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Starstrider42

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Everything posted by Starstrider42

  1. It's one of the most hotly debated topics in the thread. I think there was another discussion of it a few weeks back, but I don't remember who, if anyone, won.
  2. Another feature request: can you make it so that crew spaces remember their name, much like parts remember their original ship name? It's kind of annoying to undock a ship from a station and have to rename the crew space...
  3. 1. There are a few. The RT2 overlays won't show up in the tracking station, though map view works just fine. The new NASA engines also don't work with the flight computer. Both issues will be fixed in the next version. 2. There are no new patches available, but we're polishing up a new, 23.5-compatible release. I'll let somebody with more authority than me comment on the release date.
  4. Can you check if GameData\RemoteTech2\Plugins\RemoteTech2.dll exists? If not, can you try re-downloading from https://github.com/RemoteTechnologiesGroup/RemoteTech/releases/tag/v1.3.3? Sorry, don't have an answer for that one. There seem to be a lot of RSS compatibility problems, though.
  5. It's on the to-do list, but I don't think it will be in the next release. Sorry!
  6. Any sub-orbital trajectory that doesn't leave the SoI will intersect the planet on both ends. Orbits are always symmetric around the major axis.
  7. From left to right: Toggles display of the path your current ship's signal takes to mission control. No effect if you're out of contact, of course. Toggles display of fields of view of dish antennas (on any ship, not just the current one) that are pointed at planets or moons. Cycles through display of any omni-omni connections between satellites, any connections involving at least one dish, and all connections. Displays a list of all dishes on your current ship. The first of these displays is really the only one that's interesting while you're just starting out, the rest are more useful once you have multiple satellites in orbit.
  8. Minor correction, I did not create the new repository, Cilph did, and a pretty big team of people is running it. I'm sure you didn't mean to imply otherwise, but credit where it's due.
  9. The next version will have a manual, including a "getting started" tutorial. But it's not quite ready for release yet. There are three ways to get a signal while on the launchpad: Use the Reflectron DP-10, which, as Alewx said, is active by default. Use any other antenna, but activate it by right-clicking on it in the VAB (but with an important catch, see below) Use a launch clamp, which in addition to the stock benefits acts as a land line. The catch to the second point is that about half the dishes, and all omnidirectional antennas except the DP-10, will break off in the atmosphere (Alewx is not quite correct here; this will happen whether or not you have FAR installed). If an antenna has "breaks under high dynamic pressure" in the extended VAB description (the one you get by right-clicking on the regular description), then you should only use it while landed or while above about 35 km. Since dishes require a bit more micromanagement to use, I suggest you stick to the Reflectron DP-10 for your first mission. If you're launching into low Kerbin orbit, and aren't building a satellite network yet, then that one antenna will suffice for all your needs. Good luck, and don't get too discouraged by the learning curve.
  10. Awesome, was hoping for something like this to come along. Two questions: 1. Is this compatible with Custom Biomes or with mods that add new experiments? 2. Can there be a Library option that hides biomes that don't have any experiments yet? I feel the option would add a nice element of immersion if you had to "discover" a biome (by attempting at least one experiment for it) before it got added to the to-do list.
  11. Yes, it does, but Module Manager shouldn't be causing you any lag. It runs only during startup.
  12. Five posts up: http://forum.kerbalspaceprogram.com/threads/56399?p=1187321#post1187321
  13. If you mean in FF format, then check the halloffame.ksp.# files -- those are backups of the main halloffame.ksp. You can also recover at least the times of various "first" achievements by looking in your save file. Search for "ProgressTracking".
  14. I've never heard of that one. Please post on the issue tracker, with a description of when it does/doesn't happen, persistence file, modlist, KSP_Data/output_log.txt, etc. Anything that will let us reproduce the problem.
  15. Unfortunately, no, those will have to wait for a later version. Cilph's new features were a little too ambitious to put together on short notice. However, the new release will have full 0.23.5 compatibility, along with a ton of bug fixes. That said, the old version of RemoteTech is now available for download from the new repository. This is not the new release (seriously, I was asked to make that very clear). We're working to have version 1.4 out in about a week, but it's not here yet. Cilph, can you please update the OP? Thanks!
  16. Hi Raven, We're already working on the 1.4.0 release, which will hopefully be out soon. I've asked the others if they're ok with reposting the 1.3.3 release in the meantime, I'll know one way or the other later today.
  17. Even this would be pretty handy; we can get a rough estimate from v_inf and the escape speed. But really, since the two-body calculator (with porkchop plots, etc.) includes arrival v_inf, it's only natural that the flyby calculator should include it as well.
  18. Version 4 makes many, many changes to Extraplanetary Launchpads (hence the new number). One of those changes is that recycling bins now produce metal, not rocket parts. The metal can be converted back into rocket parts using the workshop, which is highly recommended for building new ships anyway. Depending on what storage parts you're using, you could go into your save file and retcon the rocket parts containers into the corresponding metal containers. That's what I did with my own salvage ship when I upgraded to version 4, and it works fine.
  19. Sometimes KSP gets confused when mod updates move already-researched parts around the tech tree. Have you tried this fix?
  20. How about the following Module Manager config: @PART[KzProcFairing*]:HAS[~TechRequired[]] { %TechRequired = start %category = Utility @title ^= :^:[Deprecated] : } @PART[KzInterstageAdapter]:HAS[~TechRequired[]] { %TechRequired = start %category = Utility @title ^= :^:[Deprecated] : } (Warning: I haven't actually tested it myself) This won't auto-convert your ships, but it should at least let you see old designs in the VAB without having to do a bulk copy/edit. The category = Utility is just to make sure that you don't mix up the old and new fairings; you can put them in category = Aero if you prefer.
  21. A request for those of you with some background in parts and modeling. A ModuleAsteroid has three persistent fields: name, random seed, and a "prefab URL". Save file editing has confirmed that the seed and the prefab URL are the only pieces of information needed to specify an asteroid body -- change the URL, for example, and you can change the size of the asteroid model. The problem is I don't actually know what prefabBaseURL means. I know it has one of the following five forms: Procedural/PA_A Procedural/PA_B Procedural/PA_C Procedural/PA_D Procedural/PA_E but I have no idea what kind of entity the URL points to, or even where the "Procedural" directory is supposed to live (apparently, not in the file system). In short, I need help. Challenge: Locate the resources linked by prefabBaseURL. They must exist somewhere in the KSP install. Emulate the existing resource format to create a new size class and/or texture for an asteroid. Show that prefabBaseURL can be told to point to the homemade resources. Reward: 5 rep Credit in the first Custom Asteroids release to incorporate custom prefabs My eternal gratitude
  22. Yes, it works for career mode. Most of the mod's capabilities are unlocked when you research Advanced Construction (the tech that gives you the Rockomax decouplers and the small Rockomax fuel tank). And module manager *is* for editing purposes -- specifically, Extraplanetary Launchpads uses it to edit pods to have workshop capabilities. If you don't like module manager, you can still play EL, it's just that only EL's official workshop part will have any effect on your build rate.
  23. I'm waiting for the repository ownership to get sorted out, I imagine the others are too.
  24. Probably not. RemoteTech was going to be placed under new management, but both the old and new managers seem to have vanished. Odds are that, by the time we have everything polished and ready for a release, 0.24 will be available.
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