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Galenmacil

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Everything posted by Galenmacil

  1. Great! Does that mean we can expect a FAR release for 1.2 soon?
  2. On this whole subject: I think we have reached a point were the bottleneck is actually the human brain. More and more complex software in an ever increasing multitude of platform not to mention a plethora of programming languages. Until "self fixing" compiler and other AI approach become a reality, we are not going to see "perfect" programming.
  3. I have opened an issue on GitHub about Contracts Window+ not initializing properly. False alarm. The mod was missing some files... That's why! My fault.
  4. Haha. I remember seeing that a while ago... Still not fixed. But this made me laugh when i saw it. =)
  5. If i remember correctly, even with the VAB/SPH Launch button disabled, you can start building a design directly via the KCT window in the editor. No need to get back to the KSC for that. I played a lot of career with KCT having launches button disabled and it was not that complicated...
  6. Whoa! Nicely done XOC2008! Really looking like an Hornet!
  7. I have the same issue: tried various format for the NRM without effect.
  8. This happens the first time you start a new game: KeepFit button is nowhere to be seen. But if you enter the flight scene and return to the KSC scene, the button should be visible. That or there is a mod that is causing issue with the toolbar buttons in your install. I have seen this with an incompatible KSP 1.2.0 DLL related to Infernal Robotics. Several buttons were not showing... I must say they interface nicely already! I reduced the Kerbal Tolerance Limit to 0.05 in the stock advanced game options and I find that when a Kerbal surpass it's personal G tolerance (you can see that in the astronaut complex) for more than ~10 seconds, they go unconscious. It takes about 20 seconds for them to regain conscious once G forces are back to normal. This is enough to cause catastrophic events! KeepFit on the other hands is mostly concerned about long term G tolerance and tolerance degradation from long period in zero-G. Also, possibly related to the various problems with mod buttons not showing is this post: http://forum.kerbalspaceprogram.com/index.php?/topic/55420-120-toolbar-1713-common-api-for-draggableresizable-buttons-toolbar/&page=55#comment-2770188
  9. Suggestion: Disable the button completely in the VAB/SPH and use the KSC Runway/Launchpad instead? Or disable all stock launches method... There are options in the save file (persistent.sfs) that can be used to modify these various behaviors: New comers to the MOD might find the mechanics of only using KCT interface for launches unintuitive though.
  10. Did you generate the initial maneuver node with MechJeb? I noticed that maneuver node created by MJ "Maneuver Planner" generate exception when edited with Precise Node. Manually created ones are okay. Since MJ is not officially out yet for KSP 1.2.0, maybe this well get fixed by Sarbian.
  11. Yay! No more micro window stuck on the KSC screen!
  12. I think that would be the best option: That way, we can have the "core" feature of KCT like timed construction and update, pad refactoring, etc... Personally, I would prefer to see a version without part inventory rather than nothing for a long while.
  13. I was wondering what is the function of the file "csurf_sync.cfg"? The first section change the module name of module "ModuleControlSurface" to "SyncModuleControlSurface". Is that necessary for proper operation of AA?
  14. Submitted an issue on Github about the VAB/SPH tool tip not showing "Neutral" level correctly. Also, what does the "Wimpmode" option do?
  15. Very cool mod. Just reporting a "problem" with it: When setting displayed speed to anything else than m/s the game take a serious performance hit. Roughly a 50% drop (from ~55-60 to 30 in the testing I did) which I assume is due to the "complex" computation involved. Could you look into this please? Perhaps you could make the computation let's hardware intensive or limit it to 5 cycle per second, something like that...
  16. Hello DMagic and thank you for this nice mod. I would like to suggest a simple tweak related to science wedge for Universal Storage: The "Goo wedge" and the "Material study wedge" are available in the tech tree sooner than their standard, stock counterpart which is strange considering their are much bigger and clunky. I would suggest that, for both of these science wedge, their tech tree position be changed to "Miniaturization" which is a little bit farther in the tree,
  17. Just reporting a typo/error in the file ".\GameData\UniversalStorage\Parts\US_1R350_Wedge_Waste\US_1R350_Wedge_Waste.cfg" Excerpt from the log file: [LOG 22:57:21.338] PartLoader: Compiling Part 'UniversalStorage/Parts/US_1R350_Wedge_Waste/US_1R350_Wedge_Waste/US_1R350_Wedge_Waste' [WRN 22:57:21.339] PartLoader Warning: Variable unfocusedRange not found in Part Excerpt from the part file: MODULE { name = ModuleAnimateGeneric animationName = Take 002 actionGUIName = Toggle Fairing startEventGUIName = Fairing Off endEventGUIName = Fairing On allowAnimationWhileShielded = False }unfocusedRange = 5 } line 60 is problematic...
  18. Uh... *Look around for the MOD release thread* *Look in drawer* *Look under the desk* Can't seem to find that particular thread...
  19. Just reporting in that, using Boris-Barboris updated DLL, I managed to put together an AFBW setup for KSP 1.2.0 that work in conjunction with Atmosphere Autopilot. I play on Windows 64 bit with an XBox One Controller (with the guide button unlocked!). Anyone having trouble making this mod to work, PM me and i'll do what I can to help.
  20. Thank you very much for all you are doing for the KSP community. All hail guru LinuxGamer, sir!
  21. Boris-Barboris? I was wondering if you could, perhaps, integrate or maintain the AFBW mod too since they both benefit from one another? It seems the AFBW thread could use some attention... Just politely asking.
  22. This is one the mod I find hard to play without... Any plan for an update for KSP 1.2.0?
  23. This seems to work correctly with KSP 1.2.0.01586 for those wondering.
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