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criminy

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Posts posted by criminy

  1. Is anyone else having trouble using the fuel-line and strut placement tool? After it places the second node of a strut or fuel line, I can't interact with struts or fuel lines, and I also can't interact with the staging menu. Saving the craft and re-loading seems to serve as a work-around, though. Everything else seems to be working fine and stable.

  2. Unrelated--It looks to me like the difficulty settings aren't quite tweaked yet. On hard mode I find my pods (non-RSS) to come back in from a 200km orbit with 28km reentry with very little reentry effects and zero shield ablation, whereas on normal I see massive reentry effects (appropriately) and good ablation even on a 70x70km orbit with a 28km Pe. Can you replicate this or is this something broken in my install?

    I'm using the stock settings (non-RSS) alongside FAR and encountering significant reentry effects, but very minimal shield ablation. When I reenter from a higher orbit, the shield ablation is less than it was with the lower orbit.

    I'm going to try raising the shockwave exponent and multiplier.

  3. I just wanted to point out that RemoteTech has been updated for version 0.90 by a member of the development team on Github. Unfortunately, the member that created the new forum thread has been inactive, so the first post in that thread is out of date now.

    Also, I like that Blizzy's toolbar is much more compact and customizable than the stock toolbar.

  4. But still, shouldn't the cone be showing by default? (never touched the options.)

    What I meant is, if we ask for a Mission Control target, will it grant us connection to any station in range of the vessel, or we will need to explicitly target a specific station each time?

    As for the copying of the big antenna, I would like it to be differentiated. If you can briefly tell me how to scale it, and retexture it, I'll be okay.

    The cones don't show unless you turn them on.

    If you set a dish to target KSC/Mission Control, it will point the cone at the target (KSC) and attempt to connect only to that target, unless the target is a planet or moon. For targets that are planets or moons, it will connect to any target in Line of Sight (LoS) of the cone and within the target's Sphere of Influence (SoI). Note that an object in a moon's SoI does not count as being in the parent body's SoI.

    I strongly recommend browsing through the website that has been linked. The answers to your questions are there.

  5. I forgot to post it but you may have noticed - I fixed those bugs and put out 0.96

    I did see the update and grabbed it. After finally getting a chance to install it and test, I can confirm the things I mentioned previously are no longer occurring. I had the option names reversed, based on misinterpreting the settings window. I actually prefer the black opaque style. I noticed when testing that the settings window doesn't seem wide enough for the "grey stock" setting. Some of the text is cut off in the settings window. The other windows appear normal.

    I understand the toolbar graphics, and the animated icon is a nice touch. I suppose I just liked seeing the actual values in concise mode, so it became my favorite layout, but I guess it's no biggy if I'm the only one. Thank you for your prompt response and for pushing another update so quickly!

  6. In 0.95:

    ...

    Thanks for the work on the update. I've been following progress on this project patiently in anticipation of this bugfix release. In using the most recent version, I noticed a couple things. When I toggle the settings UI option from "grey stock" to "black opaque," all Fusebox UI windows begin flickering/flashing at about 2-3 times per second. Also, the darkness calculator only displays the time of darkness on the surface for me. Adjusting the orbit altitude doesn't seem to have any effect.

    One last thing I wanted to ask about is that I seem to remember there being a display mode that abbreviated everything in the main display window to a one-line read-out. Was that removed when toolbar integration was added?

  7. Alright I have been reading several pages now, with many different "hotfixes" and what not. So I'll be yet another one of the people asking. What hotfix do I need to add to get this working consistently with 23.5?

    I've been using the fix posted on the first page. The tracking station doesn't show connections, but that's tolerable for me. Jinks posted a fix that should address that issue a few pages back: http://forum.kerbalspaceprogram.com/threads/56399?p=1081193post1081193.

  8. Are you running RSS mod?

    No. If you are troubleshooting along the route of the KSC omni antenna being too far from the launch pad for the internal probe core antennas to reach it, I tested with a craft with a working omni antenna directly beside the unresponsive craft, and the probe core craft did not link with the working omni antenna beside it. After checking the save file, I saw that the module for the internal antenna had the range set to zero.

    If this is a career game, the "built in" passive antenna isn't unlocked on probes until you research "Unmanned tech". Though I would've thought they'd be missing the RTAntennaPassive module completely in that case (as opposed to having the range set to zero). I checked two of my saves; one with that tech unlocked and my new 0.23.5 one without it. In the save without the tech, the RTOmniRange of my probeCores are zero.

    Thanks, I wasn't aware the feature was designed to be unlocked by research, and after checking the first post, I see the note I missed.

  9. I was performing tests on the launch pad without actually launching, and I discovered I couldn't control craft that only had a probe core attached, despite probe cores supposedly having an internal 3km omni antenna. Even with a Reflectron DP-10 on a craft beside it with a valid connection, the craft with only the probe core had no connection.

    I checked my save file, and discovered that all probe cores in my game have:

    RTOmniRange = 0

    within the RTAntennaPassive Module section of the craft file. Is this something I can fix without editing the save file each time I create a craft?

  10. Hello, I first wanted to say that I appreciate all the work that's been done on this mod.

    I also wanted to report a recurring bug I've encountered. Whenever I revert a mission to the VAB, the KER Build Engineer window shows values that seem to match my mission progress at the point I reverted. I can remove the KER components from the rocket and then reinstall them, but the KER window still refuses to update. Restarting KSP seems to get KER to start updating again, but the long load time of KSP makes this easier said than done.

    I'd appreciate if this bug could be addressed. I thank you for your time.

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