Jump to content

Bizz Keryear

Members
  • Posts

    333
  • Joined

  • Last visited

Everything posted by Bizz Keryear

  1. Great Mod I wouldn't want to play without it. I have at some point downloaded this: (2) (Too bad it doesn't fit on the female model ... only transvestites possible...Yes, that is actually technically a boy.) Then I have found this: (3) (actually yesterday, since I was fed up of the plain look of female Kerbals (1)) Was still not happy with with .. and made this: (4) (not perfect .. my gimp skillz are not 1337 but I am satisfied for now) (sorry can't share it right now... since my brain isn't working well [see below] I can't figure out the original authors ... and what licence they where published ... I will publish it later if possible, though) And while I am here here is my wishlist: Global settings ... I do not know if others are as tired as I am to set (at least some of) the parameters to my favorite values in all save games. Native handling of females. Means different sets for generic females ... e.g. one for male scientists and one for female scientists distinction between texture for males and females for both complain to Squad for making the textures not compatible changing the gender attribute from female to male (so that you can put some of the old textures on females. I can use Crew Manifest for this ... but texture changer only works outside, Crew Manifest only inside of missions ... and not everyone who installs this want also install Crew Manifest) also default texture changes for females as we have it for males ... so that in menu Valentina also get a good looking suit (and helmet) [*]More if I actually can think strait. (pulled an allnighter) Had a few fights with the Kraken while loading a tourists on the launchpad ... got an error message and then only 1-2 fps while the portraits where ... black (I think, but could also be the snowstorm). It works if I revert the flight ... didn't tested it to leave and come back, though.
  2. or done because that it stands out and is more visible. Since I was writing more text (actually dropped some unimportant parts last second) I wanted that this is not going to be lost in middle of the text. Haven't seen any waypoint ... on map mode all of the planet should show up... maybe I was just stupid again. see above. Since I didn't know that splashed down on grassland was a thing ... I thought the contract had contradicting conditions ... and I asked if there is a way to make a plausibility test for contracts ... e.g. not allowing contracts to make e.g. an atmospheric pressure scan on the Mün. (or what the device is called again) Or make a crew report from midland craters while landed on Kerbin. Or making any science while splashed down on the Mün. A plausibility check would make impossible contracts not being displayed. Well turned out I was stupid in this case. That show that this mod is not idiot proofed (in more than one way).
  3. Thanks for maintaining this great mod. I would have to edit the save file in every game I start if it not where for this mod. I think I've found a bug ... Kerbals on the Launchpad (maybe also on runway, but haven't tested it, yet) in EVA are treated as vehicle ... so I can unload e.g. Bob out of Bob and put him elsewhere ... and I can repeat that. That way it is possible to fill the whole space center with Bobs (sorry only Bobs, no boobs). But even more awesome ... I can make Jeb piloting Bob! ... with the possibility (not tested, yet) to loose Jeb forever, though. As cool as it is ... still a bug. edit:
  4. Pretty sure it wasn't stock (because of the icon used) and ScanSat doesn't come with contracts ... it has some optional contracts that uses this mod, though. (which I have installed) And aside from that I only have the Portrait Stats from DMagic installed ... so no messing with contracts there. I more or less wanted to suggest a plausibility check for the contracts. But as the 5thHorseman pointed out I was just plain stupid (my words not his)... anyway I wouldn't had the means to get this done anyway and since I was sure this was a mistake I already had edited the save file to landed. ... still didn't told me which mod it was from. Maybe that is a good idea, too. To add the information to the contracts which contract pack it actually was from.... (automatically by this mod, just to the bottom of the description) .. so that if you have a problem you know who do you have to ask. Not really, (as I heard) the mod author has to give it a push. I think that is that way because of the interaction between several mods. If not it will eventually updated by the CKAN authors. But they can't keep an eye on every mod in the system (currently 885 says my version).
  5. Real nice mod, but while fixing a broken save file I found a bunch of parts with MODULE { name = ModuleAGX isEnabled = True placeHolder = Hello World EVENTS { } ACTIONS { } } Which, at least I think, shouldn't be there ... unless for debug reasons. I assume you did forget to disable the debug code generating this. Something that also caught my attention is that custom action group names are not stored in craft files... I copied one over (from one save game to another) and lost all names.
  6. Another great mod from you. But I have a small problem. I have given coordinates in degrees, minutes and seconds, (Scansat) but I have to enter them in the waypoint manager in decimal fractions. And also in °East (I assume here since I am 78.83° West). It would be really handy if I hadn't to convert the values myself ... a switch between West and East (North and South, while you are at it) and for each (never know when it comes in handy) direction a switch between decimal degrees and minutes + seconds. Also I the path looked a bit odd when I exported my custom waypoints ... it worked, though. But when I looked into the file I actually had two empty ones in it without any celestial body assigned to them... they don't appear ingame. WAYPOINT { name = Site celestialName = icon = pressure latitude = 19.725568328221 longitude = 281.1649647413 altitude = -2.27373675443232E-13 index = 1 seed = 337 } WAYPOINT { name = Site celestialName = icon = pressure latitude = 19.725568328221 longitude = 281.1649647413 altitude = -2.27373675443232E-13 index = 2 seed = 337 } edit: Ok, figured out that might be caused if you add a new waypoint and press apply instead of save. Then it pops to an Add Waypoint window which says "Site" instead of "Waypoint Name" and has a in all colors flashing square instead of an actual icon.
  7. I think I encountered a bug regarding the surface scanning module. I had two crafts docking together one had a module the other not. After docking it told me that the combined craft don't have a scanner (instrument window) had to (switch to a scene which is far enough that the vehicle is unloaded and) reload the vehicle (by switching back) to make it work. I also had this by disembarking out of a MK1 Cockpit. The kerbal (Bob, the science guy ... but in sandbox) got the scanner readings (like: Ore 4.23%) and he had clearly none attached but the craft which had two (cause of balancing) told me that is has none (after going back in). Tell me if I should investigate this further
  8. CKan update pls. Also please make impossible contracts impossible ... I dunno from what mod I got it (so I don't know where to to complain)... but I got a contract to splash down on the grassland biome and do science there... splash down only works on water. On grassland you can only land. All water is never the grassland biome. Or am I missing something? If not make sure that you can't make conditions in contracts that contradict each other.
  9. Oh crap ... I mixed up the cardinal points ... again. Yeah, I have a mnemonic. Doesn't keep me from screwing up if I don't pay attention. Also made another mistake ... had forgot that in this alteration I made it so that the diversion to the west is done by drag and weight distribution and I left out the tilt for that ... since that made overshoot the rocket too much. Anyway I played around a little with this rocket ... a basically reused it in a other save to launch another satellite. But from what I have seen this force has jumped around randomly arrow, I haven't confirm it but i looked to me like it also deepened on the rotation (around the y axis) of inline parts (and with nothing attached). Which should have no influence whatsoever.
  10. I think I have found a bug ... I think the force vector isn't pointing in the right direction ... It actually should point in the opposite. Well, if I am not completely stupid, that is. I have build an unguided rocket, that kicks itself pretty much in a 220k polar suborbital trajectory ... before I take over. The forces acting on it pull it downwards and to the left ... and as the rocket is aligned right now that is east. But the RCSba (in rocket mode) orange arrow points in exact the opposite direction.
  11. I admit I am too dumb to read that ... I was hoping for something simpler ... like "when you are above 75km, then you are in space" simple... Also https://github.com/technogeeky/MapSatAltitude hasn't been touched for a year now and I am not so sure if it is really still uptodate. I know that the optimal, max and min altitude of the scanner was also based on the planet radius ... but as far as the documentation of S.C.A.N.sat goes that is not a thing anymore ... and the code* is not that clean considering the handling of the planets is done by planet name not by attributes. I was about to rewrite the code*² but before that I really need to know about that ... is this still is a thing that if the body is too small (or too big) that the altitudes are changing? *=https://github.com/technogeeky/MapSatAltitude *²= or more likely rewrite it in a language that actually runs on my machine without need for a VM
  12. Dunno why, but even after that hint it took me another 5 minutes till I found it...
  13. After a time absent to KSP* I came back recently and I enjoy the current ScanSat also very much. (Thanks DMagic) But there is a question popping up in my head ... and I am sure there are a lot of people who figured it out and crunched the numbers ... so as the lazy **** that I am I probably don't have to do it myself ... and that question is "What the optimal polar orbits are for various Kerbol system bodies to scan them in the least time possible" E.g. in my current simulation** I have set myself for a 250k (+- a few hundred meters) 90° (+- a few fractions) and it takes roughly 4 days for a whole kerbin scan. That altitude is based on a guts feeling ... I know for the optimal orbit I have to take the orbital period of the satellite in account as well as the rotation period of the planet ... and if synced up properly you don't end up scanning some parts over and over while waiting for others to be scanned. Well if there isn't already a spread sheet ... at least somewhere has to be a formula. I'm sure NASA has it... *=mostly because I was annoyed of the constant crashes because with all the beautification I installed it runs out of ram pretty quickly **= I am using Build Time ... so sims are pretty much a given if I don't wan't to screw up hard time.
  14. In stock it is already fixed for a while now (at least I haven't seen it since several versions for the stock ones)... but FASA still does it excessively (and because of that I have uninstalled it)
  15. Or at least disabled if you actually remove the data with a scientist ...
  16. I still have to read a few pages (on 46 now). But I want t write my 5 cent before I forget ... 1st It looks great. 2nd I still have some problems. Like: the atmosphere visual effect extends over 70km ... actually it extends way over 150km. Also a massive frame rate drop. At launch of a 50 part rocket I had a frame rate in single digit range. Normally I do not have any problems with my system ... maybe if I go over 400 parts, then I see the frame rate go down a bit... It was also the worst frame rate I ever had with any Eve. Let it be the old ones or the older WIP. In map view I had a sunset red on the planet when the sun was in my back and I was directly looking at the planet. Like: Sun --- me > -- Planet Also opaque clouds in map view have proven themselves to be not be practical. (can't see where you aiming at). My suggestion is to turn them either off or make them see through. The cost lines are glowing at night ... and I think they shouldn't. But I somehow miss the clouds /effects in KSP main menu. But I think they will come back when most is fixed. Something that would be nice would be if you would add some sort of build number ... so that player (e.g. I) can figure out more easily if something has changed between my last installed and the currently available...it also helps if I wan't to go back to an older version if the current one is less stable ... right now I only have a bunch (actually only two right now) of x86-Release.zip and can only figure out which one is newer on the date I have downloaded them.
  17. Why is the changelog for V 2.6.2 when the version is 2.6.3? or is it meant as "changes from 2.6.2" (to 2.6.3)?
  18. Thanks for making this ... but I think it's pretty lame that the changelog stopped at V. 1.4. and you are at 2.0.1 already
  19. I am pretty happy with KCT no, but is there any form of official or inofficial wiki or documentation of any kind? I am currently having a hard time understanding how the little upgrade points are made and hope to read somewhere to red about the flowers and the bees.
  20. same old same old ... why don't anyone listen ... it is a common problem with the overhaul ... use the old version instead.
  21. Ok, it states that this but I haven't followed the discusions about the stock RCS module ... What are exactly the major known issues?
  22. I do! At least most of the time ... above a certain altitude it starts disappearing again - - - Updated - - - The latter is more of a white hole ...
  23. Yeah, but the problem is I see more stars here if I directly look into Kerbol. - - - Updated - - - That is when the textures are not loaded correctly ... either ATM is not working correctly or the cache is corrupted. try re downloading it and clear its cache ... also try the not aggressive one (if you use it). Try it to run without ATM once and see if you still have it. Try it with ATM but not scatterer and see if it still there. and like NoMrBond try it to run it in DirectX ... even though I didn't have any problem while forcing it into OpenGL
  24. OK, my impressions from the current ScanSat ... It seems to work fine functional wise ... but is horrible slow. Displaying the generated map (big map) does take like forever and while it does I only have 1-2fps. The zoomed map isn't really faster. I know that this is a dev version and those things might sorted out before you release it ... but that thing is IMHO serious issue that should not occur in release since it makes it basically unplayable. P.S.: I used a very small rocket at that moment. 8 part rocket (capsule, tank, engine, antenna, decoupler, one parachute ,and two solar pannels) I basically had put a upper stage on the pad.
×
×
  • Create New...