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GavinZac

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Everything posted by GavinZac

  1. Can you edit it to make it not show some stuff? IE stuff that isn't possible anyway? Atmospheric pressure scans on the Mun, for instance.
  2. While that's interesting niche use case, that's not what I was responding to. You said "I'm talking about limiting the pods so that KSP auto fills the pod only up to the number you specify." Which is why I just stated that setting CrewCapacity to 0 would have more far reaching results than that, many of which would be undesirable, which gave you a chance to explain your reasoning. Quite a reasonable, productive conversation I thought and after typing all that out I still can't figure out why you then responded with a tone of snark as if you'd suddenly decided to start channeling Yahtzee. Well, ideally the VAB/SPH would just remember what you'd picked from the Crew tab, and it's quite annoying that it doesn't (as I'm also playing permadeath/no reloads, like Jean-Kul up there). So I agree with you.
  3. It would prevent the pods being used at all. CrewCapacity refers to how many can fit in the pod. If you make that zero, nobody can fit in the pod.
  4. As I said in the Predictably Asked Questions, it's not balanced at all yet. I'm very open to suggestions for appropriate space-sizes. The weight still matters though; in other words, adding 40 of those engines to a box will add 60 tons to your craft and isn't a great idea. I've been mostly dog-fooding it against 0.23.5 and Module Manager 2.0. At the moment it seems to have some issues with MM2.0 and may require a little rewrite. Interesting, will add on the next 'build'.
  5. Shorter than the initial load where it actually compresses stuff, but not shorter than the stock loading?
  6. I don't believe so, but I'll let the programmer answer it better than I.
  7. ATM deals with quite the opposite. It does increase loads times, at the benefit of using less memory and so avoiding out-of-memory errors.
  8. Everyone's putting it in because it's a vastly superior solution to having buttons scattered everywhere or having one annoying button that never moves that is suddenly on top of a button that Squad moved in an update. Also, there's going to be a stock Toolbar in 0.24. There's really no getting away from it.
  9. Confirmed: most mods are working perfectly or updated for 0.23.5.
  10. You can remove the toolbar if you'd like. If you need help using it, I suggest you ask in the toolbar thread. There's an arrow on the right hand side of the toolbar. Click that and click "configure visible buttons". Make Chatterer visible. ... . ... ...... ... ...... ... ... ... ..... .............. ... .. . ... ...... ... .. ..... .. .... ........ ... ....... ... . . ....... .... ... ...... .. ... .. .. .. ..... . . . . ........ . . . . ......... . . . . . ................ . . . ................... . . . . . ..
  11. FAR, Firespitter plugin, Toolbar and procedural wings all have few or no parts, and more importantly, few textures. They don't contribute much to the 3.6GB. Parts packs, like B9 and KW, are what fill up memory. I high recommend Lack's Stock Extension which provides stockalike alternatives to B9 and KW using Squad's own textures. The result is lots of useful parts, less of a need for B9 or KW, and very little extra memory usage.
  12. I also thought it detects ATM and doesn't attempt compression if it's present?
  13. If you're using the Toolbar mod with this, then move the Toolbar. If you're not (aside, does it still work without the Toolbar?) then which time control is it covering - the top left, the middle centre on the tracking screen, or the bottom of the screen at the Space Center?
  14. Doesn't apply in this case: > The physical system constituted by a rocket, like Goddard's, comprises the engine, tank, and rigid frame.
  15. This isn't true in any way. It is a full version; however, work had already begun on version 0.24 when the NASA link up was made. Rather than shoehorn the new plans into the already started 0.24 project, they decided to have a release before 0.24 would come out. This was a problem as the 0.24 name was already taken, and they had already said things like "contracts will come in 0.24". This means they could not make the NASA mission take the name 0.24. Instead, they named it 0.23.5 because that's all their naming scheme would allow. 0.23.5 is in no way a partial or testing release of 0.24. Dev builds have numbers like 0.23.5.18925352235, and don't get pushed to Steam.
  16. The Unity engine has always had 64bit build support. It doesn't work well. The latest announcement was that the development environment would be available in 64bit. Good news for developers, but no real impact for users like ourselves wanting a KSP 64 bit (outside of Linux). The game simply crashes if it runs out of memory, with no warning or error outside of the logs, so you won't even get to see the VAB if that was the issue. It must be something else. Perhaps a corrupt model file? Try verifying your Steam cache.
  17. With multiple connection points, pulling rather than pushing, and the ability to raise and lower hooks, the centre of mass can sort itself out. Try moving a cushion by pushing it. Balance it on one finger maybe. The centre of mass matters like this. Now pick it up by one corner with one hand. Swing it about. It's much easier than trying to balance it on one hand, but at least you're pulling and not pushing. Subsequently pick it up by two corners with two hands, and swing it around. It's much more stable. The more connection points, the less it is a problem. You can even stably pick up a cushion with your fingernails from any two points if you position your hands correctly.
  18. Right. But not for anything else. Anyway, back to things that matter: the elephant in the room with this mod right now is the grappling hook. Squad's claw may have been somewhat KAS-inspired, but there is definitely still lots of use for the KAS grappling hook. Shooting 3 of them at an asteroid to each impact the surface at different points would certainly work better than ramming the asteroid with something fixed to the nose of your craft. However, it doesn't work. The PotatoRoids have some sort of non-collision properties (as do Squads claws, perhaps not coincidentally) and so the grappling hooks pass right through them. Can KAS hooks be made to work with them? Perhaps electromagnets will, unintuitively, work just fine? I'd still like the hooks to work. I'd love if they impacted the asteroid with a satisfying puff of particles, Kethane style.
  19. Update. There are numerous bugfixes and performance improvements. If you really, really don't want the NASA mission, just remove that folder from the Parts folder.
  20. Yeah, to the game, asteroids are basically uncontrollable vessels, so luckily this mod has no issue with show them!
  21. Wondering if it is possible that a future feature of the mod could be 'effects'. Black and white cameras have been mentioned, but wireframe/3d scan 'cameras' would be awesome.
  22. Genuinely cool. Hmm, I wonder can I make it grab an asteroid with multiple medium sized rockets instead of one massive one.
  23. Especially painful for 'match velocities at closest approach', when it start burning far too late and makes you go squish into an asteroid
  24. Please read the documentation. You can change the orientation of the part in three dimensions using b / n, alt+b / alt+n and alt_gr+b / alt_gr+n If you don't know the answers, please stop providing them.
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