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NaughtyMonster

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    Far out in the uncharted backwaters of the unfashionable end of the Western spiral arm of the galaxy.
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    Ungnome Ungnomes

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  1. Enable the Tab key to move between text boxes when saving a craft in the VAB. After clicking in the first text box and typing some text, this will obviate the need to move your hand to the mouse, click on the next text box, move your hand to the keyboard, type some text, move your hand back to the mouse... Oh, and enable "Tab to Cancel/OK" & Enter to confirm too, please!
  2. I think there are - at least - three classes of debris. There's the launch clamp thing: Yep, definitely have those automatically recovered as @bigwhitey95 says, in what scenario is there a use/value to leaving them on the launch pad? There's the suborbital junk or stuff that dips into an atmosphere and so would drop out of orbit sooner or later. Is the situation with this type of debris still the same as KSP1, where debris that dips into atmosphere remains in orbit? If so could there be a housekeeping routine that removes this type of junk, though possibly not instantly, or perhaps with a rule that if it has no means of control? It seems silly to have loads of - realistically - suborbital junk staying in orbit. Then there's the properly orbital debris: Personally, if I accidentally leave something in orbit then I'm - mostly - happy to leave it there, I wouldn't want it to be instantly removed along with all the landed and suborbital junk that I have to "waste" time tidying up (it's not fun!). As to the idea that the delete debris confirmation dialogue should respond to the Enter key; absolutely! Of course it should, and you should also be able to Tab to the cancel button Or have the confirmation dialogue appear next to the spot you've just clicked to delete the debris, so you're not having to waste time mousing back and forwards halfway across the screen as you delete a dozen or two rocket fragments.
  3. This seems to be a regression that crept in with 0.2.0 - no night sky movement at KSC when timewarping.
  4. I was a smidge disappointed to discover regions called "Arctic Ice" and "Snowdrifts". Arctic refers to northern regions (arktos - the bear) and there seem to be regions of "Arctic Ice" all over Minmus, and the Snowdrifts I found all seem to occur quite high up on the slopes. I guess there's no wind to cause snow to drift any more in the lowlands, but why would it drift in the highlands? I expect I'm being an unimaginative pedant here but wouldn't names like Ice Fields or Ice Wastes and Snowfields or Snow Barrens (like "Pine Barrens"!?) be a bit better? Thoughts?? (apologies for the pedantry)
  5. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Microsoft Windows 10 Pro 10.0.19045 64-bit | CPU: Intel(R) Core(TM) i7-7700 CPU @ 3.60GHz (8) | GPU: NVIDIA GeForce RTX 2060 SUPER (8019MB) | RAM: 32683 Came back from Minmus and found the ocean gone. This is the first time I've had this happen but I've seen other people's screenshots showing the same thing. Reloading the game resolved the issue Included Attachments: OceanMissing_logs.zip .ipsImage { width: 900px !important; }
  6. If implementing the full Transfer Window Planner, might it be possible to add a protractor or some other way to visualise phase angle information to the Tracking Station? Or do I have to go and buy another bit of plastic and get more fingerprints on my monitor?
  7. Agreed, it took me so many iterations to get 200+ tonnes into Minmus orbit, and I still had to have 3(!!) goes at refuelling it there before I could get >200 tonnes onto the surface. I used 7 X200-64s (why do they only carry 32 tonnes?) and a few asparagus' in the end. Feels like it should be 350 points, not 35, to me.
  8. not to entirely forget the pressing need to develop ICBMs and generally dominate space during that rather tricky period with the USSR.
  9. Is this what causes the velocity vector to wander around when you rotate your craft during a docking approach? It was driving me crazy too!
  10. Indeed. There seems to be a more general issue with the scaling of various GUI components; capsule icons often appear huge and, occasionally, so tiny as to be nearly invisible.
  11. @Anth My bad, I'd assumed the craft file was part of the save file. Here it is: https://www.dropbox.com/scl/fi/9chum6od1emyts2to0il2/DunaCommSats.zip?rlkey=k0p8v0tsbbsu15xjxcx6so8pm&dl=1 I just tried relaunching it into LKO and got the same result from separating the first daughter satellite but, when I staged the second one, it did separate from the mother okay but the two daughter sats remain linked i.e. both their engines fire together even though they appear separate in space. Here's a screenshot of them: So, I just went back to the VAB and replaced the decoupler for the first daughter sat with a stack separator and relaunched the whole craft and it separated fine (though the antenna wouldn't extend, claiming they were "blocked" even though it was an actual copy of the second daughter sat on which the antenna extended without a problem). So, the initial "non-separation" issue would appear to be in the first daughter's decoupler somehow.
  12. I quite often get 4 green "lights" at Burn -1 second and then 3 amber and 1 green for the final indicator. But, as noted above, this is not consistent with there occasionally being 4 greens for the final indicator. Here's a short clip of this happening:
  13. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Microsoft Windows 10 Pro 10.0.19045 64-bit | CPU: Intel(R) Core(TM) i7-7700 CPU @ 3.60GHz (8) | GPU: NVIDIA GeForce RTX 2060 SUPER (8019MB) | RAM: 32683 I tried to stage a "daughter" satellite from its "mother" but the game does not register the two craft as separate (resources, probes etc showing in the same list & only one craft in map view and tracking station). It could be something stupid that I'm doing but I can't for the life of me figure out where I could be going wrong. Included Attachments: SeparationDoesNotCreate2Craft_logs.zip Craft File: Duna Comm Sats.json .ipsImage { width: 900px !important; }
  14. I've been able to reproduce this four times with this craft. As suggested above, the most extreme shift occurred when I set the craft at right angles to its direction of travel. Timewarping the craft in the savefile (below) to its encounter with Duna should reproduce the issue. (also as suggested above, reloading did fix the problem) https://www.dropbox.com/scl/fi/5nsmnhavrieu2pgrhgls4/Engine-Lateral-Shift-Bug_logs.zip?rlkey=l1w7wm0n3a977qx6pgzszh7rd&dl=1
  15. I agree; the concentric blue circles are visually overpowering and distracting. I feel they could be consistently smaller and still indicate that an encounter will occur.
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