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Acru

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  1. I notice the Kal-1000 can't control the position of stock landing struts too, which would be useful. I mean, one could build custom landing legs out of robotic parts, but there is no ideal 'landing foot' part that would survive the impact of landing, and pistons apply constant force where landing struts apply increasing force as they are compressed like a spring and don't require power. Perhaps a 'spring strut' part would allow for better custom landing legs?
  2. Also, typing in the track editor text boxes doesn't block ship control inputs
  3. Concerning the loop modes There is currently None, Repeat, and Ping-Pong. What I need is the Repeat and Ping-Pong with a 'stop between loops' option, ready to be triggered again. The latter could be done in an action by 'reverse' plus 'play/pause' with loop mode 'None', but there is no easy way to do the former. Possibly a 'rewind' action would be another option to work around this, and also have other uses? Concerning the toggle actions I have need of a dedicated play command for within an action, so a motion will complete even if the play action is triggered again via other actions. A dedicated pause action may be useful too for the same reason. For that matter, dedicated direction 'forward' and 'reverse' actions rather than just the toggle action would be useful too, when you want to specifically extend or retract something with two separate actions, though the axis groups might work too. Hope to see these in a patch, thanks. PS: One extended feature that could be useful is to allow a controller to trigger an action upon completion. PPS: Though it is beyond a quick-fix, if there was a way to trigger a controller or set its position based on the detected position of a piston/rotor/etc, one could make some marvelous autonomous contraptions~ Perhaps in the form of a sensor part attached to the part to be monitored?
  4. Ah, neat~ Thanks Edit: Any tips on changing the settings? I'm not sure what the numbers are referring to.
  5. Its not giving me the option to switch to. Do I need to upgrade the tracking center to get the option?
  6. You get to keep any Kerbals you rescue from rescue missions, it is much more cost effective to build an efficient rocket than hire. Once you accept the contract, you can view the Kerbal's specialization on the second tab in the academy and cancel if you don't like it. Cruel, but that's business!
  7. My complaint was that it doesn't make it harder, I'd like to have to achieve much more accurate orbits, to the contract specifications~ Also while I'm here; 5> There doesn't seem to the a way to switch control targets via the map, and you can't go directly to the Tracking station from the map. So it is an annoyance that you have to go ship>space center->tracking and ship>space center->tracking->ship, due to load times.
  8. I started a new career in KSP 1.0 on hard difficulty, been having fun with it but I've came across some non-gamebreaking issues, that are still rather annoying; 1> After loosing my first pilot in a freak re-entry accident, the game started assigning an engineer as a pilot (the first kerbal in the list) each time I create/load a new ship, and I kept having to recover the launch to change to a pilot after finding out I couldn't activate SAS; I had to edit the persistent.sfs file to put a pilot first in the list again. Kerbals should be re-orderable at the astronaut complex. 2> I use an absolute throttle control (on a Logitech flight stick), and it works fine except on launch, the throttle is always set to 50% instead of the current position of the throttle; I have to wiggle the throttle to get it to update. If an absolute throttle control is available, it should set the initial throttle from the position of the control. 3> The error margin on placing satellites in orbit is way too generous. As soon as I get anywhere near the right orbit, the last one accepted at maybe 5 degrees off. the guide disappears as the task completes and I'm left unable to fine tune the orbit further, if I so choose. On hard difficulty, it should require a lot more accuracy, maybe a 0.001% error margin! A setting for this is requested. 4> This last one is more a personal opinion, but on hard difficulty the science income may be a little too reduced (at 60% science income.) Generally it makes science more of a grind, rather than hard. Of course this can be adjusted when starting a career, I just thought I'd mention. 5> With a level 1 tracking station, there is no way to switch control targets via the map. So it is an annoyance that you have to go ship>space center->tracking->ship, due to load times. 5a> You can't go directly to the Tracking station from flight/map, you can't hide objects on the map like you can at the tracking center, and you can't set a body you're near as a navigation Target. This all could be streamlined. 6> Please try and fix for the above, thanks.
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