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ceauke

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Everything posted by ceauke

  1. Hi guys, Can someone explain the use of atmosphere multiplier? Why would I not want to sim in the same environment as I will fly? Oops. I see now in the video it doesn't change the atmosphere, it multiplies the mission cost as soon as the simulator encounters atmosphere. So I guess with 1 there's no processing penalty for being in atmosphere. However, set at 1.5x, all costs go 50% up if you hit the atmosphere since my simulation hardware needs to work harder. (ironic, that I already paid for my computer, and now I install software to charge me more (in fake credits which I honor), to make my life harder )
  2. Hi guys In map mode: Targets: Orbit is green, target vehicle is green Other: Orbits are grey, vehicles are grey Current: Orbits are blue, vehicle is ...GREY. Can anyone please make a small addon to change current vehicle colour to blue? When I have a ship in orbit and there's lots of vehicles close, it's handy to see MY ship as a different colour.
  3. ok, I had a test now again. I install some open sola arrays and launch: - arrays break off, no message - confirmed what you said about red chute. I open it when I should and that breaks with message on the screen about overheating - then I crash the whole thing into the ground. ONLY when I have crew in the craft do I get the flight log. It starts with the liftoff, suggesting that all other events will be covered. No mention of the lost arrays, or the chute. Just really what happened at the time of crew loss. If I let poor jeb to some EVA and solo crashing, I get the log for him but nothing for the empty vessel. I really thought the log will show other damages. E.g. sometimes you see youtube guys failing to launch because hte rocket collapsed under it's own weight or so. Would be handy to see what broke first. For me it all started when I didnt notice the parachute message and couldnt understand why they wouldnt open. Mean time I triggered it successfully but they were immediately destroyed.
  4. are you sure? I thought when it's red it already broke? I thought I got the text onscreen that it got destroyed when it went red. not when I staged it. Will check again. If what you're say is correct, I can understand that they wont log the redness. But still at the time of parachute breaking, whether that is when I deploy or when it goes red. If I lose a chute, I think it should be logged. no?
  5. Hi guys During a flight, my parachutes went red and needless to say, failed to deploy when required. Shortly after I lost the crew. However, in the log of the disaster, there was no mention of the loss of parachutes that happened much earlier during the flight. Is there a way to enable this? When I replayed the mission, I saw that there were in fact text on the live gameplayscreen (with log formatting) saying that the parachutes were damaged because of heat. I didnt see it the first time during the flight, but I'm still expecting that it should be in the log. Am I missing something? Is there maybe a mod with more comprehensive logging?
  6. I'm very surprised that there's no reply (maybe the topic is a taboo ;-) ) I would love seeing the part that I need to test. +1
  7. I installed visual c# express 2010 and now made a tiny mod to show which is the current vessel / kerbal thay I'm controlling. Handily it also shows me when I'm magnetically docked but it's still not seen as one vessel.
  8. Hmm... I don't know what I did before, but it sure is working now. Thanks a lot. It was the uppercase. Here's my code and a screenshot of the result in case anyone will benefit: using System; using System.Collections.Generic; using System.Linq; using System.Text; using UnityEngine; namespace eatxttest { [KSPAddon(KSPAddon.Startup.Flight, false)] class ExampleLoader : MonoBehaviour { void Awake() { } void OnGUI() { GUI.Window(GetInstanceID(), new Rect(200f,40f,500f,400f), DrawGui, "Window"); Debug.Log("Loaded"); } void DrawGui(int windowID) { GUILayout.BeginVertical(); GUILayout.BeginHorizontal(); GUILayout.Label("Hello World"); GUILayout.EndHorizontal(); GUILayout.EndVertical(); } } }
  9. Thanks man, I'll try. I couldnt' get debug.log to work. visual c# didn't autocomplete. when I tried unityengine.debug, it got that far, but wouldn't autocomplete the .log. any ideas?
  10. Hi guys I'm trying to make a hello world mod. I just want to display a window during flight with some text. However, I dont know how to get KSP to actually kick off my DLL. I looked at some of nifty255's vids but they all use partplugin to get triggered. My plan was to just place the .dll in the gamedata\myplugin\Plugins folder but it didn't work. Here's my very simple code: using System; using System.Collections.Generic; using System.Linq; using System.Text; using UnityEngine; namespace eatxttest { [KSPAddon(KSPAddon.Startup.Flight, false)] class ExampleLoader : MonoBehaviour { string stringToLoad = "TestTXT"; void Awake() { } void OnGui() { GUI.Window(GetInstanceID(), new Rect(5f,40f,500f,400f), DrawGui, "Window"); } void DrawGui(int windowID) { GUILayout.BeginVertical(); GUILayout.BeginHorizontal(); GUILayout.Label("stringToLoad"); GUILayout.EndHorizontal(); GUILayout.EndVertical(); } } }
  11. Hi guys I'm not sure if this is request or not. Is there any mods that may provide the following: 1.1 Since all the orbit lines are BLUE for your current vessel, is there something that colours your current vessel blue? 1.2 Since orbit lines for target vessel are green, is there something that turn the colour of target vessel green? 2. Is there anyplugin that shows what/whom I'm currently controlling? e.g. Jeb, shuttle1, station2? In some occasions, you may have all three on the same view and the movement button you're about to press can have catastrophic consequences if done by the wrong entity 3. How about map view that show the fuel levels and staging?
  12. You my friend, should get a star if you managed to land on level 0 runway :-) It's an interesting system alright. I hope that eventually kerbals will get skills in whatever they do often. Ala skyrim. If you shoot arrows, then you improve arrow shooting. After a while if you want to go level 2 or three, you need to choose a carreer but can still get the low levels of everything In fact, in true kerbal style it will be funny if you sent your future engineer to go fix something and he breaks it because he has 0 skill. Or your scientist totally mucks up an experiment because he's not skilled yet. You'll be going "Dont' you dare go close to that engine Jeb, I just had it fixed. I'm watching you"
  13. If you've crashed as many times as I have, I wont' be surprised. Word goes around. These green furballs don't like crashing. Establish that space station on the mun and see those queues filling up ;-)
  14. somebody has to go out in the cold because the vessels are packed :-) If I bring 3 in my capsule and have 5 in total on the station (cap+science), then one guy has to get out before the others can get in. As a side note, I learned that having solar panels, antennae and spotlights right outside the hatch of the capsule make the poor crawler kerbal launch into space quite precariously :-D So yes, I would like an option to SWAP kerbals as well. (I haven't researched the seats yet, else I would just swop to open seats on the outside and let the naughty ones sit there)
  15. Hi, Also see this tread http://forum.kerbalspaceprogram.com/threads/109348-Selecting-kerbals-and-stations where I had the same trouble
  16. Thanks a lot guys. I didn't realise that [ ] will switch to EVA kerbals as well. I'll watch out for the navball disappearing to know that I'm controlling a kerbal. (They can really do with cleaning up the HUD in terms of ships / kerbals. e.g. show what skill they have and which ship is selected. I dont like switching to map view to find out where my engineer is stored)
  17. Thanks Merandix. I think you nailed it. I found that setting both station and shuttle to SAS makes aiming better. In fact, I point both vessels in eachother's direction to dock. It's impossible for me to dock by just controlling the shuttle. I will go and try and disable SAS after magnetic contact. I'm pretty sure that must be my problem. Last open question: How do you select which kerbal you control? E.g. my shuttle is on linear mode and my kerbal is hanging on the shuttle. How am I SURE that when I press W that the kerbal will climb up rather than the shuttle will fly forward?
  18. Thanks moonman. But should it become one vehicle istantly after docking? Docking for me is pushing the two docking ports together. I can see they attach, but for some reason the one-vessle camera angle only kicks in after clikcing everywhere. If I dont do that, it just remains two vessles it seems.
  19. Hi guys I'm having some difficulty selecting kerbals, transferring them and selecting vehicles. In the end I buttonspam to get things selected. 1. When physically attached (station A with ship , I cannot transfer from A to B. At some stage the camera changes (I think as a result of furious clicking) and then I can transfer from A to B and vice versa. What is that change that happened? It seems that the system decides there's just ONE entity (the new large station) but I dont know what's the trigger for that. It does't seem to be the station alone. 2. Once you have one station, will it use ALL RCS to do stuff, or can you still control only from A or B? 3. Can I transfer fuel from B -> A somehow? without mods? 4. If I have a kerbal from B climbing manually over to A, how do I select him in the fury of having A and B and the joined C? Oh, praise the Korde for the [ ] keys to switch close vehicles. At least that is a sure way of selecting the A or B.
  20. Hi guys Thanks for the answers. This is what I found as well: - All kerbals level with the same criteria. E.g. you dont level a scientist by doing science, you dont level an engineer by fixing stuff. (I tried SO MANY times to get my engineer to fix the broken solar arrays to no avail) - Engineers start with no abilities - Scientist start with no abilities even though it says 100% science. That is because following levels increast is to 105%. Wil be handy if they start with +0%. Its clearer then what happens - PILOTS on the other hand, starts already with stability control even if they have no stars
  21. Hi guys Where in the manual does it explain how to level up the engineer or the scientist. In fact, I dont know how to make use of the engineer at all. Can someone please explain?
  22. Amen. I'm a beginner grinder but completely agree with this approach. It's very simple to implement and you can easily put a slider in for the factor. I'm giving this tread stars!
  23. Hi guys I almost wanted to suggest to include staging and fuel levels in the map view but then I realised I need to ask the opposite. It feels to me there's 3 important pieces of info on the screen: 1. Navbal: Shows what you're doing 2. Map view: shows where you are and your current orbit 3. Staging/fuel. (the fourth is the eye candy: Looking at your rocket. But this hardly provides needed info) Especially when I'm launching into orbit I pretty much need all three of those and you can not get them together. Possible solutions: 1. (add to live view): Orbitersim has nice MFD's with gazillion numbers to check your orbit and also a simple line diagram to visualise the orbit. Do we maybe have something like that in Orbiter. 2. (JUST swap views, not hud): Can't you just swap the live view 3d with the map view 3d and retain the hud for the live view? Another question: When you get into funky orbits, isn't there a 3rd view? The flat map projection (2d)? e.g. these tundra orbits. It's not easy to see the track of the orbit on the land if you dont have a 2d projection. Maybe I'm wrong, I can't even achieve those :-) (tldr) So after all that braindump: Why dont we have three views: 1. Live view 2. Solar system view (map view) 3. 2d Map view And then depending on the view, there's some options of which hud elements you get.
  24. What is the mysterious goo? I always thought that was green. Somebody should build an incubation chamber for the goo so that you can regrow Kerbals
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