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SzaboMarton_D

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    Rocketeer
  1. the funny thing is, i removed KAC from the game, and it still gives me this error on the first or second "to flight" scenechange and it gets really irritating, it seems like an overflow problem, but if KAC didnt cause it then what? or does KAC leave something in non KAC folders? like a config for MM or something?
  2. is it just me? i made new career and everything FAR is included...after i orbited first time i retro back, seperate so my craft is only the basic pod with realchute on top and heatshield on bottom...and around 30km down it starts to flip over so bad that even the reaction wheels can't hold it...neither could MJeb...so i went back again and tested out different altitudes...and still when i hit the 26-22km range down it alwqays wants to flip head first and that either kills the chute by heating, or anyway making the heatshield pointless... KSP is 1.0.2 and FAR is the latest to today...i tried with the stock chute too also when having fins on the rocket and reaching the critical speed above 5-10km going up the fins induce a really weird lift only on one of their side, making them actually being the cause of the flipover...rotating the craft along it's horizontal axis helps it somewhat...and i always stay 10°near prograde that low...so i don't get it really... also could you somehow fix the lift indicator in the VAB or SPH? because they jump around all the time and its really small so it's really hard to place something without seeing the CoL... i like this mod but theese issues make me want to uninstall it for a while...i have enough problems with my 2hour loading time... thanks if replied to
  3. i run into a problem that at some startups of the same savegame, the map just plain gone...what could be causing this? i also use the extra planetary launchpads which adds ore to the resources...could it be the two mods interferring?
  4. maybe somehow integrate them into one or more of the eletric plugins...because...obviusly they belong there, would be cool.
  5. where are the old solar panels? i would really like to have them again.
  6. is it possible to launch ships with the parts but not with the plugin so when an update comes they just "get to work"? or we have to wait till release? it would be cool to send up a fleet of arrays, wait for your update then activate those satellites
  7. okay cool you're working on making the system work...yet next release please fix the stageing thingy for the ZOX main sys and tank...
  8. i see that sometimes the mapper does some weird noise on the map that some pixels are not correspond to actual height based on the nearest pixels...it could be because of multiple occasions when i 'overmapped' some already existing partial place...sometimes just spec-s sometimes even whole lines across the path the ship took if it was in higher orbit than last time...what could this be? bug or just feature? is it possible to check and not overwrite the already drawn map-or it\'s too complicated-and lastly...could the plugin use the AA filter to 'smooth' the maps out? oh and btw...i am not aware of what resolution players play ksp but i have mine on 1680X1050 and so this 400X200 or what is fairly small as i see it...so my suggestion is to have it toggleable...where i can choose to make a big map like 1500X750 and get more accurate results BUT the downside is that i need to map the object longer...and also to make like 200X100 sized maps for quick mapping...i know this makes the area of one pixel on the ground larger or smaller but it could be cool to choose how accurate i want my maps...and even a high res image of kerbins and others height can then also be printed out! now that -of course only fans do- but hey it would be cool! even more when they add more planets and stuff...shows you achievement...this resolution can be toggled in the ui OR if you don\'t want to code for that you can make so to make more varied mapper modules(the dish) and maybe the difference is it\'s scale and weight and ect. and so the bigger the more precise...i mean bigger picture... this mod is cool and can be even cooler! don\'t stop writing those code segments and learning about programming please.
  9. okay...till that the kerbals probably have to hold their breaths now that makes them blue!
  10. Hi here... i have some issues-more dislikes about your recent changes... the mod works great as it\'s intended...(i just have a bug where somtimes i can\'t see my kerbals might be mechjeb screwing) but anyway...first and foremost when i attach the ZOXmain sys it goes down the bottom of the stageing...and altough i can rearrange whenever i change anything on my rocket it slips back DOWN to the bottom. and this is really annoying and just messes up the whole autostageorganisation of KSP...and this is really frustrating. the next one is about EPS...man you choosed the wrong plugin to go for...and only your mod uses it thus far...if you\'ve shearched around you can find 'Electrical energy plugin' HERE which does better job than EPS because it lets the user/modder the opportunity to KEEP THE MODULE AS IT IS. because you only have to put that small code at the end of the config and so you can also use powertech or any kind of part with any kind of module to produce-consume energy...which makes it easily moddable and expandable! so for example i like how powertech plugin unfolds the kosmos panels...and so i could mod these to produce energy via EEP and then use the filter to make ZOX...yet it\'s not updated...and you went over a new system of consumption and so i can modify the kosmos pack parts but then they don\'t unfold because i changed the module section...they just produce energy unfolded so i would like to have your zox mod be a lil more expandable and allow specific modules to be used with only inserting a scrip or something in the cfg...lik in EEP
  11. man just use maya or max...why does everyone stuck with blender which makes modelling and texturing a PIA??? one can lear in a weeks time enything about these two...
  12. yes i know...i learned a bit of C in the university which i didn\'t finish but most of the structural logic was learned while watching and rewriting the code for craftybits to oblivion...and man there we needed plenty of tricks to not eat the computer alive so yeah...even if you\'re not modding or writing code it is helpful to look through other codes to see practicality or stupidity...and learn from it...this way some time later you incoorporate those tricks and just comes as a second instinct...so did my codes the same way...never being good enough because the next week i learned new things which made it more compact and or effective so keep on loearning, and may your game be stable forever! and never fear from being a complex code writer...it is fun!
  13. dear Innsewerants. i like this mod, adds realism to KSP and works just fine...altough after playing with it for a day and looking through the sourcecode i have some suggestions to consider. CODING STUFF suggestiong first things first...the whole way how it creates the map and all the calculations are PERFECT and i know it depends on quite some variables so while reading through the code i found that you put large IF trees in there and the main phase is where a couple of functions look for what object the vessel orbits...and you\'ve put this check on every IF...i suggest using a check first in the top of the script and having a variable like 'orbitedobj' so it sets the name of the object...furthermore insert this into the IF statements and rely on it therefore it is only storing it once and not asking for it couple of time->faster more accurate and more importantly=>it is moddable because if more body\'s are added to the game you only have to put the new name to the first check and from there it does everything the same from naming the files to drawing the map to calculating what it needs...so planetary objects into a variable for safety and makes the code shorter. the next thing is...i do not know HOw to detect if the vessel is having multiple scanning-dishes on it, but if possible it could be great to make it so when there are more the dots(pixels) are bigger on scan or there are more of them... about the writing to csv part...you don\'t need lat01, lat02 and so on...only need one 'latwrite' variable and change the nubers in a cycle like this: for(i=0; latwrite='data for the i number';i++) and thus this makes possible to raise or lower the points...and don\'t forget you don\'t have to have all points at once in the memory only need one-you write that out and store the next point. so basically this code can be shortened with such variable handling to about the quarter of it\'s current size. moreover makes it expandable! and my next suggestion is just the tip of the iceberg...new features list yay: - a seperate part like a small laterally attachable part where you can only view the previously created maps and see where you are on it...but it needs the small computer to kick the plugin and 'be a compass on the map'-yep it can look cool a laterally mountable compass for EVAkerbals - maps of the texture of the object-kerbin interestingly...maybe the muns have some texture as well...only have to read the textures of the objects and not calculate at all! - also new type of maps for kerbol(the star) which could be called infrared maps...could be done for the planets too...scan for the heatlevels unravel the secrets behind artifacts...better than the red dots - ground level mapping:build a rover and on the surface you can scan a 'medium' area around but only relative height! i know it adds one more variable to the math... and don\'t know if it is possible or not...background simulated vessels scan too...now that would be the best!
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