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Nereid

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Everything posted by Nereid

  1. I was asking for this in another thread: I would like to use the ribbons in a mod I'm currently developing. So my question is: can I use the generated ribbons modified and unmodified in a KSP mod (given you credit of course)? If yes which license would apply?
  2. Just a question: are we free to use the ribbon graphics (with a given credit) in KSP mods?
  3. Is it possible to add some kind of "interstage fairing"? Just cylindrical between to fairing bases?
  4. Way to complicated. The question is still valid: The parts add nothing to the functionality and they don't make any sense, so why not using the toolbar (at least as an option)? And the extra button in the most awkward place is a mediocre solution at best. And if I add protractor to any module, then every launch the GUI pops up. Well, I will never ever do anything like this. It would be just way to annoying for me.
  5. No context menu. Not in the VAB not in launch/flight. Maybe its me, maybe bacause its late but: what is SSE? Your shuttle engines? Then yes, I'm using them. PS: ah, ok, didn't updated the SSE (space shuttle engines). Just trying it with the updated version. PS^2: ok, its working now and very cool
  6. Are the radio remote controllers broken? I cant get them to work. No context menu, no function on eva. So how do they operate?
  7. Nice job. I have a suggestion: Add parts that trigger an action group when a given stage is activated. An optional delay would be nice too.
  8. An option to use the toolbar should do this. Regarding the worst possible place: Just move the toolbar! right click the arrow, just unlock position an size, move it and voila! No big deal.
  9. Useful mod, but I still have a few major complaints: 1. Why parts are needed? An integration in the toolbar plugin will just do it. 2. The parts are mediocre and won't fit well to the stock parts. 3. The GUI is visible on launch and shows up every other launch. This is annoying! If I want to use protractor I will open the GUI myself on my decision. 4. Why another button? Why not just integrate in the toolbar plugin (see above). 3/5 stars so far because of the complaints about it. Perhaps 5/5 if it get rid of the parts, uses the toolbar plugin api and at least remembers my decision to hide the GUI on launch (or stays hidden until I open it).
  10. Hmmm... I'm missing one option in the poll: "Hyperedit? Bah! I can live with bugs and glitches."
  11. Testet 2.7 agressive today. Seems to work well. Without using it (or 1.1) KSP won't even start anymore. Memory usage with 2.7: ca. 2.5 GB, load time 4' to main menu. Momory usage without : over 3 GB, load time 2' 40'' and crash just before main menu.
  12. I will test 2.7 today. But 2.6 has messed my game up. Many parts weren't loaded, so I'm still using 1.1.
  13. Well... he had just write it in a platform independent language with a minimal amount of discipline. Let's take Java as an example. So the "joy" in KSP is quite some kind of standard these days.
  14. Great mod. One of the best if not the best implementation for fairings so far.
  15. Now we depend on icons. Better solution: Use first two letters and expand on mouse hover. First: Select All->Propulsion-> Liquid Fuel shows tanks end engines. So they ARE mixed up. Second: Select All->Propulsion->Xenon Gas shows only engines, which is inconsistent. So I have to ask: Where are the tanks? Third: there is no subregister for engines. At least not for me. I have lost you here? Well... PS: checked it again. Liquid fuels shows only some tanks (unfortunately all on the first page with some tanks with tine engines). So it looks as it shows engines and tanks. I have to inspect, if all of them contains engines too (at least some do). The problem here is the naming of the register tabs. "Propulsion" is a used word in the game and means engines AND tanks. So if an user sees some tanks there he would expect to see all tanks in this tab. You have another tab labeled "Storage" which contains fuels tanks. I have overlooked this, because of the awkward names. A better name would be "Engines" instead of "Propulsion" as default. My customers would surely call this a bug (typically classed as important bug because customers know only critical and important bugs ). Well, sometimes I tend to adapt their way of thinking to be prepared. So, let's call this a misunderstanding. I would suggest to change the name in further releases. Well, and yes the uses of "propulsion" for tanks and engines is some kind of awkward, but that's the way it is in the game. Now you have lost me. What has this to do with casesensitive filesystems? Well, nothing I would say...
  16. Well... this mod gives at least a chance to filter. But doesn't help very much - at least not me. First: - Searching for parts of a mod without an icon => you have to search to numeric registers, which is VERY user unfriendly. Registers with names are mandatory. At least as an option. - My workflow is based on examining all parts of a specific type not a specific mod. So I need (sub)register for "fuel tanks", "engines", "wheels", etc. Most of them are existent in the register "All", but engines are mixed up with fuel tanks. And well... there are lot of tanks and engines in the game. But I'm usually not interested in engines when I'm adding tanks... - Select All->Propulsion->Xenon Gas only shows ion engines. So where are the tanks? Again: two subregisters for tanks/engines. - As someone else mentioned: A text search function would be nice. Well, never use lowercase paths/filenames in a plattform independent language/environment. Repeat: never ever! ****ing case insensitive filesystems that encourages programmers to do such questionable things...
  17. Thanks from me too. 0.22 was a step back for me (mostly due to sound issues). But 0.23 works nearly flawless. Crashes are rare so far even with tons of addons installed and even after hours of play.
  18. Don't know if this is reported already: The Gemini X1 Lander Legs have a minor bug: If you start with deployed legs (as now possible in 0.23), the will not retract. You will have to deploy them again and then they will.
  19. Very nice idea. Not testet yet, but seen the video. I have a few suggestions: - a small graphical representation for each archivement - like the ribbons someone else has introduced in this forum. - ribbons for each kerbal (first landing on a celestial body, first landing on Mün/Eve/..., first kerbal in orbitm etc.)
  20. Very nice, but for me the gauges are useless to some extent because they are to big. Scalling them down to about 20% or even smaller will give them the right size, but then they are barely readable. The radar altimeter is usable at 40% and still way to big. A round radar altimeter (as found in some aircraft) would be way more readable at smaller size. So, is there any chance to get the gauges smaller without the loss of readability? Or an optional round radar altimeter?
  21. Well... I was really sceptical to try this mod. But actually it works very well for me. No crashes so far. And in KSP we need every opportunity to save memory. So good work.
  22. Just included them to my mods. Well done. I would like versions without bays as an alternative.
  23. Well... I think I was able to get more stability in KSP. It's a bit to early to be sure, but I finally could install the B9 aerospace mod, that caused KSP not to start in my old installation. And absolutely no crashes so far. What have I done? Well simple answer: Installing 0.20-2 vanilla again and installed one mod after another, keeping track of all changes (using subversion); only 0.20 compatible mods and avoiding mods that dont use the GameData folder (with a few exceptions). My first install of KSP was obviously a bis compromised with incombatible and incomplete removed mods. I suspect the Nova Punch 1.5 mod to be responsible for most crashes, because thats the only bigger mod I left out. About 3 hours of play with massive testing, crashing vessels, go to start plattform and back to VAB very often and no crashes so far. In my last install I would have expected to have at least 3 crashes doing this.
  24. Ok, I have read CPU instead of GPU. So I have obviously misunderstood Sephta's reply (even a 5'' smart telephone is sometimes to small. ) But anyway, I 'm not convinced that my crashes are memory related, because they occur with very simple vessels/sceneries. Well... first I will see how it works without avast, then I will get rid of some/all mods and try to find a more stable collection. But KSP is playable for me even with a few CTDs more.
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