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RobertaME

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Everything posted by RobertaME

  1. The minutes slider is on a 5 minute scale with 20 steps along the slider, equating to a 0.25 minute (15 second) granularity. The seconds slider is on a 1 second scale with 20 steps along the slider representing 0.05 second granularity. (1/20th of a second) I use this to time burn duration which needs to be as accurate as possible. A 0.05 second difference in burn time can equate to Ap being Km off just in LKO, even more so for interplanetary flights. However, it's not a big deal having seconds rounded to the nearest tenth... I can easily find the difference between 0.45 and 0.5 seconds (both of which round off to 0.5 displayed) by moving the slider slightly. If I move the slider to the right one notch and the displayed value doesn't change then it's now at 0.5 and was at 0.45. If I need 0.45 then I just slide it to the left one notch and I'm good! WAY easier than counting 7 or 8 notches or more before you added the tenths display. I am in the middle of fixing some mod problems (not yours, it's related to KerbinSide Complete which I'm thinking of dropping in favor of Kerbin Side Remastered) so I can't get any screenshots to show you what I mean, so I hope my above explanation is sufficient. Don't get me wrong, I'd LOVE it if you updated it to show two decimal places on the seconds scale, but even if you don't I REALLY appreciate what you've done. Even just maintaining the mod so it still works is enough for me! THANK YOU!
  2. Works great! Though I wish you'd done it the other way around, one decimal place for minutes and two for seconds (or two for both) because it still rounds off to the nearest tenth when setting seconds, so both 5.45 and 5.5 seconds show as "5.5" on the display, but that's just getting picky. It's WAY easier to use now with the kind of precision I try for. Thank you SO much! Now I'm off to finish making my KerbNet satellite network for the game that I started playing back on 1.3.1 that I ported over to the current version. (after testing all 84 mods out first in a test game)
  3. You sir, are awesome! I REALLY appreciate you taking the time to look into it!
  4. ::blink:: Ummmm... last I checked, pictures WERE files. Seriously though, I don't use any pic hosting services and don't want to go through a lengthy sign-up process just to show a picture of what I mean. (especially since the picture isn't really needed to understand what I'm talking about) The service is free, I don't have to sign up for anything to use it, and it works. You just DL the file instead of having it displayed for you is all. It's a JPG file, so it's not like it can carry a Trojan or anything.
  5. Just getting back into KSP after a few years away and updating everything to 1.73 when I noticed something I remember from using Smart Parts before. I use Timers extensively to automate timing for orbital burns. Using Maneuver Node Evolved I get precise engine start times and burn duration. I then use two timers, one set to count down to the burn and triggering an action group that activates the engine and starts the second timer that is set for the burn duration, triggering another action group that shuts the engine down and resets both timers for use again on another burn. It works exceptionally well, but there's some difficulty in setting the burn timer due to the way the times are displayed. When setting a timer in minutes it's granular to within 15 seconds, but the number displayed in the slider is always rounded off to the nearest whole minute. So if you set a timer for 5 minutes and 30 seconds, the value displayed is 6 minutes. (5.5 minutes rounded to 6 for display purposes) It actually DOES count down 5 minutes 30 seconds, but getting the slider onto just the right fraction of a minute can be tricky since it doesn't show what fraction of a minute you've set. (i.e. it shows a value of "6" if you have it set for either 5.5 minutes or 5.75 minutes) Same thing when the timer is set to seconds... the slider is granular to within 0.05 seconds, but it always rounds the displayed value off to the nearest whole second, making it difficult to select 3.85 seconds (for example) without carefully counting how many notches up along the slider you are. Here is a URL to a picture showing a timer set for 5.5 seconds to demonstrate what I mean: https://ufile.io/3pyj095r Would it be possible to increase the display value to show two digits behind the decimal place instead of rounding off to the nearest whole number? It would making using timers accurately SO much less frustrating! Even if the answer is just a flat "No", Smart Parts is STILL one of my "must have" mods! I don't like full autopilots because it takes all the fun out of the game, but setting up timers for an automated burn myself, having to go through and configure the timers with such precision, then getting to watch the burn go off due to my hard work setting it up... is VERY rewarding! Thank you SO much for keeping this mod alive!
  6. After trying some different combinations of mods, I ran TACLS v0.12.1 along with Kerbal Planetary Base Systems v1.0.12 since it includes recyclers. After thorough testing, the logs do not get spammed and the mods are 100% stable (no crashing, even after 24 hours in the VAB) when using any TACLS modules, or even derivative modules such as the recyclers that are included in Kerbal Planetary Base Systems. But the moment you attach any of the TACLS native recyclers (such as the Water Purifier or Carbon Extractor) to any build in the VAB, even if you remove it afterward, it spams the log until the game crashes to desktop. (typically within an hour of being in the VAB) Not sure exactly what's going on, but it does seem to be a bug that only affects the default recyclers, not with anything else. Hope this helps.
  7. I can confirm the same situation. Through observation and testing it repeats in the log anytime you do something in the VAB like add a part, delete a part, move a part, etc. The behavior is triggered by adding any of the recyclers to your build and thereafter everything you do will spam the log with the data Gordon Dry notes above. After several hundred iterations I have experienced the game crashing to desktop on 3 separate tests. (spent hours in the VAB just moving parts, adding parts and deleting parts)
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