Jump to content

Murdox

Members
  • Posts

    88
  • Joined

  • Last visited

Posts posted by Murdox

  1. Spoiler

    4:13 Achieving Polar Orbit          Ps. Camera flip to Orbital Mode is your best friend up there

     

    Whoaa... Had so much fun with this challenge! I thought IVA/Hud/Map/Any readings was prohibited so that's why i did it in normal flight mode with very minimalistic 1.25m mk1 rocket. Just like some others said already, getting space is pretty easy but circularization burn without sending Jeb all the way up to Mun took some practice :D For my biggest surprise i noticed how accurate you can go for polar orbits just eyeballing your path. I did this + couple test flights before and all ended up +/- ~0.5° from 90°inclination. Ps. Camera flip to Orbital Mode is your best friend up there

    4:13 Achieving Polar Orbit

     

  2. Horraay Tundra Exploration is back! :)

    I tried to load couple of stock ships but it seems F9Legs & gridfin is missing from 0.9 release. Did i just tried to load some really old school ships here? :D

    Edit: Nothing to see here and ignore this. I was just in slow mode and missing KRE

    Spoiler

    5ahn0aI.pnglLZFpAF.png

     

  3. 12 hours ago, HebaruSan said:

    If I could give you a gold star for a good bug report, I would. Thanks!

    Have a golden star also! :)

    Now when i had time to test it little bit more it's actually doing it just like you said. Couple of seconds spams and then it's gone. i was getting some constant spams before but it was with my modded install so it was maybe this mod + some another doing it all the time. No need for separate quick fix release since i can handle this spam and if i dont then i just use older version temporarily :sticktongue:

    Thanks for taking look of this issue and have a nice day!

    Edit: Also one improvement came in to my mind before and already mentioned in page3 from Luovahulluus who said that "It would be nice if the window had a button for closing it in the upper corner." I definitely second this if its not big task to do. Would be awesome small feature :)

  4. Gotta love this mod. Easy to use but still so powerfull tool with nice UI. Very many thanks to Mr. HebaruSan!

    I just installed latest v.0.6.0 and got under heavy NullRef spam which i hadn't with previous version. Also haven't yet had time try with clean install but i will and can provide full log if needed. Anyways spam im getting looks like this:

    NullReferenceException: Object reference not set to an instance of an object
      at Astrogator.KerbalTools.Landed (ITargetable t) [0x00000] in <filename unknown>:0 
      at Astrogator.AstrogationModel.get_notOrbiting () [0x00000] in <filename unknown>:0 
      at Astrogator.Astrogator.Orpoodleanged () [0x00000] in <filename unknown>:0 
      at Astrogator.Astrogator.FixedUpdate () [0x00000] in <filename unknown>:0 
     
    (Filename:  Line: -1)

    Edit: Still spamming with clean install. Starts immediately after loading craft to launchpad. Full log just in case: https://mega.nz/#!vRBXxKaY!ZP23_ybX4-GGmImpdwEwl3IGoDtGlifHoHBZErkKlZc

  5. It might be also wrong version or something else going on in that case, as i didn't except it was CKAN install. i have not had any issues using latest PersistentRotation with KSP 1.2.2 though. If it turns out CKAN related issue hope someone else can help you better than i do or try directly from CKAN thread :)

     

  6. 20 minutes ago, Caelus5 said:

    Anyone else having an issue where the GUI appears as a small box in the corner but without any buttons or interactivity?

    @Caelus5 I used to have this issue myself and was caused by myself having wrong installation structure. Check your GameData/PersistentRotation folder and if there is another GameData/PeristentRotation folder in it you should take that back to Game/Data folder and end up something like this:

    KSP Install Folder/GameData/PersistentRotation/ having Plugins & Textures folder in it.

    Sorry if explained somewhat complex but hope you get it work! anyways if you see something like Source, GameData, .git etc. folders in that PersistentRotation Folder you're definitely having wrong installation structure :)

  7. I also did a bit testing today with latest "log spam fix" version and log spam is definitely gone, but also in my case modded install dropping from solid >60fps  ~25fps. Then i tried again with fresh install only with this mod and tried both 32/64bit and couldn't control any stock planes on runway at all. It was just like total "input lock" or something.

    I'm sorry but i can't provide more information/logs today since i already left from home and i'll be back in business on monday. Just wanted to confirm/comment i have also similar problems with mod as evileye.x. So in this current state this is pretty useless report tbh.

    If still need logs after weekend or more tinkering later i would be happy to provide some more help when i could :)

  8. 23 minutes ago, theonegalen said:

    @Murdox @tetryds @kiwinanday @blackheart612 can you give me any more information about why you picked the cockpit(s) you did?

    I took new check with abcd lottery and still going to bet D. I really do like how all those smaller warning lights and smaller SAS/Light etc. buttons is arranged on top. Also seems that most of instruments and meters is aligned and maybe would be nice if airspeed,altitude,throttle maybe aoa things like that clustered together and then all not so important or maybe smaller instruments down there in their own cluster.. Thats only my thoughts! Sorry took some time to response i was playing around with planes & messing around with Photoshop & Flag Decals.. now its time for me to go. laters everyone!

    vl1M1WL.png

    Falcon cockpit here would definitely use some nice props too! :wink:

  9. Thats actually makes lot of sense since its pretty visually open view pod. Good to know also this there is not much can do about reading instruments and also thats no sense to make MFD more legible for such sacrifice. Anyways this IVA freak already waiting all new glorious IVA's and especially new ASET Stuff! :wink: Airplane Plus easily the best and must have airplane/copter part mod out.

    Edit: Hard decision but if need pick one i would like to give my vote for something like D

  10. 18 hours ago, kiwinanday said:

    @theonegalen B or C. But I use it as an airplane cockpit, not a helicopter cockpit (not much of a chopper pilot—probably would need an actual stick for that). Also, looks amazing. Just please make them legible when zoomed out. I tend to fly with a bit of wide-angle to substitute for peripheral vision, especially during maneuvers at speed.

    theonegalen literally took same words i was going to say about it :) If possible to make those props look/render as good as possible while zoomed out a bit would be awesome. I'm also more plane pilot myself and all of them looks really nice imho. Personally i would like to see those SAS control props included and also if possible even better if monitors as centered as possible even though it might be hard to align so many props and monitors to one little pretty open view pod! Admirable work all of you guys #neverstop

  11. 5 hours ago, DevonKiwi said:

    One change not mentioned (I think).  Key binding for Kerbals' helmet lights changed from 'L' to 'U'.

    Ohh yess this was changed already in 1.2.1 so i think thats why it's not mentioned in 1.2.2 patchnotes anymore. Also for me it's been standard custom setting so long that i forgot this is stock too :D

    " * Change default eva light binding to not clash with translate left. "

  12. 19 hours ago, DMagic said:

    New modlet incoming: Maneuver Node Evolved; get it on Space Dock.

    I'm not crazy about the idea of adding a separate, fixed maneuver gizmo somewhere near the NavBall, though I can see why it would be useful.

    Let me know if there are any suggestions or questions. CKAN and Curse availability should be forthcoming.

    Congrats for new modlet release and happy thanksgiving to everyone who celebrate such thing today! :) Haven't tested it yet but i'm sure it's fantastic and going to be essential for me like all other modlets already do.

    If you ever going to implement separate gizmo or if this would be possible to do with current state of this modlet... i would like to suggest sensitivity slider or any other way to change/set sensitivity of gizmo like its done for example with Precise Manouver Editor. Cant speak on behalf of another but i've found it pretty useful to set at least lower sensitivities than it is with stock gizmo. 

    Anyways take this only for suggestion and this was pretty much only feature i'm going to miss compared with some other manouver node editing mods. Going to add "Evolved" right now along with other modlets and give it ago!

  13. 4 hours ago, tree_tchoper21 said:

    is there a way that you could allow people to make/use their own sounds?

    Yeah it should be possible at least if just replacing already existing sound files. I'm not sure about adding new sound pack folder though. Sound files is .ogg format and you can locate them in GameData/LaunchCountDown/Sounds. Just replace sound files in either Apollo or Kerbalized pack with you own .ogg sound files. :)

  14. 2 hours ago, NecroBones said:

    @Murdox, I found the problem. I've released 0.4 of the stock-alike config:

    0.4 (2016-10-13) - KSP 1.2 Fix.
     - KSP 1.2 now requires part costs and entry costs to be integers. Recalculation adjusted.

    Holy smokes that was way faster than i excpected, i was gone like couple hours and you already solved/fixed it! Thank you very much... cool now we can enjoy RSB also in stock sized game! :)

  15. 3 hours ago, -ctn- said:

    Oh no! Are you playing in 1.2? I tested it on both 1.2 and 1.1.3 and they were working as expected. I'll take another look later today. 

    1.2 build 1654 here and same issue with ATV's PI-SP-3 panels. Take your time and other than this very minor issue your 1.2 updated mods seems to work flawlessly. Thanks for nice updates, i'm enjoying all of them atm!

  16. 1 hour ago, blackrack said:

    Anyone else with 1.2.1564 build with same problem? Only Scatterer 0.0255 replaced with this fixed .dll and i'm getting constant crashes to desktop when trying to load existing game from main menu. Also getting this when game loading:

  17. I wouldn't be more happier if i just could give some donations for KSPRC, Kopernicus and many other wonderfull mods ive been using during all these hundreds even thousands hours in KSP, but current state of life i just cant :blush: Btw Proot sorry to bother you with this question but since i've lacking some information i would like to know how to arrange/config that 1 bump map to get it work properly for planet. If im correct there used to have different maps in configs for steepBumpMap, lowBumpMap, midBumpMap, highBumpMap. So my question is basically how it's getting done in ksp 1.1 or is it just using 1 NRM map for all these sections in configs?

    Appreciate if someone can educate me with "simplistic" answer... Thanks! :)

×
×
  • Create New...