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Jacke

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Everything posted by Jacke

  1. LOL! I get that a lot. Some games I've switch to using WERD as the movement keys to centre them better, some I haven't. Like KSP's stock 1/10th scale, I wish that default had been different. In KSP, along with CHECK YOR STAGIN', there's also LOCK YOR STAGIN', which has saved me a few times. First turn off RCS, then "[mod]-L" (have to turn off RCS because that "[mod]-L" is also interpreted as "L").
  2. Spacedock's "not compatible" is a poorly worded automatic comment based upon information from when the mod was last uploaded. Compatibility can exist across point releases and even main releases, depending on what changed in KSP and what the mod does. @linuxgurugamer, is there any way that comment can be changed to something more helpful, like "Caution: Mod uploaded for a previous KSP version. Check the KSP forum topic for compatibility."
  3. I too would like to see a Kopernicus for each KSP version sooner. But I realise this is all done in the modders' leisure time and I have to be patient. In case you hadn't thought of them, I'd like to point out the several issues connected with cutting down a complex mod or cutting it apart into separate mods. I can't answer them for certain because I haven't studied the code. But I have studied complex code and can imagine. Can it be cut apart relatively easily? How interconnected are the various functions now? Can these functions be separated easily or at all? Where do you cut it apart? Finding the time to put in a massive change to a mod on top of fixing bugs and upgrading it for KSP version changes. Right now, I'm still playing KSP at its stock 1/10th scale (sigh, I'd wished Squad hadn't done that), so what matters more to me is using Kopernicus to replace planetary textures, like for these mods below from @Rodger, @GregroxMun, @Snark, and @Poodmund (plugging them all here because like those who maintain Kopernicus, they don't get enough appreciation). Of course, when I move onto rescaling the whole system, I'll care about both features, retexturing and rescaling.
  4. The way you want to limit play in KSP is not the way everyone wants to play KSP. Funding made possible careers that were not possible before. Like @mcwaffles2003 said: As well, the shear extend of funding throughout KSP makes it almost impossible to add such a feature in a mod. If it's not put into stock KSP 2, it may not be part of it, even as a mod. As @mcwaffles2003 put it in other words, why are you bringing issues into KSP that have no place in it? This is about a simple model of a space program for us to have fun playing with it. But let's cover some simple principles. If you don't gather and consume resources, warmth, oxygen, water, food, other things, you die. Money is just a medium to record a rough value of exchange of resources. It's part of the real world and many games in one form or another. This isn't about the more complex issues and other complications. Again, this is about a simple model of a space program for us to have fun playing with it. Finally, reuse does not automatically make things better. There were originally hard-shell reusable condoms. They were replaced with disposable condoms. For this matter in the usual use cases, disposable is better.
  5. Funding represents the limitation of obtaining and consuming resources that are part of a society towards space exploration and other space activities. It's the first principle of economics: can't do everything, have to choose only some things. Everything else in economics is figuring out the consequences of various ways of allocating resources.
  6. You can play KSP however you like. I would never play KSP just stock. Even a few mods, like the ones that give better names to screenshots and savegames, are a massive improvement. A few mods can make KSP much much better. But if you want to go without, that's your choice. And if you don't want to run separate testbed and live careers, you can use the mod KRASH to add simulation inside a single career. You don't have to use KerbalX as Craft Manager can transfer craft between savegames. Just save the craft in the testbed, then transfer the craft to the live career, then load the live career. Or vice versa. If your computer can handle it, you could even run 2 copies of KSP and have both the testbed and the live career quickly available at the same time (just take measures not to mix them up and always have one paused or escaped to main menu). If it's something like an aircraft launched complete with a simple mission profile, build it based upon the parts and other constraints at the time in your career, then test fly and iterate the design for several cycles in the testbed. If it's a complex spacecraft, there are better ways than trying to refine the whole craft over many complete iterations. Mostly involved by breaking the craft down into modules that each perform one or more steps. Plan the mission in phases. Use delta-V subway map appropriate to the variant of KSP you're playing to add in the delta-V plus reserve needed at each phase. If you're hazy on a particular lander, make a rough design of the lander alone, launch it in the testbed, then either use the ingame Debug menu or a mod like Hyperedit to set it up on the start of its phase, then test fly it. Build the mission craft backwards, from the last phase to the whole craft in Kerbin orbit, with each increment providing the needed delta-V and other things. Find a way to put the complete mission craft in LKO. You test the parts that you are uncertain of getting close enough to right. To really refine a design, you have to fly it complete start to finish. Then take what you learned and apply it to the next craft or a similar career.
  7. For testing purposes for career, instead of depending on sandbox, you might want to run a separate but similar career with @linuxgurugamer's mod Career Manager Continued: There's also mods like @katateochi's Craft Manager to move craft designs between save games including to and from KerbalX if you so desire.
  8. It's not always training except how you stumble onto it. My mother was left-handed and even in the 1930's her father insisted she be let to write with her left hand. However, her teachers did train her to write left-handed with the true mirror of right-handed style with her hand tucked below her work. I instead learned to write left-handed with my left hand in the "hook" position, dragging over my writing. Good thing quick-drying inks came out soon after. I'm left master-eye but shoot right-handed. So except for pistol, it's all right-eyed from rifle to tank gunner.
  9. I think the current numbers are about 1/3 of people have a hard time adapting to zero-G. Everyone finds out for sure and how bad on their first mission, although some get an idea from the various tests done before (centrifuge, high-performance flying). Likely one of the reasons 2 Shuttle veterans (both test pilots as well) were the crew on this mission.
  10. Because the mod author hadn't gotten around to it. Like all things with mods, it's done in their leisure time and real life often obstructs. Thank you for posting that the latest version of Community Trait Icons appears to work in KSP 1.9.1 without issue. For more information on how complex KSP version support can be, @Tonka Crash just made an excellent post on the Community Category Kit discussion topic.
  11. Never make assumptions. Until we hear news about KSP 2's UI having customization elements and the details on them, we don't know they're being worked upon, their nature, or that they're finally included. The alternate view is that a UI should be standardized has some support and that can be very tempting as it reduces the scale of work on the UI. I think the best compromise would be to give easy customization similar to what KSP has but a bit more, with more moveable elements and some colour customization, at least to allowing the UI to be switched to schemes helpful for colourblind players. Those colourblind settings are also important for video makers and streamers so that their colourblind audience members can best appreciate seeing KSP 2. I'm left-handed but like most left-handed people, with a strong mix of right-handed behaviour. I use the mouse right-handed. I think I like the navball on the left because I have left-master-eye and that I'm used to screen UIs having more important elements on the left.
  12. An image editing program is also helpful. On Windows, I use IrfanView 64 to crop my screeshots. Just install the latest version followed by the same version plugins. https://www.irfanview.com/
  13. With mods and later stock, I've slide the navball over to the left since KSP 1.3. I prefer it over there. For tricky maneuvering and landings, I also expand the navball. This is why I think putting in as many easy customization options as possible for KSP 2 UI element position and colour is very important. It allows the UI to be adjusted for different users and different situations. Having just one locked in is a poor second option.
  14. Keep at it! Here's a picture from over 6 years ago. The one time I actually landed a crewed craft on Mun, back in KSP 0.23. But see that little line of grey between the engine and the craft. I broke it. I abandonned that mission in my career and set about trying to fix the craft so that didn't happen. Later abandonned that career. Since then, I've landed a lot of uncrewed craft on Mun and Minmus. Some of them even returned to Kerbin. But due to how I was playing KSP and loss of a major mod (BTSM) and playing a lot on Kerbin, I've never taken a crew to the Mun. I hope to change that really soon. So keep playing KSP!
  15. That's an informational view for the astronauts. You want to be anyone involved in installing unnecessary software if that come out in a investigation after a serious incident? I don't think so. Galaga now....
  16. Just because Jeb learned a few tricks from Captain Scarlet doesn't change it being painful. I take it this was before stock Kerbal parachutes, otherwise Jeb could have done a return-to-launchsite.
  17. I stand corrected. Actually, I want to say more. As far as things appear to me now, this isn't testing the vehicle, a new design, product of new assembly procedures, and the vehicle failed. This is the test stand that failed. The test stand itself should not fail.
  18. That would be so sad. I have friends who along with others were in the SWTOR beta (I only got in just after launch). They gave a whole lot of feedback on bugs and suggestions. Which were completely ignored as it was a complete marketing ploy with no true attention being paid to comments. Doesn't matter now (even though some were never fixed and probably never will be), as there've been at least two dev team swaps since. But if I talk to them about it and bring it up, they'll still be irritated. The KSP 2 dev team may have a lot of KSP experience. But it can only help them if they give us access at a time when things can be changed. No dev team ever has the time to thoroughly test things out and think of simple ways to improve. Sure, giving that access has a cost to them. There's also the benefit in return.
  19. If DemonEin, who's developing RPM IVAs, didn't know that MOARdV isn't supporting RPM anymore, that's not good. Just do the testing I suggested above, about testing other IVAs. And if you don't submit the details allowing troubleshooting, like initial testing and logs, people won't be able to help you.
  20. You need to upload and post a link to the logs. Follow the link in my signature. Else it's unlikely anyone can help you.
  21. Quit it with the negative waves, man. We're all wanting to help here. That means respectful pushback. Constructive criticism. Which we're doing. From the minimal pictures we got, I have studied the GUI. I'm not saying the current GUI is perfect. I'm not saying what we know of the future GUI is doomed. What I am saying is that the KSP 2 GUI still needs a lot of work. And that work would be easier if that GUI could be customized in feature position and colour. Here's one important reason why that I hadn't thought of before: What about colour blind people? Of various types? Any colour selection that doesn't consider them, at least allowing the colours to have some customization, easily, is flawed. And despite there being about a year and a half to go, getting movement on these issues now is important. Otherwise it's a few months to release and those vital changes can't be done. I'm worried about the game modes being cut down to this one "Adventure" mode. And a sandbox mode I assume. KSP 2 should be roughly as good as KSP is in features, preferably with improvements. The current KSP career is very lacking, especially Funding mode. But they're workable. Cut those down in KSP 2 and that is not roughly as good as KSP.
  22. You should at least read the first post of this topic. From this topic's initial post, first line: MOARdV long ago dropped support for RPM to focus work on MAS. He's nothing to do with the current RPM. It's being supported by the author of this topic, @JonnyOThan, who's still active on the KSP forums, and released his latest RPM version in February. Also looking in the initial post, you'd see that JonnyOThan's fork of RPM has its source and release repository here. You should ensure you're using his RPM version for your current release of KSP. As you're using CKAN, if you haven't forced it to use the old releases of RPM that MOARdV put out years ago, it's likely you are using JonnyOThan's RPM. From your issue, you're using DemonEin's IVA pack. You should see if you can reproduce the issue on another RPM IVA. JonnyOThan lists several in his initial post in this topic. If the issue is present on several IVAs, it could be an RPM issue. If it's only on some or one IVA from that pack, you should send your issue to DemonEin.
  23. Unless the design's working environment and operational life are limited and weight reduction can be forced, like what happened with the Apollo Lunar Module. Alternately, after a working article is available, refinement can lead to some weight reductions.
  24. You need to upload the entire log file to a file sharing site and post a link to it. There's information throughout the log that's needed to track down the source of errors.
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