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About damny

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  1. Didn't it have those rocket skin IAPs? "Support the dev" type IAPs, not actually freemium.
  2. I mostly think of ISRU as a mechanic that provides additional goals. It makes bases and stations more useful and gives me reasons to use them after I launch them. Yeah it's also free fuel, but I got everywhere I wanted to without mining, so the free fuel is just a side effect. (It's certainly not as powerful as Kethane used to be in the old days when I ran that.) In this sense, it's not really "important" - you can run a space program without it and still do everything. But it gives you more options, which is what sandbox games run on.
  3. If you're new to git and github I'd recommend the GUI client (https://desktop.github.com). It's pretty easy to use: 1. Click the "+" button to create a repository 2. enter a name and click the button 3. right click the name of your new repository in the sidebar and choose "open in explorer" (...in Finder on Mac) 4. put your files in this location 5. now click on the "uncommitted changes" tab at the top of the window 6. you should see all the files you just put in the repository directory 7. enter a summary (like "hello") and click "commit" 8. click the "publish" button in the top right corner
  4. You can only cheat yourself in a single player sandbox, so the question is what are you cheating yourself out of with the various features of these mods. Then you have to answer for yourself which of those things you actually enjoy. With KER and KAC specifically... I basically consider these two community bug fixes, not feature add-ons. KER displays a bunch of info that you can otherwise obtain by switching between screens, mousing over stuff, and so on (orbit parameters etc.). It also displays some info that is easy to calculate, but tedious: Calculating 9.8 * isp * ln(wet mass/dry mass) for
  5. I can make SCANsat trigger more animations. I just don't have anything I can test it with. If you release your part then I will have something
  6. Oh man, I think I really need to put some text on that static that explains it
  7. Putting this on my list, but I'm not actually sure, since I'm just using a default style here. Hmm, it's actually not supposed to drain power at high time warp factors precisely because of this... It's not the amount of power they require btw., it's simply that e.g. at 100x time warp, they need 100x the power per calculation step, while your panels also generate 100x. But unfortunately you only get the amount of charge that your vessel can actually store in its batteries, so you lose a lot of power generation because of that. I don't know if it's the IVA display, but I also don't know where
  8. It's effectively already capped, I mean you still need to put them in a proper orbit for scanning and wait it out. I don't really see how making it take longer would add more fun; if I were to make it harder to map a planet I'd much rather do that by making it more important to get the right orbit. Yeah, there's a bit of wonkiness there. Some amount of state is associated with the vessel ID the part is on and when you detach a part, it becomes its own vessel with a new ID. Correct, the game doesn't have terrain data or biomes or anything you could scan on Jool. As far as I know we don't know
  9. Thanks to Phoenix84 and rickyhewitt for making hotfix builds for 0.23 before I got around to it. I've uploaded build 5. This build is compatible with KSP 0.23, but not with older builds, due to changes in the science system. I don't think I understand the science system and the new changes yet. In particular, it's still necessary to analyze multiple times to get the full amount of science. Apart from the compatibility fixes, I've also replaced models and textures for the altimetry and biome scanners with models created by Milkshakefiend, and originally published over here. Many thanks to Mil
  10. This may not be enough, e.g. the output of a solar panel depends on where it is in space. Ideally, it would be possible to (optionally) specify a class that can handle the calculations.
  11. Correct, it's based on percentage, more specifically coverage of the sensor you do the experiment with. But there is a threshold; no science below 30% coverage. There was no inspiration. I haven't seen mapsat's source code and I never really used it because I didn't like the way it worked. It's related to how these objects are organized internally by the game. SCANsat finds structures if there are multiple named objects that you crash into. The KSC is very detailed in that regard but most other sites are not. SCANsat displays longitude according to the definition that is commonly used on Ea
  12. Soon. You can see them in the part config files.
  13. No, I removed that at one point. The item that still exists is only there for savegame compatibility. The release version will not include it by default.
  14. The texture is exposed as MapView.OrbitIconsMap. I don't know if there is a function to draw them individually or get the texture coordinates for an icon, but it's pretty easy to make yourself. It's a grid of 5 x 5 icons (not all spots filled) so texture coordinates are some multiple of 0.2 in either direction and width/height are also 0.2.
  15. That snowy thing happens when you run out of power. This can be a bit unstable at high warp, which is why it doesn't use power at all at >1000x. The game crashing is not a feature, but I'm not sure why it would crash because your satellite is out of power. Data is stored in your persistent.sfs file, look for a SCENARIO section that has "name = SCANcontroller" in it. Somewhere below that line will be blocks that have the name of a planet in them as well as lines that start with "Map = ", followed by line noise. It should be okay to remove individual Body { ... } blocks there to reset progre
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