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BudgetHedgehog

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Everything posted by BudgetHedgehog

  1. Totally agree - I recently landed an (impromptu, it turned out) ground station on Eve with the help of SCANsat and timing. Falling through the clouds was amazing.. I can't wait for my Duna transfer window! EDIT: While I'm here, might as well ask for help - a couple of times when I got to map view, the clouds have disappeared and the view is focused on the north pole. There's no Kethane grid either and switching back to flight doesn't work. It's fixed by quicksaving/reloading so nothing game-breaking but yeah.. It only happened after I installed this.. I'll have a look at the output log/debug menu when it happens again. Let me know if I can be of more help.
  2. Just to add to the group of people having problems - neither SCANsat nor MJ work for me in RPM. And this is after I'd installed the dev build.
  3. Make a new text file in a folder of your own in the Gamedata folder. Copy the above into it, save it as whateveryoulike.cfg and boom. I myself use this one: @PART[*]:HAS[@MODULE[ModuleCommand]] { %MODULE[MechJebCore] { MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } } It keeps the various modules locked until I reach that node in the tech tree, like MechJeb should anyway. With what WaveFunction posted, you get everything from the beginning.
  4. Don't stress it, dude. I think I can speak for all of us when I say that MechJeb is invaluable to our game experience. I honestly appreciate all the work you put into this and can relate to the whole 'staring at the loading screen a lot and then you find out that the tiny tweak didn't work' so yeah.. It's all good, and #213 has fixed the problem I was having. Don't know about the docking AP yet, but you'll get it sorted and I'm perfectly happy to wait while you do. I just wish I could help a bit, but alas, I know nothing about coding, so...
  5. I'll download #213 and see if I can replicate it and send it over - the ship were it happened in requires quite a lot of mods and was on a previous dev build. EDIT: 213 seems to be working fine.. not sure what the problem was but it appears to have fixed itself, yay.
  6. Add the following to the .cfg of the radial drills, either directly, or future-proofed with Module Manager (if the latter, remove the first part (in brackets). If the former, remove the brackets). It'll give you the option to take surface samples though, not core samples. To do that, you'd need flavour text to refer to, and I'm no good at coming up with that. If you can come up with some though, I'll see if if I can make it work. (@PART[kethane_radialDrill]:Final) MODULE { name = ModuleScienceExperiment experimentID = surfaceSample experimentActionName = Take Core Sample resetActionName = Discard Core Sample reviewActionName = Review Data useStaging = False useActionGroups = True hideUIwhenUnavailable = False resettable = True resettableOnEVA = True rerunnable = True xmitDataScalar = 0.3 collectActionName = Collect Data dataIsCollectable = True interactionRange = 2 } That should work.. I'll test it myself first, hang on.. EDIT: Nope, doesn't work. I don't know then. Turns out I'm stupid, hooray!
  7. I did not. Sure, clipped into other parts, but I keep the capsule clear to avoid precisely this issue.
  8. The non-functioning button on vessels with no SCANsat part doesn't bother me either way as I've got a MM config from I think GavinZac that adds one to every command pod. ANYWAY, I vote for the menu. My toolbar is cluttered as it is.. Though that said, there is the option to make folders in the toolbar, so you could have each individual button in the SCANsat folder instead of words, and for people who want easy one click access, they can move the buttons from the folder to the main toolbar. I'll get a picture of my MechJeb setup if this is confusing, which it likely is.
  9. Nooo... would beer help at all? I'd buy you some beer if so...
  10. Someone's tired of forgetting to fill the science lab, aren't they? I'm totally on board with both those suggestions. Would be immensely handy for rescue missions when i find out a stowaway got on while I was fixing the staging
  11. I would if I could. It's happened a few times before with other pods. I sent Derbert out on a quick solar excursion to dip out then back in of Kerbins SoI, but when he got there, despite the hatch being clear, it said it wasn't so he was denied his solar EVA.. weird thing was, once I was back in Kerbins SoI, he could get back out again (this was with the Mk1-2 pod). All ok though - next time I was exiting Kerbins SoI (trip to Duna), I made sure to bring him along to so he could still be the first kerbal on EVA around the Sun. As for the above image, I did a little hop to a different biome and could get out no problem there. I have no idea what causes this, but I know I'm not alone.
  12. Are you using RasterPropMonitor? It's got a target selection screen on one of the pages. Haven't used it for targeting landed things so I don't know what info it gives regarding that, but it'll be targeted all the same.
  13. Couple of things: 1, MJ starts a manoeuvre burn when the counter reaches 0, not 50/50 either side. 2, The new toolbar integration is great, but after putting some buttons like Ascent Guidance, Smart A.S.S etc in a folder toggled by the main MJ button, when I switch away and back again, none of the folder buttons show up. The folder does, but it doesn't get filled unless I click on the MJ menu on the right hand side of the screen. Talking of that, is there a way to make the new toolbar integration act like the old one? Literally just moving the screen-right button to the toolbar so when you press it, the right hand menu pops up. Not sure of the build number I'm on, but according to the 'Date Modified' column, I downloaded it at 1am on the 7th (almost 10 hours ago) so it can't be that far behind.
  14. Ooh, I missed the navball update, nice. Quick question - does this remember settings per craft? The old one used to always default the window open, to near top left and in m/s whenever I switched vessels.
  15. Happy to help, dude! Personally, I've avoided white-space in any config I write, even with the old one. I agree, I think clarifying in the OP (or when 2.0.1 gets its own thread) that white spaces should be removed is needed.
  16. Sure it's not because of the spaces around the @MODULE[ModuleCommand]? Because the config I use is exactly the same as that one, apart from the spaces and it works fine (ignore the odd line breaks, in the notepad, it's all one line): @PART[*]:HAS[@MODULE[ModuleCommand]] { MODULE { name = BuildEngineer } MODULE { name = FlightEngineer } } EDIT: It's this one and I've never had a problem with it. Try that and see how it goes.
  17. I think changing a '3' to a '0' in the settings file is easy enough, even for someone who can't computer. Granted, there should be a way in-game to change it (along with the limit). Would be very helpful. Regarding the auto-capture thingy, yes, I see what you mean now. Instantly, yes, there is no way to tell. But whatever it is you are planning can surely wait a few seconds to watch it. Is there ever a situation where you need to know instantly what direction a thing is moving?
  18. Conics. Patch. 0. If they're on rails in the map view (which granted, when not within 2.3km, they are), you can see their entire orbit in the SoI with entrance and exit clearly labelled and it's not going to change until you're physically moving it yourself. Yes, more information is good, but you already have it. You just have to look at it. Yeah, it's a fringe case, but adding more lines will still be adding more lines. And it's not my system unfortunately, it's this guys.
  19. There's a few mods that have a probe surface sampler. DMagic (which I prefer), Robau's Science Revisited, Rover Science and probably a few others.. There's mods for that, but I wouldn't mind it being added to stock, for sure.
  20. Asteroids aren't on rails, first off. Second, as I mentioned with conics mode 0, you can see their orbit within the SoI. The entry and exit are clearly labelled as such. So, you don't need this for intercepting asteriods. The only other one I can think of needing this is rendezvousing with a polar orbiting vessel.. which you put there. So presumably you know which way it's going. Unless you're meeting it a full half orbit around the parent later when the apparent rotation has changed direction, ok, THEN it might be useful but it's nothing watching it for a few seconds can't do. EDIT: Screen clutter? Yeah, I think so.
  21. Well obviously, if a probe could take a surface sample, it'd have some way of storing it that isn't in the command core. But the point is, the stock game does not support surface samples for probes and there's still the problem of where to store surface samples it's been given. Kerbals stuff the Mun dirt in their pockets and put them in a cubby hole in the pod.. there's no place for a probe to store surface samples (unless, as I said, it actually had a surface sampler but it doesn't).
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