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Tandoori

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Everything posted by Tandoori

  1. Oh, that I understand. In the original mod, though, you could click to increase and right-click to decrease instead of two seperate buttons. It's a small thing, but I do miss it, as it was very intuitive.
  2. This is a wonderful update to an invaluable tool! In the original Precise Node, you could left/right click on the +/- buttons to add/remove velocity. I've gotten used to that behavior, and it seems very intuitive. Is it possible to do that in this version?
  3. Just wanted to throw my hat in as well as someone who also experienced the same issue on a fresh install with no other mods.
  4. Yeah, I'm also having some serious performance issues with this and 1.3. I just got a new Surface Book 2 13.5" with an i7, 16GB RAM and GTX 1050, and the frame rate is terrible with Scatterer installed while running at 1900x1200 resolution. The specs on this machine should be more than sufficient to run smoothly at decent framerates with simple rockets.
  5. Random brainstorm and possible solution to the tankbutts problem: Instead of having it use two attachment nodes for different sizes, what about just having a switching option in the right-click config menu for the part when assembling in the VAB? So you can just cycle between 1.25m and 2.5m versions of the part (which includes the tankbutt). Would that prevent the issues with shrouds not covering the tankbutt and it disappearing on reloading?
  6. I'm not sure this this is the primary intended function, but I find them very useful for making sure that certain craft (like modular interplanetary vessels) are properly radially aligned before retracting and finalizing docking.
  7. Let us know if you need anything to help troubleshoot... logs, save files, etc.
  8. I am also experiencing the issues that joao44289 is having. Is this mod supposed to replace all of the stock music as well? I am hearing the same song over and over in each area (e.g., when in the VAB, i only hear one (new) track playing. Additionally, there is either a memory leak, or the current version is not actually dynamically loading the music. I'm getting crashes due to running out of memory.
  9. Is the Salamander supposed to have windows that light up? Seems odd that it's one of the only command pods that doesn't...
  10. And you might be waiting a while. I don't know if it was your intention, but this reads as very rude and entitled-sounding. The people who work on these mods do so in their own time, without compensation. Posts like this are what make devs decide it's not worth it to continue working on them. We'll get it when it's ready, and when they have the time, or when they just feel like it. They don't owe us anything.
  11. Sad to see that Ven has decided to step away from development of this mod, but it is after all his decision to make. I wish him the best in any future projects, and I very much hope he will allow someone to take over development, as my current career is rather dependent on it. Is the current version working out of the box if I do a fresh mod reinstall?
  12. I am also still having MalevolentNinja's issue with the windows disappearing when mousing over a part. I've re-installed the latest version to no avail. Is this a known issue, or has anyone else figured out a fix? Not game-breaking, but definitely immersion-breaking.
  13. If kerbals really are evolved from frog-like creatures, it's reasonable to assume they would go into a deep hibernation/suspended animation when there is a lack of supplies, so you could role play it like that. That is, if you wanted. You monster. EDIT: Roverdude, that's awesome. Would any changes to the config menu take effect immedately in-game? I'm under the assumption that manually editing the file as it is currently only takes effect when either the game or vessel is loaded.
  14. The clouds also appear to be missing from the southern hemisphere in that screenshot, and often when I start the game as well.
  15. Glad to help! I've also noticed when putting ships together in the VAB, it doesn't add time for food potentially produced via recyclers and greenhouses - only food currently on the ship. This is by design as well, I take it?
  16. Okay, I admittedly don't have any experience with it myself, so I don't want to send you up the wrong tree, but perhaps when used in conjuction with TextureReplacer, somehow?
  17. @Thahat You could always just edit the texture file for the docking door yourself by rotating it 30 degrees, and saving as a new version of the part.
  18. UI Spamming issue reported on GitHub, save file uploaded, as well as an imgur gallery at http://imgur.com/a/Yjrdy. This was all reproduced on a new sandbox save after removing all but a number of commonly used mods. Let me know if I can provide any more information, thanks!
  19. Will do when I get home this evening!
  20. FYI, have also been getting the "[Vet Kerbal] is refusing to work/has returned to duty" UI spam when the habitation timer runs out, even though I have that requirement turned off in the config. Have you pinpointed the problem yet, or would you like me to subit logs and/or saves? I'm running a lot of mods currently, so I'll probably want to create an instance with just LS/MKS to verify it's not some other conflict.
  21. I'm pretty sure they just go into tourist/grouchy mode, similar to if they were lacking supplies. But someone else may want to confirm that - it hasn't been an issue for me yet.
  22. Habitat and Homesickness. I believe the Hab value is only relevant is you're also using UKS.
  23. I recently installed this mod. Last night, I sent a manned mission to Minmus for orbital scanning/mapping and landing/exploration. While I was scanning the surface from high orbit, my grace period ran out - and I then realized forgot to add supply containers. This was suprising because I had two orange-suited kerbals (Val and Bob) and a tourist on board. At first, I thought it was a glitch, but I found out from this thread that a more recent update defaulted the veterans to get "grouchy" and refuse to work by default. I adjusted the config file and restarted the game, but I guess it was too late at that point, so I decided to "play it as it lies". This turned out to be the much more fun option.... The engineers at the Kerbin Space Center frantically put together an emergency probe to launch with a docking port that attaches to a small module consisting of 2 small supply canisters attached to a Science Jr, along with a couple extra goo canisters. and a docking port on each and for easy transfer and re-use. This was because the stuffed shirts up in Administration figured they might as well squeeze some more science out of it while they were at it. Launch and rendezvous went without incident. I was only when it was time to begin the docking procedures that something was realized that caused the entirety of Kerbin to sigh and shake their heads - Val's ship has a shielded docking port, and the hungry Kerbals were refusing to open it to allow their supply probe to dock. And so, they were still dead in space. Meanwhile, back at the KSC, the R&D department had just finished processing the Science data transmitted just before the Kerbals on the Minmus mission went on strike. From this, they barely managed to gain enough science data to create a new technological breakthrough - the KLAW! Quickly, the prototype was rushed to the VAB and retrofitted onto an identical ship as the Minmus exploration vessel currently adrift in orbit. They also had the foresight to add a 2.5m supply canister this time, too. With Jeb at the helm, the ship launched successfully, and, after a few misaligned attempts at grabbing the stranded vessel (causing it to tumble away a little, making the entire process that much more difficult), eventually was able to latch on. Val and her crew were able to finally have some snacks and perform the arduous task of flipping the switch that opens the docking port shield on the front of the command module. After that, the probe was able to deliver the supplies and science module without further incident, as well as transfer some fuel to top off the tanks in both ships as well. Once Jeb released the Klaw from Val's ship, both ships were ready to continue the mission - and a good thing too, because the space program was very nearly in the red after two unplanned emergency launches for this one mission. Luckily, we now have two ships in orbit around Minmus, ready to make multiple biome landings, which should help make up the budget overextension. In the words of S.R. Hadden from Contact: First rule of government spending: why build one when you can build two at twice the price? However, in an uncharacteristic display of fiscal responsibility from the Kerbal Space Administration, It was also decided that Val and her crew would NOT be receiving overtime pay for the unplanned extension of their mission time. I love this game, and I love this mod. Thanks, @RoverDude ! Next up - Duna! And on that note, how do you guys plan for long missions? I don't know of any easy way in-game to account for travel time to other planetary systems, particularly when that means waiting for a return window.
  24. Looking into using this mod as a less-high maintenance alternative to RemoteTech, as I'm sure many of you do. Does this mod allow for the use of command stations/ad-hoc/direct control? Say I've got a manned ship in orbit on the far side of Duna, with a rover probe on the surface below. Both are currently experiencing LOS to Kerbin. Can I still control the probe directly from orbit without the connection to Kerbin using this mod or another available mod extension?
  25. So, it's been a few days, and I think I'm really starting to miss this mod. How are things still working for you @Temeter, @TheKerbalPl, @TG_bigboss? Any other issues besides the landing legs, and are things like docking port bumpers and cabin lights still working? EDIT: I also just want to thank @Ven for his amazing work on this mod. You rock.
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