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CG-23 Sailor

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    Bottle Rocketeer

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  1. I am not a Mod maker, Don't even have the first clue how to begin and no programming experience. But I have what I think is a cool idea for a Mod if anyone wants to take a stab at it. From what I have seen of other mods and what's been done, it shouldn't be too hard and not too involved. There are mods out there that work with the stock recovery and change it. I saw one which limits your recovered funds and such only if you land within X range of a beacon, etc... Other Mods work with the recovery process itself such as Stage Recovery and others. What I envision is a mod which will make you take care that your discarded stages are not dropping into populated areas. What it would do is penalize you in funds and reputation if your debris strikes certain areas. In a Stock Game this would be: No penalty hitting water. Penalty if your debris strikes land. This would be for anything labeled as debris (No Crew or probe core), or has become uncontrollable (Out of power or no parachutes) Config settings could let you allow/disallow the penalty by Biome. After all, what is there to hit in the Desert or Ice Caps? It could be limited to only penalizing for Grasslands and Shore, etc.. A Hard mode would set the safe drop area to offshore only by X number of km (outside of territorial waters/shipping lanes), thus limiting you to drop only in deep open ocean waters (no inland lakes either) With certain Mods, this Mod could be seriously enhanced. Mods like EVE or Stock Visual Enhancements... Those which add City textures. In this case there could be different levels of penalties depending on where you hit. Hitting land by itself results only in a small penalty, but dropping one in the middle of a city results in a severe penalty. Right now, every Mod dealing with recovery only deals with trying to get a little back. If you don't oh well. If you have a recovery mod and don't recover... nothing happens other than you don't get some funds back that you would not have gotten anyways. This would force you to take care where your unrecovered boosters and other debris winds up or get penalized. Anyone remember SkyLab? We don't want Kerbstralia suing Werner Von Kerman and the KSC now do we? Whatcha think?
  2. It is now November and CKAN still shows it only for 1.2
  3. I had TRR (and yes it is on CKAN) I uninstalled it and installed TR instead because 2 mods were not working with TRR. Diverse Kerbal Heads was one, and Pool's Skybox's were another. With the update to DKH just prior to this one, it became compatible with TRR, but still worked with TR, and since the Skybox still doesnt.. I've stuck with TR until it works too. Maybe that's the problem... the new "minimal update" which places legacy textures in a Zip makes it incompatible with TR and requires TRR. If that is the case then I am missing nothing by not updating to the most recent DKH and just awaiting the others TR reliant mods to update to TRR.
  4. CKAN shows that there is an update to this mod, but when you check the update box, the update button remains grayed out and will not update. Is this an issue with CKAN itself (other mods that are updated will update just fine) or with the new update for this mod?
  5. Nope, only visual mods in regards to engines, like real plume, but not real fuels. IN fact, the specific rocket in question had a stock engines on the first stage with Titan tanks from the MOLE mod, and engines from Contares in the upper stage. But all of the stats should be baseline without any alteration from other Mods like Real Fuels etc..
  6. Yes. I am aware of Atmospheric vs Vacuum stats. It is showing the Atmospheric stats. The stats however change from what is shown in the VAB vs an actual launch. And not slightly either, but by an amount that makes the Engineer in the VAB totally useless. Craft that should have no trouble completing the designed mission according to the VAB stats, cannot even get off the pad.
  7. Hey all, Hoping someone who has had a similar problem can point me in the right direction here. My Kerbal Engineer has started causing a problem for me all of a sudden. Running the latest version on a heavily modded 1.1.3 KSP install. it has been working just fine until recently. Now the stats I am getting in the VAB are not the same as when I launch. I'd build a rocket, and the 1st stage would have an TWR of about 1.25 or so. (low and a slow lift off but workable) But when I go to launch that very same rocket, on ignition of the 1st stage I am getting a TWR of 0.33 and just sitting on the pad burning fuel until the loss of fuel weight brings the TWR up to greater than 1. Anyone else having trouble with Engineer giving you bogus stats in the VAB? I have a hunch it has something to do with M.O.L.E. Parts as it seems to happen when I have tanks and Decouplers from that Mod in the rocket. Anyone else have experience working with Engineer with M.O.L.E.? Engineer is not reading those parts correctly?
  8. I think you are having the same trouble I am. I don't want to turn off the need for connections, That's the whole point of Remote Tech. But I am suffering the same bug you are apparently. I am no stranger to using the Mod, Love it actually... But recently I am losing connection for no reason at all. Antenna has plenty of range, Line of sight no blocked by anything, power to the antenna, targeted Kerbin, or KSP on Kerbin and in view.. Have connection then suddenly.... no connection. Frankly it is p!ssing me off.
  9. For starters, there should be two entirely different types of Science reports. One affected by transmission rates and benefiting from return for full value, and another that is completely unaffected and ALWAYS gives full science value. (Yes I know there are some that give full value now, like crew reports, but that's not based on the type of science) 1) Benefit from return: Any physical science experiments, Mystery goo, Materials Bay, Surface samples and the like. All of these would benefit from having a sample of the material returned for more in depth analysis and only get a portion of the science for transmitting. As the material being tests is limited by on board instrumentation rather than a full lab workup back on Kerbin. 2) FULL science value with transmission: Any non-physical experiment, those gathered from instrumentation readings and measurements. The science with these IS JUST DATA, there is nothing physical to return. It is actually rather stupid to have a pure data measurement experiment transmit only partial value and require return for full value. There is nothing physical to return.
  10. It is not just someones security being too high. I have not changed my settings at all and have never had trouble downloading KSP before on this same computer and this same Chrome install, Now I am trying to Download 1.04 (I currently have 1.02) and Chrome i telling me it is Malicious and blocking where it never did before with the same settings. This is something recently and deliberately instituted by Google. I wonder why?
  11. Got it... and turned it off as well. No reason to even need check ribbons while in flight, and if you do... can always access it from the menu bar. Still... Hard coding the hotkey to such a primary and important keybind as the SAS toggle.... is a a serious Whiskey Tango Foxtrot moment that needs changing.
  12. Apologies if this has been addressed but with spotty cell phone service at work, it takes far too long to search through the myriad pages of posts... FF seems to have a bug for me since the latest update. Supposedly pressing Left-alt + F brings up the FF window... but every since the update FF is doing so by just hitting F by itself. This is annoying as all hell when I have to keep turning my SAS on/off a second time to get rid of the window which keeps popping up in my face. And since it's hard coded, I can't change it to another keybind. I like the immersion and tracking of individual Kerbal careers, but not at the expense of the annoyance factor of having a window keep popping in my face as I am trying to fly a rocket! Again, you Mod's window keeps opening and closing with every activation of SAS through the F key... not LeftAlt+F as it's supposed to.
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