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illmatic

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Everything posted by illmatic

  1. One of the things I love about your config is that you represent the inky black of the terminator line perfectly. Lots of other packs I've tested light up the planet far too much on the night side. Release an experimental beta, I'll be happy to test it for you!
  2. Ugh... this would be an absolutely essential mod if it wasn't for the config window that never goes away! That thing would drive me crazy, and no... dragging it to the side is not a solution, so I must uninstall this unfortunately. Please, please, please let us close the config windows after we have selected which key we want to use. Integrating with either Blizzy's Toolbar or the new built-in stock option would solve this problem wonderfully. If nothing else, just letting us change the key via a config text file versus an in-game windows would suffice. So before you set out to work on new creations, that would be what I'd focus my energy on. Once again, this is a brilliant idea - so much so that I'm surprised it's not already in the stock game. Thank you for making it, and I'll eagerly await an update which doesn't force me to constantly play with the config window open. Edit: Also consider changing the default key all together. Floor-It, a very popular mod uses that exact same key to similar effect (full throttle with a single keystroke). Yet, while the other throttle controls are right beside the Z key (left shift and control), the time warp keys of "," and "." are on the opposite side of the keyboard. It seems to me that the "/" key, right beside the other time warp controls, would make far more sense. I don't believe that one is already in use, but I could be wrong.
  3. I can also say that since updating I have yet to experience the stuck camera bug. Thank you!
  4. I have noticed a problem with the Valkyrie Lander and Orbiter in 32-bit KSP 24.2. The problem is with the deploy-able modules on each unit. With the Orbiter, the solar panels only stay deployed as long as the vessel is active. If you switch to another ship or back to the space center to do anything else, once you switch back to the Valkyrie Orbiter the solar panels are in the original un-deployed position. The same problem occurs with the lander regards the landing legs. If you deploy the legs, they only stay deployed as long as the vessel is active. Switch to do anything else and when you come back the legs will be retracted again. What is odd is that the communications dish remains deployed, however. Though that is a separate module of the lander. I haven't tested all of your probes and rover to see if this bug is present in the entire pack, but it wouldn't surprise me. Last, I would just like to say thank you for all your work on the models used in this mod, as they really are quite excellent. One of the only high quality, fairly realistic set of landers I could find online. I much prefer the style seen here to the wonky and unrealistic 'stock' style that everyone seems to love so much. So, if you find the time to look into these bugs and update your mod I would be very grateful. P.S. Integrating the ability for true servo articulation of the lander and rover accessories through the use of Infernal Robotics would be an added bonus.
  5. I have this exact same issue, and the only way I can get around it is to switch to a different vessel and then switch back. That can be a major issue when you're in the middle of burns, however. I am running the standard 32-bit version of KSP as well, so it isn't a x64 issue. This is a great mod, but just be warned that the camera does bug out on some people and disable their controls. Another, less severe, bug I've encountered is that the activate camera key does not always function properly and I have to manually right click the part and hit activate. This can be very tedious on a large ship to locate a relatively tiny part every time you want to switch to Hullcam view. That said... I love the idea of this mod. I'm not trying to be harsh, but the bugs are definitely there on 32-bit 24.2 =/
  6. I just tested this, and well, it seems as if that config was commented out for a reason as it made the shuttle fly even worse for me.
  7. ^ I also would like to know this - the one popular pastebin config file previously posted in this thread has been removed. As it stands it seems FAR doesn't read the Super25's cargo bay as being aerodynamically shielded which makes flying this otherwise beautiful craft a chore.
  8. A temporary hotfix for RSS 7 support would be most excellent. Also, thank you for making this. I only play with RSS, and trying to get it to play nicely with visual enhancement mods is always a headache, so I was thrilled to discover that this project existed.
  9. Just wanted to say that I appreciate you putting your personal time into updating this for us, and I rather enjoy the simplified version. Now - if we could just get rid of that annoying tech tree update pop-up every time I start the game...
  10. Thank you for making this! Reminds me of BobCat's Kliper, only more kerbal-y. Still holding out hope for someone to make a proper Dreamchaser mod, but this is awesome.
  11. Oh man, I completely missed that... thank you so much! I've edited the JSI camera part to be micro-sized so I didn't even think of right clicking to check the tweakables.
  12. I apologize if this has already been answered somewhere, but I can't seem to find a solution. I can only view one external camera per part from the IVA camera selection. What I would like to do is place multiple external cameras on my cockpit which will provide different viewing angles via the IVA camera selection. I can place cameras all over my ship but again, the only ones that show up are sourced from different areas of my vessel. Also, I tried getting around this by placing a camera on the landing gear of my cockpit but it did not show up either. So, perhaps radially attached parts still count towards to parent part and thus my one camera per part limit? If anyone could help I would be very grateful! (P.S. This is an amazing mod, thank you for all your hard work.)
  13. I also have that exact same issue of not being able to create my own kerbals with this latest version. I get around it by just hiring generic kerbals and renaming them but if the other poster is correct in that this bug also stops generic kerbals from spawning then that could be a considerable issue down the line. Using 24.2 under x64
  14. Not sure why it's not listed as required but I know the Telsa rover definitely wouldn't show up at all without the "sfr Command Pod" mod (specifically the plugin) installed. Do you have that already? If not, type this into google: sfr command pod The forum wont let me post the link (yes, I know what I'm doing, just tested other links fine)... it's censoring this other kerbal parts site (not curse, not kerbalstuff), and I don't want to get in trouble if it's somehow on a 'naughty list' for cross posting lots of the old kerbal spaceport stuff.
  15. Thank you Dragon for all your hard work in updating these mods. But put me down as another user who would love to see the DEMVs added to your pack, even if the functionality is not complete. I'll take what I can get!
  16. Does anyone know if the Neil Armstrong memorial is still present on the RSS upscaled moon, and if so, where it is located? I'm looking at the real Tranquility landing site coordinates of 0,41'15" N by 23,26'00" and am not finding it. Any help would be appreciated!
  17. Pretty cool, right? Shuttle: http://forum.kerbalspaceprogram.com/threads/68429-0-23-5-Kerbin-Shuttle-Orbiter-System-v3-09 Lights: http://forum.kerbalspaceprogram.com/threads/16925-0-23-X-Aviation-Lights-v3-6-(03MAY14)
  18. Anytime I look directly down at the planet from orbit I get a strange effect of everything being blanked out below me. I get proper detail at the edges of my vision, and in map mode and at the surface in the atmosphere everything shows up fine. Just as a note I am using Overhaul 9-2, RSS 6.2, and ATM 3-2. Are there detail or fade distances that need to be altered? Any help would be greatly appreciated. Edit: It's definitely related to the cloud layer, as areas without cloud cover show up just fine.
  19. Over in the "Fastest Plane under 1,000m" thread they used KSP's surface speed as their indicator... and it seems as FAR correlated those numbers with its mach readout. So perhaps that is the answer to my question and the number I should be concerned with, yet, how does the low altitude of their tests factor in? Does KSP take altitude into account when determining surface speed? Should I just use 42 as my number and be done with it? So many questions... Source thread: http://forum.kerbalspaceprogram.com/threads/65788-Fastest-Plane-under-1-000m-WE-HAVE-REACHED-MACH-5!-Tidus-Klein-at-1-714-m-s
  20. That... doesn't help me much. If I wanted to know how to calculate airspeed in real life, sure, you can look those formulas up online. What I'm asking is how IAS and TAS correspond to the numbers that KSP spits out, and for a better understanding of how Speed Achieved, Speed Over Land, and Surface speed are calculated and their differences within KSP, specifically. Finally, how can I use those numbers (without FAR) to make a best approximation comparison to the numbers used when recording airspeed records, such as those listed here: http://en.wikipedia.org/wiki/Flight_airspeed_record
  21. Hey guys, I've been playing KSP awhile and I'm embarrassed to say I never quite understood the differences between Highest Speed Achieved and Highest Speed Over Land within the F3 Flight Results. Also, how do those numbers compare to your Surface speed vs. Orbital speed. Take this picture for instance: I have different numbers for Achieved, Over Land, Surface and Orbital (which you can't see, but it's around 1,200m/s) - could anyone explain to me how these are measured and what they mean, exactly? Mainly I'm concerned with which number would be used to calculate mach or flight speed records in real life. I can look those totals up online, but I want to know which number in KSP I should be using to compare them to... thanks in advance to anyone that can help me out!
  22. Has anyone had any luck getting the RPM props to work under the 64-bit workaround for Windows? Yes, I realize 64-bit isn't officially supported yet. However, KSO loads and is entirely playable in this fashion (without active texture management) - however, the RPM props just show up as non-functioning black screens. I really, really wish the developer of KSO would release an optional, non-customized 'dumb' version of his RPM props, like one gets with the stock pods, for the sake of compatibility. That said, this is an absolutely incredible mod. Thank you for providing me with hours of entertainment.
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