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Starstrider42

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Everything posted by Starstrider42

  1. Are your kerbin comsats pointing a dish at Duna, or just at Active Vessel? https://github.com/Cilph/RemoteTech2/wiki/FAQ
  2. Did you remember to type "m/s"? If you don't give any units, it assumes the number is burn time in seconds. Made that mistake myself once, totally doomed the mission.
  3. Not if you've done the math. A 30-meter diameter object with a mass of 30,000 tons (IIRC) would have a surface gravity of 9×10^-6 m/s^2, and an escape speed of 0.01 m/s. Gravity that weak isn't worth the trouble of calculating.
  4. Very nice. I especially like the less-blocky city texture.
  5. Try searching for this text in your sfs file (though I haven't tested what happens if you change it): ACTIONS { startScanAction { actionGroup = None } stopScanAction { actionGroup = None } toggleScanAction { actionGroup = None } analyzeData { actionGroup = None } }
  6. Since this doesn't seem to be unambiguously addressed in any of the later discussion, what, if anything, breaks compatibility between ModuleManager 1 and ModuleManger 2? I assume there's more to it than just whitespace tolerance. Basically, should I start using MM 2 right away, or should I wait until a majority of mods support it?
  7. I've successfully done MechJeb launches with turn start at 200m and the other settings as you described (and I'm pretty sure I stage at 20 km or so). Have you tried toggling "Corrective Steering" while in flight? I've found it tends to work well in the lower atmosphere, but overcorrects in the upper atmosphere.
  8. I'm flattered, but it's a bit too early for that. Wait until more of the features are in place, this mod's only a week old. EDIT: With version 0.2 up, I can now say "knock yourself out".
  9. I'm strongly against it. Way too many side effects, like not being able to create and edit maneuver nodes. And that's before you get into the issue of compatibility with any other mods that use the map view as their main interface.
  10. Nereid hasn't been on the forums lately, but I assume they'll be back.
  11. And it will probably get more intimidating once I add the other orbital elements. To be honest, I was working on the assumption that the "power users" would be the main ones trying to write new configs. I'll see if I can think of a way to make it more user-friendly, maybe by relying more on defaults in the published configs... Thanks, didn't know about that. It's not a top-level node (see the example in the original post), but I should probably do it just in case. Hadn't occurred to me to worry about namespace conflicts at the config level.
  12. Not sure I understand. Do you mean you want to avoid creating any asteroids (tracked or untracked) until the ship enters a specific region?
  13. A question for the solar system modders out there: I've been thinking about what kind of config format I'd need to actually support all my planned features, and I wanted to run it by you first. Do you think you'd be able to work with something that looks like this? Or is it too clunky? Too confusing? POPULATION { name = Near-Kerbin centralBody = Sun spawnRate = 0.3 sizeType = Apoapsis size { dist = LogUniform min = 10000000000 max = 43324628162 } ecc { dist = Beta min = 0 max = 1 avg = 0.7 } inc { dist = Rayleigh avg = 7.5 } ... } (Also, if anybody knows how to get rid of those annoying empty lines at the end of every code block, I'd love to know.)
  14. I actually consider permadeath mods more "hacky" than editing the save file value, especially since at least some try to duplicate that flag instead of harnessing it. I've been playing a very heavily modded career save with MissingCrewsRespawn = True, and I've gotten Death By Altitude there. So it may be a mod conflict on your end. I know Final Frontier and Crew Manifest both mess with crew respawn; could one or both of those be the culprit?
  15. Yes, it's in meters. I'll add units to the documentation.
  16. This is a limitation of MechJeb, kOS, and other autopilot mods -- they currently work by hijacking KSP's stock control system, which means they are affected by signal delay even when they shouldn't be. I know kOS is working on RemoteTech support, which will probably be in the next version; I don't think MechJeb is planning to support RemoteTech any time soon. If you really need a workaround, remove the RemoteTech_MechJeb.cfg file from your RemoteTech install. This will cause MechJeb to act in real time again, but at the cost of always receiving commands, even when you're out of contact. Also, please use paragraphs. It's much easier to read.
  17. Hi, Another ConfigNode question, this time something a little more unorthodox. I'm experimenting to see if you can store objects (complete with inheritance information) using a ConfigNode, but so far I've come up empty-handed. Example: public class StorableObject { public void Save() { ConfigNode allData = new ConfigNode(); ConfigNode.CreateConfigFromObject(this, allData); allData.Save("temp.foo"); } [Persistent] private double foo = 42.0; [Persistent] private IMultirole bar = new SubclassB(); } public interface IMultirole {} public class SubclassA : IMultirole { [Persistent] private int x = 42; [Persistent] private bool y = false; [Persistent] private string z = "Goodbye World"; } public class SubclassB : IMultirole { [Persistent] private double u = 3.8; [Persistent] private char v = 'x'; } Output: foo = 42 bar { u = 3.8 v = x } The right data did, technically, get saved to the config file, but there's no machine-readable indication that bar needs to be initialized as an object of SubclassB. Is there a way to set up saving/loading something like this, or should I stick to non-inherited types when messing with ConfigNodes? Thanks!
  18. Like the color, but the glow seems a little too fuzzy. Are you giving Minmus a trace atmosphere, or is this just glare/halo effects?
  19. Hold R while dragging the mouse up/down or left/right while over the fairing adapter (not the fairing itself). Same goes for other key combinations; you can get a full list by right-clicking on the fairing adapter in the parts list.
  20. Nice, looks less gloomy than the previous versions.
  21. Very nice! I was so disappointed when I realized KSP doesn't support flotillas. Time to vindicate von Braun...
  22. This is a FAQ: http://forum.kerbalspaceprogram.com/threads/67246-0-23-Final-Frontier-0-3-9?p=1050937&viewfull=1#post1050937 However, there's no non-first Kerbal in Space ribbon, so just remove the line with S1 entirely. I'm curious to know how you got this bug, though. Was it a Kerbin surface EVA?
  23. No need to apologize. The point of this thread is to ask questions. The album on the first page is a bit out of date. The latest version of RealChute has only four parachutes, one of each type. You can resize them by going into the action group editor in the VAB, then clicking on the parachute you want to adjust. You'll get a window with a lot of options; look for "next size" and "previous size".
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