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Lorunification

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  1. Do you use probe cores instead of manned pods? It may be that you lose control due to no connection to KSC. You can check if the antenna in the navball bottom right is green or orange. Adding an antenna to she ship helps. Not sure if this is a bug or a feature for now.
  2. This is the underlying issue I also reported here it seems. I assumed it was that it does instead use the drag of the object inside. The cargo bay itself generating too much drag is the likely issue here. Merge with
  3. The XL Cargo Bay does not seem to occlude the drag of assemblies placed inside the bay. The following craft spins around as soon as it deviates minimally from prograde. Platform: Windows 11 (22621) Game Platform: Steam Game Version: 0.1 (EA Build as of 26.02.2023)
  4. This is a pretty low priority thing, bzut it would be nice to be able to save specific color configurations in the color manager, to reuse across multiple parts and craft files. For example, my agency color scheme is metallic (both transparent) and I want to color code monoprop, electrical parts and other parts each with their specific highlight color. To do this, we currently have to select the same colors over and over again, which is tedious especially when coloring something different inbetween. Having a few configurable and reusable color scheme slots would be helpful here.
  5. When switching part category (e.g., Pods to Tanks) in the VAB, the party manager takes a noticeable amount of time to load and display all parts of that category. Example Video:
  6. The color manager closes once you switch to another tool. The color manager works like the translate tool, or the select/placement tool. Simply pressing 1, or clicking the corresponding button will close it. You don't close it by clicking the color tool again. Instead, treat it like the toolbar in Photoshop (or any similar program) and select another tool. That will close it.
  7. I am only joking, but hear me out. You could run something like https://github.com/fathyb/carbonyl and connect a remote client to a cloud gaming service of your choosing (e.g. CloudMorph), then connect to that client via SSH and render the game on essentially any machine that is capable of displaying a terminal. You would still need a GPU to initially render the game though. Edit: The selected cloud gaming service would need a web interface. CloudMorph provides a WebRTC Interface that can be accessed via the browser.
  8. Not sure about that, but the current version is super inefficient with the available space - I also assume it's pretty buggy. For me, for example, it doesn't show tank content during flight, so it not only shows all the parts of my rocket that I may or may not currently be interested in, but it also does not show any meaningful information about those parts. For example, if I want to deploy solar panels, I am interested in seeing the information of the solar panels part. Instead of showing me what I want to see, it litters my screen with 90% irrelevant information I have to sift through before getting to the single button I actually want to see and click. This, on top of every single element being way too large, is a super unpleasant experience. In addition to all of that, the orbit visualization is convoluted at best, entirely unusable if being honest. Look at the following screenshot of a very simple correction burn to achieve a proper Mun encounter. AP and PE markers are unclickable, if I even were to figure out which is which.
  9. Regarding the new UI, I am most interested in knowing why everything takes up so much space. It feels the UI has been developed with touch in mind. The list of parts is humongous. Even when playing at 3440x1440 the UI takes up a significant portion of the screen in VAB. When in flight, all the elements are unnecessarily large, fonts are huge etc. My suggestion would be to add the possibility to at least scale the whole UI down.
  10. Hey everyone, Sorry, if this is a repetetive question or something, but I seem to have a problem with the current FAR release that I already ran into with some of the recent releases. I cant quite figure out what is wrong with my installation. Here is the issue: The default starter rocket (Mk1 Capsule + RT-5 Flea + parachute) does not seem to generate any drag whatsoever during descend. The overlay does not show any drag indicators and the vessel slams into the ground at about 700m/s. I think i already read about this issue somewhere, but can't remember how to solve it. Is this caused by an incompatibility with another mod? Any help is greatly appreciated! Thank you in advance! Edit: Seems to be the same issue already in discussion. But instead of reentering a "real" vessel, i have a completely new vessel with 3 parts.
  11. Hey Diazo, Thanks for looking into it. I just launched the same vessel again and with that it worked, so it seems to not be an issue with the mod but with the vessel itself. So i currently have the 2 versions of the exact same vessel. THe mod works perfectly fine with one and not at all with the other (even velocity limiter does not work). I will compare .craft files and report back. Again, thanks for looking into it and sorry if i caused unnecessary work :/
  12. Hi, First: Thanks for the great mod! But I somehow get "Low TWR" on several vessels although the vessels got a TWR of >10 (on Minmus). Do i have to set the body i am currently at or something? Thank you in advance!
  13. Thanks kcs123, But isn't pitch up/down? The indicator goes ALWAYS to the left, never to the right. Even while rolling the plane the yellow indicator stays stable. Thus generating sideslip until things flip and break apart. Nevertheless, what kind of flap/surface/wing does help? It seems kind of arbitrary to me.
  14. I really like the new FAR Release! I have one question though: What do the yellow indicators, well, indicate? (cf. images). I get them at almost any plane/rocket and can't figure out what this is. In stock the yellow arrows indicate torque and at first glance i tought my vessels are unbalanced and tend to flip to one side. But no matter what i do and how green my FAR stats get, the yellow force stays where it is. Even with yaw controle way behind the CoM. Can someone give me a hint on what i am doing wrong? Note: The plane and rocket in the pictures are not supposed to do anything but show the yellow marker. Second: Is it possible that the CoL is kind of odd? Sometimes when i add wings to the back the CoL moves forward. Thank you very much!
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