career mode. I peeked the config file to know where to go. I went to the coords, nothing. also, I tried loading ur craft file, I don't have FS.Battery20 in my game becuz I felt it was redundant to procedural battery... =\
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