TaxiService

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About TaxiService

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    Coder on earl grey tea
  1. [1.4.2] CommNet Constellation v1.2 [16 April 2018]

    None of stock filter buttons is not really fit to the purpose of hiding comm dishes (maybe relay button but not as same as ground stations?) Thanks, it is trivial changes (redraw texture picture and put few codes lines) to make this. P.S. can grab latest dev build from this link now. It is not going to be out any soon,
  2. [1.4.2] CommNet Constellation v1.2 [16 April 2018]

    Sorry, I can't help you with this. How often would you like to toggle on/off the markers over time? I am thinking of linking the markers to the contract-icon map filter as the other mods do with their own markers.
  3. [1.4.2] CommNet Constellation v1.2 [16 April 2018]

    My modder approach on the scroll component from KSP's new UI system is obnoxious when it comes to refreshing the scroll area. I am still learning how to use the scrolling properly. For this decimal place, um it is little too late to change now :-/ The underlying software number for this frequency is integer. So all numbers in thee whole mod would have to be changed completely and it won't be even compatible with existing save. If you feel brave, you can try fork the codebase, replace the numbers and compile. It should work fine on fresh save.
  4. [1.4.2] CommNet Constellation v1.2 [16 April 2018]

    CommNet Constellation 1.2 is out for KSP 1.4.2! Update the interfaces and move messages to top-center position Thicker CommNet lines in close zoom for KSP 1.4 Change 'Working Connection' to 'Active Connection' Linky
  5. [1.4.2] CommNet Constellation v1.2 [16 April 2018]

    @RB101 I checked the science bonus and I think the relay part is factored for the overall signal signal. According to KSPedia, the science bonus (capped at 40%) is proportional non-linearly to the overall signal strength between KSC and active vessel, regardless of directing or bouncing through relays. I am not finding much information about "40% magical bonus"
  6. [1.4.2] RemoteTech v1.8.10.2 [2018-04-06]

    Oh, I see how my RT colleague came to know during RT redevelopment discussion on modular Flight Computer. I cannot separate current RemoteTech Flight Computer because of its deep dependencies to underlying RT workings. Only a completely rebuilt Flight Computer during RT redev is feasible. The way of adding ground stations should be still unchanged. Please try to click 'Reload' button in 'Presets' tab of RT Options window in KSC scene. It should reload the latest settings (constructed from your installed mods) into your save.
  7. [1.4.2] RemoteTech v1.8.10.2 [2018-04-06]

    Isn't it essentially MechJeb (with new beta feature of scriptable commands)? Got any link or name to the said standalone Flight Computer?
  8. [1.4.2] RemoteTech v1.8.10.2 [2018-04-06]

    Yes, updating the variable, RTCommandMinCrew, in ModuleSPU.cs and recompiling is all you need to do. But if you are applying your recompiled DLL on your existing save, edit your persistent.sfs to change the saved RTCommandMinCrew value in all ModuleSPU modules of your existing vessels.
  9. [1.4.2] RemoteTech v1.8.10.2 [2018-04-06]

    Sorry, that mod author prefers to wait in shadow until everything is in order first. The stock plasma blackout (and its toggle option) is unfortunately located in the CommNet area, which is currently disabled by RemoteTech due to conflict. It would require own codes & toggle option to calculate the flag, which may come later. It seems you are using Contract Configurator and third-party Contract Pack for RemoteTech (not our own). Check out this post. I am afraid there isn't a RemoteTech tool/interface to see the RemoteTech coverage of a body at this moment.
  10. [1.4.2] RemoteTech v1.8.10.2 [2018-04-06]

    RemoteTech 1.8.10.2 for KSP 1.4.2 released This release 1.8.10.2 is recompiled for KSP 1.4.2. Complete changelog is below: If you find any bug, please report them on our github (as it is hard to keep track of bugs here). Feedback is also welcome for the next release, here or on this post. We are in the RT 2.x branch development and continue to support the RT 1.x branch. ---- RemoteTech 1.8.10.3 for KSP 1.4.2 released The change in this release 1.8.10.3 is very minor but critical to a third-party mod. Complete changelog is below: If you find any bug, please report them on our github (as it is hard to keep track of bugs here). Feedback is also welcome for the next release, here or on this post. We are in the RT 2.x branch development and continue to support the RT 1.x branch.
  11. [1.4.2] CommNet Constellation v1.2 [16 April 2018]

    Actually, I saw few KSP CommNet-related mods here like this baby that uses Unity Engine's visual stuff, rather than editing stock stuff. I want to learn and implement for own RemoteTech eventually. Though I can't give solid time frame because my situation is like other indie modders/developers: "developing video games is hard, yo"
  12. [1.4.2] RemoteTech v1.8.10.2 [2018-04-06]

    Afraid not. Those stock ground stations are saved inside KSP's non-cfg Squad files.
  13. @akron After some tests and code/cfg comparisons, I begin to think that there are really no changes in ModuleRCS's orientations. My issue encountered is likely an edge case of RemoteTech's RCS part. It performed terribly on large Moment of Inertia with small RCS thrust. My apologies for false alarm as my issue is not really related to your problem.
  14. [1.4.2] RemoteTech v1.8.10.2 [2018-04-06]

    Nope, not possible because RemoteTech disables whole vanilla Comm Net (and vanilla ground stations) due to conflicts and use its own (or player-supplied) ground stations.