Jump to content

jpkerman

Members
  • Posts

    244
  • Joined

  • Last visited

Posts posted by jpkerman


  1.    As a one-time fan of the ProbeControlroom (which has not aged well with its dependencies) I have discovered an arrangement with Stock and MJ that facilitates running a telemetry/camera unmanned style mission by conducting the majority of the mission in map mode with mechJeb screens open for needed flight data.  Docking camera/VDS hull camera mods add to the MJ camera.  Accessing the camera views by action groups produce a loss of the map view so I open them by going back to flight view and using the PAWS.  The window persists when switching back to the map view.  It seems less resource using than PCR and its IVA trick to be in the control room and also its need for RPM and other older mods.  With only a instances it allows an informational only way to simulate an unmanned mission using action groups or MJ auto features to manage the mission.
        I thought about posting it here in case this has not occurred to some.  I also wish to raise the question, could MJ be updated to make this a feature?  It would use Stock map screen instead of additional needed assets.  Expanding a few more MJ camera styles could reduce dependencies. The ability to preset MJ info screen arrangements would quicken setting up the screens needed, I.E. a launch config, a landing config, an orbital burn, an re-entry config...etc.
       Interesting idea or not?

  2. I request for a modder to make a mod that adds a texture switch to the stock FL-R10  and FL-R25 RCS Fuel Tanks to match the dark textures of the Mk-1 and Mk-2  command modules.   This would be simply to allow the tank to set on top of the command module and be consistent with the appearance of the dark textures.  

     

          Thank you for your consideration.

  3. On 6/18/2020 at 1:46 PM, Bombaatu said:

    With the upcoming 1.10 release having a magnetometer boom, with the DMagic one be modified to use that part's science experiment config? Otherwise it seems cheesy to be able to send up a stock magnetometer with a DMagic one and get two science reports for (supposedly) the same thing.

    Make a MM patch to rename everything(part and science definitions)  and turn the DM Mag Sensor into another type of science collector.  Dark Matter Wave Detector?  Kraken Spoor sensor? Infinity Stone counter?

  4. Keep it simple, just minus stress for each crewperson by an appropriate % whenever a ship docks.   Example: If crew A at a lower stress level docks with Station B at a higher level eack kerbal minus 25% stress for docking.  Crew A are less stressed by the docking going ok and meeting the crew on station B and the Station B crew feel less stress by having some new faces around.  But the higher stress levels of station B from being cooped up with each other are not averaged into the fresh faces on ship A just because they have docked.

  5. On 6/8/2020 at 12:12 AM, stupid_chris said:

    There are already four textures you can chose from.

    Then my game must be buggered.  I get no option to change the stack chute container color.  It stays white.  The only changes to the textures are the color markers for the different types of chute.  I was looking for a black/white to match the MK-1 pod and black for the Mk2 pod. 

  6. Depends upon which version of KSP you are playing.  PCR depended heavily on the RasterMonitorprop mod.  That mod  is quite old and works best with older versions of the game.  I believe The original modder felt it was too outdated and moved on to a newer vision of the mod.  It was being taken up by another person till the camera changes in the 1.9 versions seems to have really buggered PCR.

  7. 3 hours ago, linuxgurugamer said:

    Since it will be running inside KSP, the answer is yes.  My long-term goal is to have an in-game tech tree editor, will have to see how it goes.

    So a player would be building the tech tree as they researched ?  Making the tree unique from game to game depending on what paths you follow?  I.E.  choosing solid fuel over Liquid as a main lifter type?  Fuel cells over solar?

  8. You are correct sir.
      I was aware that no points would be granted but what was throwing me a wobbler was things such as:

      In the Vanilla Sandbox VAB the Goo canister will deploy and the DMagic magnetometer will extend.  Collecting science on the Launch Pad gives no points but still a pop up window.

      In KSP + Kerbalism,Simplex Kerbalism, Sandbox mode behavior is different.  In the VAB the Goo canister opens upon placement and the DMagic magnetometer does not deploy.  On the launch pad there was no running of the experiment for no points to learn the kerbalism science process.  I had a few bad experiences where my probes would run out of total collection and transmission time before crashing/losing signal/draining batteries...etc.

       I was testing for compatibility of some mods in Sandbox mode to get all the parts available and hoping to practice procedure and time needed to run experiments under the new (and really cool kerbalism way) when I noticed some of the experiments would not even deploy.

      I am now wiser and at least had some fun.  I hope it was not too much of a false alarm for you. 

  9. Upon reading this I conducted four tests.

    #1 Loaded game with only:

    000_ClickThroughBlocker
    001_ToolbarControl
    CommunityTechTree
    DMagicOrbitalScience
    Magicore
    Squad
    SquadExpansion
    UnKerballedStart
    ModuleManager.4.1.3

      Dmagic and Stock Science full function.


    #2 Loaded game with only:

    000_ClickThroughBlocker
    001_ToolbarControl
    CommunityTechTree
    DMagicOrbitalScience
    Kerbalism
    Simplex Kerbalism
    Magicore
    Squad
    SquadExpansion
    UnKerballedStart
    ModuleManager.4.1.3

      Dmagic and Stock Science No science or animations function. Goo canister opens when placed in VAB. No open/close or collection options on launch pad.

     


    #3 Loaded game with only:

    000_ClickThroughBlocker
    001_ToolbarControl
    Kerbalism
    Simplex Kerbalism
    Squad
    SquadExpansion
    ModuleManager.4.1.3

    Stock Science No science or animations function.  Goo canister opens when placed in VAB. No open/close or collection options on launch pad.

    #4 loaded game with only:

    Kerbalism
    Simplex Kerbalism
    Squad
    SquadExpansion
    ModuleManager.4.1.3

    Stock Science No science or animations function.  Goo canister opens when placed in VAB. No open/close or collection options on launch pad.


       All games in Sandbox mode with Default settings.

     

  10. Kerbalism 3.1 indicates that Dmagic Orbital Science is a compatable mod.  When I add KerbalismCore and Simplex Kerbalism as directed I lose functionality to my Dmagic science experiments.  Remove them and Dmagic works.  Known issue or do I need to research more and post mod log?

  11. Another approach could be if there was a way to add a money or reputation reward to the empty nodes then the play balance against gaining higher tier tech too quickly and making tech trees more adaptable to individual play styles could be achieved.  A transition from hiding empty nodes to making empty nodes useful.  Variant tech trees would adapt to whatever mod mix is applied and the science points used to unlock the part-less node  could be rewarded in money and reputation in the form of "Research Advances", "New research theory" or "New Engineering design concepts".  If a mod is later added that fills that node then the "Make empty node useful" effect is not applied.

×
×
  • Create New...