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Shadriss

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Everything posted by Shadriss

  1. Thanks, though that now begs the follow on question of why you released it as two packages on CKAN if both are needed? Why not a single package? CKAN limitation? Regardless, thanks for the work and the reply.
  2. Not an issue, Linux - you do so much work around here that it's easy to misinterpret stuffs. Thanks for all your work, since you're here.
  3. Not what I asked - there are two versions on this on CKAN... one that is just the plugin and one that (from it's naming anyway) appears to have KW parts in it. If that's the case, KW users should only need the plugin version, yes?
  4. A) Outstanding - no future issues anticipated. B) I know - but wanted to make sure others did from the best source possible. (You're Welcome! All part of the service!) C) I refer more to the amount of space between entries more so than anything else. Even so, from your answer I surmise that more work on that is, indeed, upcoming, so I'll just shut up and wait. I'd say take my money, but... well... yeah.
  5. For KW rocketry users - do we just pick up the plugin itself, of the KW Rocketry one? It's not clear.
  6. From a realism standpoint, I agree with you. From the standpoint of cleaning up the spaghetti, not so much. Realism: Single-point failures are bad. Having only a single satellite as the link to all the others is, as you put it, asking for trouble, as if it gets disabled for any reason, the rest of the constellation would, in essence, go dark, rendering it completely useless for it's intended purpose. Spaghetti: Single-point comms would clean up the lines around Kerbin substantially, which is more or less the point of this mod (among others). Compromise: Set two or possibly three members of a group to talk to Kerbin, meeting the goals of both problems. @TaxiService - A) It's not mentioned anywhere, and I HOPE it never becomes an issue anyhow, but is there an upper limit to the number of frequencies that can be created and applied? B) Is there any thought being given to the ability to filter the list of craft in the UI, so you don't have to scroll a large list in the mid- to late-game? C) There is a lot of wasted (empty) space on the current UI. You mentioned that you were still working on it - is a streamlining of the look part of that?
  7. Crap - I was hoping I was right. Not on you - problem on my end since I use CKAN to maintain my mods, and this one hasn't been updated there since 2.0. Like I said, not you, as I know you don't handle this. *sigh* OK... *deep mechanical voice* Assuming direct control...
  8. Based on what I'm reading, no reason for a PC user to update to 2.0.4 from 2.0, as it all relates to Mac users, correct?
  9. Random question @TaxiService: since we're having the discussion of how to handle antennae vs cores - is it possible to allow a core to have two frequencies as opposed to having to manage (possibly) large numbers of antennae? I don't think *I* will ever need more than two on a given craft (though others will...), and that would take care of a lot of the (minor) issues I have in usability.
  10. For informational purposes only here: SCANSat does, indeed, scan when not the focused vessel. Which is great, cause it means I don't have to timewarp-babysit it while it's scanning. Your reasoning there would be a valid one. Your second point also has a few existing mods, though I can't recall their name at the moment... FRMS (?) I think, though possibly way off. Not really adding to the discussion, only providing a little info on your points to help you extrapolate your suggestions a bit deeper - I see where you are going, and I'm curious where it will end.
  11. For the first, I point out my previous post where I am limiting myself to a single frequency per vessel. It seems wasteful (from the design standpoint) to have two antennae on a Kerbin Local Space satellite... especially in a career game where funds (and part counts! Also weight!) may preclude it anyways. Having the option is a good thing - it may need to be tweaked in some fashion, or have a second option to designate it as the "Prime" link in the Commnet, allowing it to talk to both it's members AND the ground station. I don't think it will be obsolete - it just needs a tweak. If you want it to talk to multiple Commnets, sure, but I don't consider the ground stations part of any net... they are the reason ALL the nets exist in the first place. *shrug* My two cents. For the second, thanks - perhaps I'm missing an obstruction somewhere. I'll keep looking. Thanks for the confirmation.
  12. I think you misunderstand what I was saying, but since Max nailed what I was really wanting, I'll just quote him instead of trying again myself... In messing around, I may have found another solution as well - have all members of a channel minus one using the "Talk Only to Members" option, with the last one having that option off. From what I can tell, that last one will then act as the "air-to-ground" Max was speaking of, while the rest of the constellation will only talk to themselves and that relay. Until I have time to get a full constellation into the air (so to speak) I can't test it, but the initial results looked promising. I should have mentioned, but I'm still in early career, and multiple cores for my probes aren't feasible, so I need a single frequency solution. On a separate matter, does this mod limit transmission distances or anything? I'm noticing that, even with LOS some of the satts aren't talking to each other on their networks.
  13. My concern so far is somewhat related to the above - when you put new networks together, they do not connect to Kerbin. IE, I am putting all contract satellites in thier own network, as I don't want them to be talking to, say, a GPS network I'll be putting up soon... so they will and do talk to each other, but not to any station on Kerbin. I know this will be addressed by allowing us to set frequencies for the ground stations (eventually), but for the now, it looks and feels decidedly odd to not have the networks talk to Kerbin as well.
  14. I must be missing something - I just put a satellite up into orbit (for a contract), thus I don't want it on the public network. When I type in a new frequency, I am told to "choose an existing constellation"... and I don't have any yet, nor do I know how to set one up. I see no additional buttons or tooltips to assist in how to do any of this. Perhaps someone could be kind enough to give a more step-by-step set of instructions for using this? EDIT: NM - just found that whole setup in the Tracking Station - I expected to be able to do it all from within the Flight screens. Disregard. EDIT Jr. : Did the ability to change ground station frequencies already get implemented, and if so, how is this done? I've tried right- and left-clicking the red dots that show on the Tracking/Map screen with no results, and I don't see them mentioned anywhere in the interface.
  15. Another great mod revived - I used this one a LOT back when it worked. A request, though, if I may - I have another mod that does the budget part. Is it possible to turn this one's completely off, either through toggle or setting the multiplier to zero?
  16. Nice to see this is all still a thing, Gal. Been out of touch for the last few months (at sea on my final deployment EVER). Still love the work, and thanks for the continued support.
  17. Fair enough - there's more than one way to budget. Perhaps a suggest on his thread might make that possible? Also, I only just noticed, Gal - Two Modding Monday entries in a month? And you wonder why we love you... Also also - why did your planet pack thread get locked? Unless it's been released and you didn't mention it at the thread's back end?
  18. I use one called Monthly Budgets that may provide what you're looking for. Fully configurable, and may fit into this mod really well additionally. @Galileo: Thanks for this - I was an avid user of Ippo's work until it fell to the wayside. I'll be turning the contracts back on, but the functionality is great.
  19. I like what I see, and with the understanding it's still in WIP state, I am curious why the centerline sections appear to be moving without any attaching pieces? IE - the portion that moves second moves into place with no attachment to the rest of the dock until AFTER they are in place and attach to the docking arms. Man, I hope that was clear...
  20. So... you just re-posted exactly the same thing as last time. Minus the Update on the end. OK - given your last paragraph about launching everything from the surface SSTO because of your mod lineup, I understand your perspective. Again, I THINK there's enough there for me to work it out the rest of the way, so thanks. I do have one other question, though, since you mentioned it again. I get the lack of EC on a newly built ship/facility. You also mention food/water - I assume this only applies if you use a LS mod of some variety?
  21. I don't remember seeing this request addressed previously, so I'll put it out again to see what you think Z - if it WAS addressed and I somehow missed it on my recheck through the thread, my apologies in advance. - Is it possible ot make the 'Hear and Now' window a subwindow of the main list window? For those of us who run a fair number of mods, we get a fairly long list of Stock App Launcher icons, and having two from the same mod takes up that much more space. The window itself I don't use anyhow (I use Automated Science Sampler for that functionality), but even if I did, I wouldn't want a seperate AppLauncher Icon for something that is still part of the same mod, if you get my thinking. Regardless of that, my complements on all the work you've done - it's always been a good mod, and it's only getting better.
  22. Thanks much - I've been a bit busy lately and completely missed the 1.2.1 patch.
  23. I must have missed KSP updating then... *rushes off to investigate*
  24. Noticed an update dropped recently - any changes to be made aware of?
  25. Noticed a new version posted - curious about any changes.
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