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BudgetHedgehog

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Everything posted by BudgetHedgehog

  1. Oh my... with PoleCat and blackheart working together on a FSTexture switcheroo with KW and B9, I don't think my install could handle such awesomeness!
  2. I only see the phase angle on my screens... but it does change and when it's zero, that turns out to be the right time to burn (was heading for the Mun if that's any help and I checked in map view for confirmation) so I don't know what that means, but it happened.
  3. Hey so, bit of a major thing gone wrong.. I installed this and Simple Part Organiser (because apparently, they worked well together) but I didn't get on with it (thanks to my many mods, I had a ton of unidentifiable tabs and it took me about 10 minutes to build a simple command pod, light, decoupler and fuel tank). So yeah, never mind, I'll just delete both and restart. Only trouble is, now everything, and I mean everything, is under the Control tab. Pods, tanks, engines, ladders, batteries... all under the control tab. I'll get a few pictures up in a bit. I think it was this mod that did it and not SPO as I didn't really use it, but if anyone could offer help, I'd be most grateful. EDIT: Well, that was incredibly weird... the problem seems to have fixed itself. The restart I just did to get the pictures ended up with everything in its original place. How very strange, seeing as I'd already restarted after deleting and the problem persisted (which is why I posted this originally). Oh well, make of this what you will :| EDIT2: Ok, it's not entirely fixed. While everything is back in its original place, KER and MechJeb no longer have toolbar buttons or indeed anything. It's as if they're not installed, which they most definitely are.
  4. Very much looking forward to the new parts but as Boamere suggested, I'd seriously consider using the Goodspeed plugin to reduce clutter in the parts list. That said though, all the pictures in this thread made me terribly hungry for this when it's released!
  5. One question: how do I target a vessels docking port from IVA? I'm looking to do an all-IVA trip (well, IVA and map view). EDIT: Never mind, I got it
  6. Very, but it can be a bit OP. I mean, take it up to orbit with spares of the one-shot cameras in a KAS box, target every planet you can, take photos and one-shots, replace one-shots, take more one shots and boom - about 1000 Science or something ridiculous. And if you boost it to Munar orbit, you can do it all again as the experiments count as done from the planet it's orbiting, not the one it's targeting. But as for stability/bugs etc, it's pretty good. There's a slight bug on the processing units in that they have an odd EVA grab position and clip into the mount when you replace them, causing RUDs but there's a fix earlier in the thread (at least for the EVA grab position EDIT: it fixes both). In all other respects though, it's very stable. Just slightly OP.
  7. Well, maybe when they add in a use for rovers (such as biomes on high-gravity worlds and/or boost transmission rates for tiny sensors like Science Revisited does), they can add in a different way of measuring speed for them. Maybe automatically forcing players to use it would be a bad idea, I'd be perfectly happy if I had the choice though.
  8. Deploy sail, point big flat bit towards or away from the sun. What happens next depends on whic way youre facing. Towards the sun and you slow down. Away and you speed up.
  9. Looking forward to 2.0.0! Quick question though: I want to move all RCS tanks to the Control tab, so I use the following @PART[*]:HAS[@RESOURCE[MonoPropellant]]:Final { @category = Control } However, this moves all the command pods there as well. What syntax should I put that includes things with resource MonoPropellant but excludes ModuleCommand? EDIT: Am I right in thinking it would be @PART[*]:HAS[@RESOURCE[MonoPropellant]]:HAS[!MODULE[ModuleCommand]:Final { @category = Control }?
  10. I don't see the relationship between distance driven and appropriate units. In game, spacecraft travel between planets, but use m/s to measure it. In game, rovers travel (depending on your patience) up to a couple of kilometres but also use m/s. One of these is not appropriate. Considering I drive cars more often than I fly spaceships, when I'm operating a machine with wheels at each corner and that moves forward and backward, I'm more used to working in mph or kph than m/s, which to my mind is 'what a thing capable of fast movement like a spaceship uses'. Unless you mean like 'that base is 600m away so at 10 m/s (ignoring accelerating), it'll take me a minute to reach' which to my mind is unnecessary. I find that easier when I know how fast I'm going in a recognisable format, one that I, and I'm sure you, have grown up with.
  11. Hmm.. That brings to mind other suggestions I've read where people have expressed need for more vessel types, including planes. If that's what the majority of people want (manual switching to kph) then I'm more than happy with that. I only suggested mph because I'm more used to it, but I'm fine with kph as well. The idea is to use something other than m/s for ground movement.
  12. As I mentioned in the OP, maybe once a vessel is landed and has wheels/is classified as a rover, then it stays as such (i.e. no automatic switching) until the user manually switches.
  13. Yes, when you think about it and track a distance of 20m in front of you with your eyes, it is pretty fast. My point is that it's not really useful for ground movement, which is measured (probably) all over the world in mph or kph. I say probably because there may be somewhere that doesn't, but for all intents and purposes, m/s is not a widely used unit of velocity on the ground (especially when driving a vehicle) at all. When I glance at my cars speedo, I see 50 - that's the important bit. When I glance at the speedo in KSP, I shouldn't have to sit and think about it and say 'huh, that is actually pretty fast' because in those situations, I wanted to know the speed at a glance in order to avoid the big cliff I'm now tumbling off. Skyrunner, that is exactly what I'm suggesting.. is there a way to do it in the game already that I've missed? If so, it'd make roving much easier.
  14. 2 things: 1, The game can already tell when you've landed on a surface. 2, Metres per second, while fine for space flight, is not a very intuitive measurement for moving on land, for instance with rovers (with what little use they have, but that's a different issue entirely...) How about, when on a surface, the speed, via a user-inputted button press, changes from m/s to either kilometres or miles per hour (or a choice of either?). Maybe a button next to the speed on the navball, similar to how we can cycle through orbital, target and surface speed. Or even have the left hand side of the speed display (where it shows numbers) cycle through orbit/surface/target and the right hand side (where it shows the units) between m/s, kph and mph. I think this would be most intuitive, actually. I can't remember if the tutorials explain that, but it's easy enough to add that info in there. I find it hard to gauge speed on a celestial body's surface thanks to a relatively non-bumpy and sparse (even with ground scatter) landscape so 20 m/s doesn't seem that fast when it's actually 44 mph. As for the little hops you do when you go slightly too fast over a ridge, obviously this wouldn't be an issue because everything would be switched manually of course. In flight, orbiting, travelling on surface, whatever - no automatic switching at all. That's a silly suggestion, why are you even thinking that? Anyway, I know I ramble and repeat myself so I'll stop there and ask: any questions? Thoughts? EDIT: of course, as soon as I click 'post', I realise it should say 'change speed measurement units' in the title.
  15. want want want want want want want want want want antn anw nan tn an nawn tasgffaf NOW!
  16. Honestly, I've been hesitating to download this mod because of this. I have no idea how the things work together (I get the basic idea: scan for ore->mine ore->smelt to metal->convert to rocket parts-> build rockets) but actually building the infrastructure is something I don't know, nor do I know if it's easy to pick up. Some kind of guide or wiki explaining the parts and process would go a long way.
  17. Maybe say Power Output to make it a bit clearer and line up with the Power Requirement. Also, for the sake of consistency, either have D/T Consumption Rate or just D/T Consumption, not both.
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