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bolloxim

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Everything posted by bolloxim

  1. OK I know this is HUGE ask, as it requires a major data transformation pass from Sol Space into Kerbal Space something that might not be plausible based on the scales here. Also what I am suggesting, and this could be a huge marketing benefit to the team along with some very visible profiles over the next few years... if thats any incentive for the management folks Take todays Landing of IM-1 on Earths Moon. The live video is basically no cameras, bunch of overlays of what phases they are countdowns to the next event. How cool would it be to actually take Live launch data or landing data and then being able to bind kerbal to those feed's. Then attach those feeds into scenerios that either we can build.. IE here is my craft, attached to the feed and watch it land.. or closed even where Intercept works closely with nasa and uses the game as a realtime renderer and even use it in broadcasts, then have a library stored of history events so we can view them.. skys the limit.. or not ... bad um metaphore to be using again Kerbal is completely different system to Sol, so may not even scale, but it is a cool idea with a lot of potential, imo
  2. I completed wave runner on eeloo. I have to say though trying to drive the rover on eeloo is well not fun.. If you miss the landing spot ( 1km away ) its sloped and my rover just rolled and bounced all over the place, had to remove the auto friction which helped a lot... enough to trigger the mission but oh so bouncy I bounced this far just getting bill back into the cabin.. I used a docking clamp to hold in my rover and landed the part above the hydrogen ball, you can see the heavy landing gear. I then ejected the rover.. The plan to return home was to climb into the wanderer and leave the rover there... except the ejection was a bit explody and only the rover survived intact.. with all 3 kerbals.. so looks like another rescue mission is in order. With completion of this mission, just 3 missions left and 100% unlocked all modules in R&D now.
  3. So many great fixes that have plagued me recently. Thank you!
  4. Here, is my chonker and eve lander.. just about to set sail to eve, I did the lil chonker mission in this its nearly 400 tons, has 13 seats. here is the downside, I forgot to put parachutes on this, it has 25k ΔV not including the launch frame which are 12 boosts and 4 mamooth-2 along with the 5 swerves on the main ship giving it a launch 27.4k ΔV.. It was so much I did a landing on Minmus, followed by a landing on Mun.. lastly because of said, lack of chutes, it landed in water on kerbin.. with ΔV to spare.. Bill Kerbin was relieved. So it does require 4th tech tier, but there are so many missions there was plenty of science and missions to do before Eve or Chonkers.
  5. I like the button indicator that there is science in this region to collect. The button bothers me because its broken.. It always flashes science that nets 0 return because its not account based but kerbal based. Likewise if you had transmitted all the data but then moved your kerbal to a rescue video.. all that data is still there but has to be fully resent again. I think its just a quick work in progress. I think it would aid exploration, if all the science zones etc were listed or ? if bioms are not found, so it shows that there are more things to find on moons. Just some feedback. Also and this gets super annoying.. Observation probe in high and low orbit... STOPS but does not RESUME when running science.. so if you moved from highlands to lowlands it pauses, moving back to highlands does not unpause. Also I found running out of EC destroys the experiment. Its 6 minutes long too. Talk about a painful science experiment to get it to actually work. Oh and I've had the light indicator not glow when there is science available.. at least I can spam the button to resume science (or go to the parts menu and spam it) but if you hover on the button it shows the biom, so when it changes.. can easily just press it to return to scanning.
  6. kind of how I thought multiplayer would work too, where you would see ghosts of other players that are now in the future, then you would be able to sync time with the players for coop stuff, that would tie into an events window as you said so you can see where in time another player is, and sync to them.. nice addition pg17
  7. So, I like to run multiple missions, for example rescue Kerbals from Tylo because I didn't have the ΔV. whilst also sending out a new ship to Dres. However, When adding a new Maneuver it doesn't stop at it, or worse if I setup multiple encounters I don't have any method except figure out the time to next event and make sure I don't error. Which I end up doing. So waiting 3 yrs for the next event in the chain.. I'd rather launch a new Eeloo mission or Moho but now I have to wait till a transfer window occurs. So my suggestion is that there is a method Add Alert on the time line which would halt any fast forwarding of time.. Adding an alert would then add it to an up-and-coming events window. This window would let a player Time warp to the next event. This could be include system generated events such as Orbital windows opening and closing with regards to to and from planets.. also with options to add an alert/pause by selecting it. Basically its a list of all events in chronological order, with ability to halt and focus on them. thank you for reading
  8. I'd like to suggest the addition of a TARGET window (Picture in Picture) on the map screen. I find that when calculating the maneuver its hard to line up the target to see where interception happens whilst trying to manipulate the node it would be great to see the outcome on the planet or moon without fiddling about with the camera and icons obscuring the node. This could be automatically displayed when the node is created and a target selected.. or it could be an option.. it could also do a nifty split screen so when moving the camera when target goes off screen it does that nice sliced off screen effect..
  9. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: win 11 pro | CPU: AMD Ryzen 9 7950x3D | GPU: AMD 7900XTX | RAM: 32GB So I was trying to be a bit unorthodox in trying to do the IKE Three Is Company mission after I had to rescue two kerbals from Duna. I forgot my rescue lander only had 2 crew members, but IKE being so light I thought I would just have Jeb grab the side of the lander can and approach it that way. upon landing I failed to get a mission complete but I could do the science.. which I did and then I planted the flag .. DING! mission completed.. patting myself on the back and feeling good about things I checked the mission log... I had ding'd POL flag mission.. and not the 3 Kerbals on IKE. The Kerbal that was on the lander from orbit, completed the mission by planting the flag and yes this was very dodgy and obscure bug to achieve POL. mission.. I do have a craft orbiting Jool. Mission was available. After coming back from mission control via the tracking station .. the flag has actually vanished too. I also reloaded the mission to see if it repeated and also I could land better.. it did and I couldnt kept falling over .. probably kerbal mass on the side I wanted to transmit the science so switched out jeb and tim. However 3rd rescue mission now.. probably with a 4 lander can so I can recover this trio Included Attachments: .ipsImage { width: 900px !important; }
  10. Last Night I hit the "Maximum number of saves taken, delete some saves" well you cant use stock tools for this you have to use the ingame Load Menu to delete. I started to delete saves and then something weird happend.. Auto 'saving' started to take 2-3 minutes.. everytime I deleted an old save it got slower and slower. So apart from fixing the bug.. can we just have a small dialog that lets me 'block delete' from a date and before. I can pretty much delete 37 of my 40 saves. Also if deleting is triggering these issues .. a dedicated Load button on the main title would let me also clean up without the auto save firing off and taking forever to let me cleanup saves thanks bolloxim
  11. I have a follow up here.. I loaded up yesterday and loaded my save. the persistent save had me in space not on kerbal. I also had access to admin tracker etc.. so I selected tracking station to select my lander ship at this point it just crashed out .. blue screen . I rebooted my console at this point. On reloading I got the corrupted save message , restoring backup. This restored me to the same point. Except now Quicksave started to work again. So either revert to backup or rebooting the system fixed the issue last night. normally I use restmode not power off so that could be a factor ? it quicksaves after timewarp, I was using many time warps before qsave on munnis.
  12. Having an issue on PS4 EE version. I can save at the space-centre gives me a new quicksave #?? however in space or during a mission I normally get the stock 'quicksave' this would overwrite the old quicksave which was good .. anything went wrong I could reload. However I have about 30 regular quicksaves now.. the last couple missions quicksave failed to take. brings up the dialog.. but X doesnt do anything just sits there. I can edit and change the filename but again doesnt actually save. Worse yet is once I fail to save I cannot switch back to the Space Centre for a regular quicksave.. yea.. its pretty bad.. last night this happened after landing on minmus and I am just hoping that persistent save worked I had this happen about a week ago once but it cleared up after a couple missions currently though seems to be a continual issue now. btw I tried deleting older quicksaves.. I even deleted the quicksave file itself incase it was a filespace issue. In career mode and unlocked upto 160 science tier
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