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Jethro Bodine

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Everything posted by Jethro Bodine

  1. Tiny, Petty, Almost Not Worth Mentioning Criticisms (I'll Mention Anyway) #1: The hatches for the Station Docking Module & Observation Module don't line up with the other station modules. Not a big deal as I use Crew Manifest to transfer between modules. Still... #2: The KSO docking ports can be confusing when trying to maintain consistent orientation. Really, really not a big deal, but I've grown accustomed to the stock ports having a little dark rectangle to indicate "up". KSO's ports also have a little dark rectangle, however it's oriented on the left/port side. #3: The Advanced, Large Solar Array is afraid of its own shadow. It might just be me, but it would appear the custom large solar array (which looks gorgeous in glorious goldenrod, I might add) is hypersensitive to being blocked... by virtually anything. I could be exaggerating, but even the smallest obstruction seems to prevent energy flow. In some cases (see attached picture) I can't even determine what is blocking it. Trivial stuff. Nothing even remotely game-breaking. Just thought I'd throw them out there, as clearly you guys are perfectionists. Thanks again for this amazing collection!
  2. Odd, given my testing (including the screen capture in my previous post) was using a fresh install of the latest build (uploads-2014-03-KSOS_v2061.zip). Perhaps I didn't install correctly? (I deleted the older KSO directory in Gamedata and replaced it with the KSO folder from v2061.) Or maybe the older values are stuck in my persistent save? I'll try again (sans fuel lines) with a new sandbox save. Thanks!
  3. Attention: helldiver, Nazari, & MechJeb/Klockheed Martian: Small Parts fans... Though I appreciate "...KSO does not natively support MechJeb, Deadly Re-entry, or Ferram Aerospace. Compatibility with these mods was never intended", I think I found both an explanation AND a solution for the OA-850 Liquid Fuel Boosters failure to auto-stage when using MechJeb or dtobi's "Fuel Sensor and Action Group Trigger". Apparently, both addons monitor the amount of LiquidFuel in a tank (btw, Oxidizer does NOT appear to be monitored) and will NOT auto-stage until that resource is COMPLETELY exhausted. After numerous test flights I discovered even as little as 0.02 LiquidFuel would be enough to prevent auto-staging: The solution? Simple enough. Short of fine-tuning the amount of LiquidFuel in the OA-850s to be *precisely* spent on engine burnout (an endeavor far too painstaking for me to even imagine), just add an FTX-2 External Fuel Duct from the OA-850s to the Thrustmax External Fuel Tank: You may (should) see the OA-850s stage at a lower altitude than before (around 10km, down from ~15km for me), however you shouldn't notice any significant loss in ÃŽâ€v. Hope that's helpful, and thanks again to helldiver and Nazari for this wonderful addition to KSP!
  4. Re: MechJeb... Make sure you're using the smaller Omnimax 40T engines and NOT the large Thrustmax 200s when in orbit (only use the latter for getting into orbit when the giant orange tank is still attached). Then, go to the Maneuver Planner settings window in MechJeb and change the default tolerance value (0.1) to 6.0 m/s (yes, 6.0 not 0.6). That should help stop it from chasing the node markers. Hope that helps!
  5. First, save your progress. Then, try exiting and re-entering the VAB/SPH. That usually fixes it for me. Hope that helps!
  6. ??? You do realize you can put a docking port under the radome, right?
  7. Something screwy is going on with your results. I just flew the new Block 7 to a stable orbit of 120km, with a ~3 ton payload (small satellite). After delivery, I had 561, 754 m/s ÃŽâ€v (atmo, vac) remaining - almost twice what you're reporting - and had expended 4210 m/s ÃŽâ€v. And that's using MechJeb without any additional fuel. On a lighter note, creative re-purposing of the SST:
  8. Is it permissible to use the expression "nerdgasm"? 'Cause I'm having one! Thank you, helldiver & Nazari! Thank you! Thank you! Thank you!
  9. UPDATE: Wow, I really am a dumb dumb. I just glanced at my downloads history and realized I updated TextureReplacer only moments before switching to aggressive. Silly, me. I bet didn't install correctly and/or I need to restructure my configs. Sorry for the mix up. My bad! :/
  10. Hmm... yes they are in PNG. I wonder what else I could have changed? I recently added Rubber Ducky's "Distant Object Enhancement", but a) I'm fairly certain reflections were working after that, and seems very unlikely it would have any effect on shaw's mod anyway. Maybe I just haven't been in dark enough space lately? I'll keep fiddling with it. Thanks for your quick reply and wonderful mods! I very much appreciate it.
  11. I just recently switched from Stable-Basic to Stable-Aggressive (2-15). It gave me back a ton of memory (thank you!), however I noticed my Kerbalnauts' fancy reflective visors (via shaw's TextureReplacer addon) are no longer very reflective. I suspect aggressive scaling/compression has made the environmental maps too small/fuzzy to be noticeable. Assuming I'm correct, can I set an exception for those images? If so, could you talk me through it like I'm a big dumb dumb (which sometimes I am)? They're in the directory GameData\TextureReplacer\EnvMap\ if that helps. Thanks again!
  12. Mind if I ask what communication dish that is pictured here?
  13. Reflection shader? Oooh, I had no idea that even existed. That'll keep me busy for awhile! Thanks! You can (kinda) do this now. You'd need to make a visor texture with an alpha channel (.png format) matching your intended faux HUD, then beef up the values for "visorReflectionColour" in the TextureReplacer .cfg file. Hope that helps.
  14. YES YES YES! And just to add to the madness, had a crazy idea I appreciate isn't really feasible... RasterPropMonitor + Hullcam VDS = 'true' reflections for visor environmental mapping? I know, I know... even if it could work, it would probably melt my rig or run in slideshow mode. Still...!
  15. Was thinking the same thing myself. Not sure how feasible it would be, but adding the capability to take instrument readings from say a thermometer or gravioli detector via the laptops would be amazing. Absolutely love what you guys are doing Helldiver and Nazari! Thank you!
  16. Oh, color me intrigued! There's a few non-stock parts I'd *really* like to add this functionality to (enable/disable) that presently only have toggle as an option. For example, landing gear and cargo bay doors (both can be disastrous when an inadvertent "toggle" results in the opposite intended action). Is this something I can do myself via Module Manager and/or editing .cfg files... or is it reliant on being compiled into your .dll? If it's the former, would you be so kind to outline the general syntax? Thanks!
  17. This may be outside the realm of feasibility (or good taste), but has anyone suggested the idea of some sort of HUD reflection for visors? Obviously something that detailed wouldn't be realistic... perhaps this is a bit more appropriate inspiration?
  18. I'm currently running Texture Replacer, VE: Clouds & City lights mods and Chatterer, though I'm sure there are people far more qualified to test than me. But man... those clouds... those rings... those visor reflections! Looks gorgeous!! I'm very eager for release!
  19. Seriously, thank you so much for the obvious hard work you're putting into these. I can't wait!
  20. Well, it is called a "Mini Shuttle" (says so right there in the title). I kinda thought that was the whole point. Not exactly sure how it makes sense to expect something 2.5 in diameter to contain something 2.5 in diameter. Even assuming paper-thin walls were a good idea for a re-entry vehicle, how would you get anything into/out of the cargo bay with zero clearance? Either way, spend about five minutes in Notepad and you can make anything fit anything, if you so desire.
  21. Not sure if you're referring to the same mod, but I use Editor Extensions (SpacePort link - forum link). I haven't had any issues with losing the function of other buttons, but I believe you can remap the hotkeys if necessary. Hope that helps! In other news regarding my previous feedback... I musta done it wrong. I re-installed v1.13 and those irritating RPM blue camera arcs indeed went away, as per the changelog. No baby squids had to be sacrificed. And hoo boy it's nice to have that sexy, sexy IVA back in its full glory! Also, re: Mechjeb and "chasing the nav marker" silliness. Well, I didn't manage to get rid of it entirely, however I did find a useful workaround. In the "Maneuver Planner" window, I adjusted the "Tolerance" default value of 0.1m/s to ~4-6m/s. Mind you, I wouldn't recommend this for *all* flights, as it can really throw off your precision. But when a butter-knife will do just as well as a scalpel, it works fantastic! Some baby-sitting might still be needed, but for typical low-orbit rendezvous and whatnot, it's just fine. Last but not least, if I may be so bold to make a request/suggestion... Would it be possible/feasible/not-a-huge-pain-in-the-you-know-what to add the control group options of "open/close" in addition to "toggle" for items like the hinged radome, cargo bay doors, and especially the landing gear? Sometimes I "fat finger" the number keys and end up opening/closing something when I *really* shouldn't. Anyhow, thanks again for all this amazing work! Still can't wait for Phase II!
  22. I'm not necessarily disagreeing with you, but that explanation strikes me as rather odd for two reasons: 1) In a thirty second burn, why is it "correct" (holding orientation) for 27 seconds and only getting "confused" during the last three seconds? Wouldn't the thrust vector be incorrect from the get go? 2) What's the point of a gimbal if it makes navigation unreliable? Forgive my ignorance, but I was under the impression the purpose was to compensate for orientation, not impede it. You're suggesting when trying to rendezvous with a satellite I should disregard marker nodes and essentially guesstimate a proper thrust vector?
  23. Still have the "uploads-2014-02-Kerbin_Shuttle_Orbiter_v113.zip" file in my downloads folder from the Spaceport. Should I try the mirror instead? And again, these are the *only* RPM libraries I've ever installed (excluding the mods MechJeb and Chatterer, I've been running a vanilla game), so I'm uncertain how I could have had an outdated version. Also, how can I avoid removing the old one in an "incorrect way" before re-installing? I've been just deleting the folders/files off my hard drive. Is there a secret handshake or ritual I'm supposed to perform first?
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