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eberkain

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Everything posted by eberkain

  1. I've been thinking about building myself a space shuttle styled control panel, the switches would come through as joystick button presses in game. I have used my HOTAS for flying so I know that all the stock game keybinding stuff would work fine, but with mods there are plenty of things that have to be clicked on that have no way to keybind to them, and most mods have no support for keybinding. I've done some looking and have never seen the subject discussed. I imagine a mod that would act as an intermediate, detecting a button press and sending out function calls just as if UI buttons had been clicked, and would work for any mod. I don't know if such a thing would be possible? @RoverDude @sarbian @linuxgurugamer If anyone would know it would be you guys.
  2. The only issue I am encountering when playing on a 10x rescale of GPP is a strange fuzzy blue line on the horizon when at low altitude, 1-2km, any higher and its completely gone. Is there any way to adjust the config to fix this?
  3. I've been using tweakscale with an added step in between each size and have been enjoying it alot. 0.35 ,0.625 ,0.9375 ,1.25 ,1.875 ,2.5 ,3.125 ,3.75 ,4.375 ,5.0 ,6.25 ,7.5 I wish there was a limiter built into the system, so that a part could only be scaled two steps up or down. So my 1.25 meter fuel tank would be restricted from going any larger than 2.5 or smaller than 0.625. But that shouldn't apply to all parts, like adapters I want to scale to anything as sometimes its hard to find the right one when dealing with the odd sizes. For the config file, what does incrementSlide do? I didn't change it and things seem to work fine.
  4. By that logic you could cut the consumption numbers down, but then you still have the problem of the quantity of supplies attached to parts. If you leave it as is then a command pod is going to sustain for weeks. Or if you readjust the parts to contain less supplies, then when you scale up to a larger system the parts only sustain for a fraction of the time that your instinct says they should. And you have to consider that with Sigma Dimensions, its not simply two different scales, someone could make a 9.1x scaled system if they wanted. You don't alter the EC stored in stock batteries, and you dont alter the EC produced by stock solar cells, so it kind of needs to be balanced around those storage and production numbers instead of real world values, I would not alter EC numbers as they seem pretty well balanced as is. What if instead of scaling by the day-length multiplier you had a couple scaling variables in the config file. One for consumption rates, and one for storage size. So if I put in a 0.25 for the consumption rates it would lower things like the food, water, oxygen consumption to 1/4 of default. And if I put in a 2.0 for the storage size, then all the parts that contained food,water,oxygen,etc would now contain twice as much food.
  5. I do have a question about the camera feed, how does that work exactly? Ultimately, I'm assuming we can open a webpage and view the live-in-game camera feed, I've yet to figure out how to get it to work. You know what would be great is it you could pull up the SCANsat window through telemachus somehow.
  6. So to relate that to the real world. 1.77 Kg every 6 hours is 7.08 Kg per 24 hour period. If you divide that by the typical three meals we eat on earth, you get 2.36 Kg per meal. That is more than 5 pounds. That would be like eating three of these a day, plus some side dishes. I suspect that the NASA figures for consumption were listed per day, and that was applied to the Kerbin days (which would be a 400% increase when looking at the actual passage of time). I would argue that it should be balanced around the hours instead of the days since the hour is the largest measure of time that is the same in both the Kerbin time scale and Earth time scale. But I see it both ways, at the stock scale with the current default consumption rates you get usage that makes sense in the context, but scaling up to 10x for RSS and using the default consumption rates I can see why it would seem like they are too high when you start looking at how much gets consumed per orbit, etc.. It would either take another 'realscale' profile, or a way to just flat scale all consumption to like 25%.
  7. I'm getting the same this morning, so a release is probably on the way.
  8. Does the rate scale with the switch from 6 hour to 24 hour day? I found this article on NASA.gov that says an astronaut on the ISS uses about 2.5kg or food and 11 liters of water per 24 hours. In the Default profile config I see a note that says 1.77 Kg per-day for food, I'm not following what the rate/interval/degeneration numbers mean. A Mk1-2 Command pod carries 94.5 food internally, about 27kg. That should be enough food for the three passengers to eat on for 3.6 days (86 hours) according to the numbers in the article I cited, or 5 days (120 hours) at the 1.77 rate from the config. In-game the Kerbalism planner says the food supply will last 30 hours, which is the same as 5 six-hour days. Looking at that it seems that the rate actually is much higher than it should be when you go by hours passed. Is there something important I'm missing?
  9. @ShotgunNinja what are your thoughts on this?
  10. Stock clamp vs the TT06-A when the root part is at an angle.
  11. I had this issue with the wheels the other day, you have to get them turned the right direction. I looked at the back of the wheel before attaching it, make sure the piston things are vertical and the V shaped part has the larger bit at the top. At least I think that is how I got it to work.
  12. Ohh that's awesome news. So many things I'm looking forward to in the next update. I may be oversimplifying things, but... The blue line is an artifact of scaling some piece of artwork so large, presumably a horizon texture for scatterer. Could an alternate version of that texture be used in rescale games that is of a larger base resolution?
  13. I too am enjoying it, looking forward to a first pass on anomalies for all the planets.
  14. Since KCT is such an integral part of my kerbal experience I would definitely contribute. I really think the Paetron model is the way to go anyhow, instead of paid mods in general as Steam seems heart set on implementing at some point.
  15. I found this discussion on another forum. http://www.thespacerace.com/forum/index.php?topic=2761.0 So the pricing may not be too out of line.
  16. https://drive.google.com/open?id=0B_wAo_KZdHCrXzQ2a19NSzA3T0U So i updated my video drivers, no effect. I tried with a minimal install, no effect. Tried taking off my -popupwindow option from my shortcut, didnt help. I recently installed this to play around with a couple old iPads I had, to see if it might be feasible to use them as MFD screens via something like Telemachus. Tried disabling that before launching the game, but didn't help. Tried uninstalling it, and jackpot, that fixed the yellow/black striping. I still get that fuzzy blue line on the horizon, but I think that first showed up when I tried the 10x rescale, and it kind of vanishes when you get a little altitude.
  17. The way it works is by using the IVA system, you have to setup an IVA for each cockpit, RPM just gives you better instruments to put into the IVA.
  18. I concur, I remember using it on previous versions and it being quite accurate.
  19. I have a quite extensive mod list I'm running which makes doing as you suggest quite a task.
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