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Ph34rb0t

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Everything posted by Ph34rb0t

  1. Hm, playing with this at the moment. It does autodetect my installed mods, but can I update them? The auto-detect "AD" label effectively blocks any operation and there ain't a context menu available in the GUI. Do I have to reinstall them one by one to enable them in CKAN?
  2. Waiting for updated/compatible mods after every new release and losing a good one in the process.
  3. Kerbmini 8, my last flight of the program (bar any MOL-alike future stuff). Before docking. And disorganized tumbling, err...tethered stationkeeping. (NASA thought it was an ultimately pointless exercise on the real thing, so it's perfect for KSP.) Would be better if the ends of the cables were positioned exactly along the longitudinal axis of the spcecraft though. And unlike the real thing, I can just haul myself back towards the Kergena, redock and stabilize the whole thing again. - Edit: Why didn't I pack a gravioli detector into the Kergena? I mean, this was supposed to be an artificial gravity experiment after all...
  4. Hey, that worked! Thanks! - - - Updated - - - Hm, loading from a persistence file does not work. A quicksave file with the exact same content loads fine though. - - - Updated - - - Update: It seems to load from a persistence file now for some reason. Weird³.
  5. Version 689 loads now, but I lost all my ribbons. Save came straight from 0.25.
  6. Has anyone tried this in 0.90 yet? - Edit: Still seems to work as long as RPM, MJ and Scansat for 0.90 are installed.
  7. Awesome, awesome, awesome! Thank you! - E: The download link on your modpage doesn't work (yet?).
  8. Well, it might require a bit of playtesting, but 1:1 for Science -> Funds would be a start and maybe 1:0.1 for funds -> science if the tech tree is still working as usual. Ditto for reputation <-> funds. The latter is for simulating increased funding as a reward for achievements coupled with increased expectations for returns. Maybe make it adjustable so that everyone can suit the conversion rate to his/her needs. Running out of funds because I don't really like the whole contract and PR system is one of my bigger fears for later stages of the game. Your plugin might just alleviate this. The income rate generation could be taken a bit further by making it kind of dependant on tech level and reputation, but I guess that'd take it a step too far.
  9. This has potential! Is the tech tree altered to work with funds now? And what about a "science to funds" and "reputation to funds" conversion button? That way, gathering science and bringing all your Kerbals home safely will retain a bit of a point.
  10. Gray title bar. In the current release. Can you put the control status into an in-game message while you're redoing the GUI (similar to the camera mode announcements)?
  11. Can this be used without the MM configs? Or does anyone have configs tailored around other engines? Or does this even work with NEAR (aka FAR minus supersonic stuff)? I'm really trying to like this mod as it fixes the very weird jet engine behaviour of stock KSP, but the included engines are just much too overpowered for my purposes. My 14.5t sciencejet (straight wings) still accelerates with two wee J85s limited to 60% and throttled to 70% while flying more than 500m/s (mach 1.8).
  12. Window toggling seems to be acting up for me. Reproduction: - Open PA's window selection menu from the menu bar - Open either or both subwindow(s) - Do some autopilot or SAS stuff - Right-click the open window(s) and they will vanish - Reopen PA's window selection menu from the menu bar - Click either button => Nothing will happen I've had to revert my flight as there was no was to disengage the autopilot and it didn't change a thing. I still can not open either subwindow after having closed it once. - Edit: Changing scenes to the KSC or the main menu didn't help. Had to restart KSP. Must've been an outright plugin crash. Closing the subwindows by pressing the buttons in PA's window manager works.
  13. I run KSP with the OpenGL flag and KSOS hasn't crashed it so far. The DDS Loader might also help.
  14. My config file got eaten after the upgrade to your alpha build of the .dll, so I had to redo all the profiles. I don't know what I've done wrong before, but cycling profiles now works correctly. Yay! Two more smallish things: Have you tried to get the camera control in IVA working or is this a KSP limitation? It's a bit counterintuitive when you change from exterior to interior view and your coolie hat is suddenly inoperative. Also the "precision controls mode (toggle)" doesn't do anything for me (assuming it's supposed to have the same function as CAPS LOCK).
  15. Thanks for this! Makes airplane flying rather nice and now that I finally understood the whole manual deadzone thing, I can also finally fly spacecraft with my flightstick. - Edit: Preset cycling is weird. It always ends up at "newpreset" and then refuses to continue.
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