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akherber

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Everything posted by akherber

  1. Hey Sarbian, put it in the ADV tab and just make it a reference point like Target or Relative Velocity. Then using Kerbol as a ref you can do Kerbol F, B, U, D, L, or R. All this without changing the UI. All of this under the assumption that the game provides the position of the Sun in the sky with some type of a variable or set of variables and you don't have to get all fancy with the code-fu.
  2. Actually within the DOE release is an option to replace stock colors with enhanced colors using RSS in some fashion. As you suggested you can use DOE without the RSS dependency. Removing RSS solved the issue. So for the Devs: Dev releases, at least after 240, maybe before, do not play nice with Real Solar System! Thanks for the help everyone. Problem solved.
  3. No, I don't actually know what that is. I believe the dependency on RSS is within the Distant Object mod. I am in the process of confirming this.
  4. Well my first instinct was to say "I don't have RSS" but there it is. So now I need to figure what mod has dependency on it. My Gamedata folder: Blizzy Toolbar Active Texture Management B9 Aerospace BoulderCo (Clouds) Distant Objects Editor Extensions Enhanced NavBall Environmental Visual Enhancements Exsurgent Engineer (B9) FAR Firespitter (B9) JSI (RasterPropMonitor) KAS Keramzit (Procedural Fairings) Kethane KineTech Animation (B9) KW Rocketry Magic Smoke Industries (Infernal Robotics) MechJeb2 (Dev 246) MechJeb2 RPM (Raster Prop Monitor MJ interface) Navy Fish (Docking Port Alignment) NovaPunch2 Open Resource System (Interstellar) Real Chute Real Solar System ResGen (B9) SCANsatRPM (Raster Prop Monitor SCANsat interface) Thunder Aerospace (TAC fuel Balancer) Tree Loader (Interstellar) Trigger Tech (Kerbal Alarm Clock) Warp Plugin (Interstellar) B9 Fixes Module Manager 2.0.5
  5. I did with every reinstall. The problem exists on fresh installs of the Dev versions. At least with Dev 240-246. I didn't install any before that to see if they have the same issue. The issue is not present in the stable 2.2.1.0 Release. A question: Are there other mods that may affect this? Doesn't seem like there should be for a calculation like this. If there is no insight I will do a clean install and start attempting to isolate variables and see what I can find.
  6. I have an interesting problem where MechJeb is setting up my Hohmann transfers to the Mun with the proper dV but making the node early. If I shift the time forward in the node editor I get a decent transfer. But by default, it creates a node ~10 minutes early. Any insight would be helpful. edit:Just deleted mechJeb and reinstalled using 246. Problem still here. Is there config files/lines I should delete/modify to figure this out? edit edit: I just reverted to 2.2.1 (non-dev) problem does not exist in it. Seems that it is a dev version bug. Will be happy to provide any necessary debug or screenies for troubleshooting.
  7. blizzy.de correct? And is there an alternate mirror? Because your page won't hit here. The interwebs are being odd.
  8. I did add this to the GitHub site, but I figured I'd open it up for forum discussion. Action groups and staging based on user defined parameters such as going above or below an altitude or simply time. User defines which action group or stage and what the trigger is. Triggers might include: Time(countdown), Time(universal), Altitude(Above/Below/At), Atmospheric Pressure, Orbital Stats, Electricity Level, Fuel Level. Pretty much any value (or percent of one!) that you can show could be a relevant trigger. The more available actions we can control using these triggers opens up a very large list of possibilities. Specifically, the issue I am trying to solve is staging at a specific altitude in my descent. Dev routes that may ease transition while allowing people to use this quickly would be simple scripting <trigger><action>. For example <altLessThan:200m><actionGroup:1> or <electricChargeLessThanVal:20><actionGroup6>. This could eventually turn into drop down menus and custom windows/buttons all doing preprogrammed actions allowing people to customize MechJeb for specific vessels or import created functions from other users? I just see a very large potential for this as a customizable feature that would set MechJeb on a whole new level of functionality. I am aware there are other mods out there that have accomplished this, but I don't want to add anymore parts to my rockets when I have MechJeb!
  9. Did you ever find a solution to adding the AutoStage control to a custom window?
  10. A button to research all available parts in a tech tree node. Prevents from click, scroll, accept, repeat. Only a real issue with mod additions, but in the future when currency is put in place, trying to research individual items for a extensive list would be quite the annoyance. Should be a simple option.
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