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KSP2 Release Notes
Everything posted by OxalysResourceConsortium
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version 0.8.2 is incompatible with KSP v0.23.0. Had to rever to notes v0.7.1. The input fix you pm'd me with is incompatible too. I guess I'll just use map view as an incomplete workaround until remotech finally releases for 0.23.5 Muchas gracias por su ayuda. De cualquier manera es un programa muy util.
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Hey, just curious, how do you guys feel about disabling map view for manned missions (or all missions) when your probe loses contact with KSC? Given that in-game the mechanic for seeing map view is enabled by the tracking station this seems like a realistic thing to do along with loss of contact during reentry.
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thx alot, so it's a linux thing then? Guess I'll have to go around every single mod I'm using that has the same problem and make a post in the respective forums about this then. Also, I'm using KSP 0.23.0 and luckily didn't have to revert to an older version of your mod (unlike many other mods because of the recompilation for the new version of Unity) to make your mod work in 0.23.0.0. If you release the new version with this fix will it still be compatible?
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Making high contrast nav ball!
OxalysResourceConsortium replied to kBob's topic in KSP1 Mods Discussions
downloaded version 1.1 and its working perfectly fine now. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
OxalysResourceConsortium replied to TriggerAu's topic in KSP1 Mod Releases
Thanks, got it perfectly working now. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
OxalysResourceConsortium replied to TriggerAu's topic in KSP1 Mod Releases
So which version of KAC should I download, they're not labeled by which version of KSP they were made for. -
Making high contrast nav ball!
OxalysResourceConsortium replied to kBob's topic in KSP1 Mods Discussions
here's my entire log in case you need it. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
OxalysResourceConsortium replied to TriggerAu's topic in KSP1 Mod Releases
Just tried installing it on a virgin copy of 0.23 I have just for testing and debugging mods in a sterile environment. Didn't work. Here's my log. Do I need to download a previous version of the mod? -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
OxalysResourceConsortium replied to TriggerAu's topic in KSP1 Mod Releases
Will this mod still work with 0.23? I'm running remotetech so I don't want to update to 0.23.5 -
Quick question, I understand that if you are manually piloting a spacecraft that is far away it should take some time for the command to make it from KSC to the craft, however why should mechjeb be the same? It's not like the mechjeb console is at KSC sending commands to the craft. The mechjeb console is directly attached to the craft that it is controlling; receiving all the information it needs to do everything in real-time. Wouldn't it be more realistic if certain automated functions on MechJeb were immune to signal delay. For example, if you tell it to auto-land, it would take x amount of time for that command to reach the mechjeb module, but once it gets there MJ does the autoland all by itself in realtime like normal since that function is not dependent on information or commands from KSC. You can even make it so that once it receives the autoland command it can lose contact with mission control (IIRC this happens during reentry because of ionization and whatnot which might be another neat realism feature you could add to balance things out, that is loss of signal during reentry effects) and still continue to function as normal. I know for some of you masochists out there this might be sacrilege, but you wouldn't have to make MechJeb completely immune to signal delay, only those features that would require real time input from mission control in a real-life probe with an on-board computer. If real-life probes like Curiosity can do EDL in an automated fashion without real-time input from mission control why can't MechJeb? And yes, I know all about KoS, but my point is that there is no plausible realistic reason a MechJeb console requires real-time input from KSC for some of its automated features and therefore incorporating signal delay where no signal is necessary just doesn't make sense to me. Of course I could be completely wrong and I'm open to anyone correcting me since my knowledge on many of these subjects is hardly adequate compared to most other KSPer's so please let me know what you guys think. Also it could be made optional trough a menu what type of signal delay people want to satisfy different tastes, though if that's too much work for the devs to support a feature that is considered too niche then I understand and might even get to cracking on learning how to make and edit mods and see if I can do it myself, though I imagine it'd be a daunting task.
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Making high contrast nav ball!
OxalysResourceConsortium replied to kBob's topic in KSP1 Mods Discussions
Do you have any of the previous versions? I'm looking for the one with the 10 degree intervals and was completely black, white and grey. I figure if it has no colors it won't interfere with the colors for any of the markers in the enhanced navball mod. I'm specifically thinking of the normal and anti-normal markers which are red. -
definitely, ghosting for at least the + Target vector would be awesome, I've thus far depended far too much on mechjeb and I want to learn how to fly ships manually. Keep up the good work.
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As far as a high contrast mode, there's already a mod for that at http://forum.kerbalspaceprogram.com/threads/69540-Making-high-contrast-nav-ball%21, you might want to coordinate to save time and effort.
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Making high contrast nav ball!
OxalysResourceConsortium replied to kBob's topic in KSP1 Mods Discussions
I'm not sure if it was you who posted it, but earlier when I was reading over this thread I found a black/grey monochrome texture like the one in your post posted up here, but now I can't find it and I've gone over every page of this thread at least 5 times looking for it. Anyone have any idea? -
Making high contrast nav ball!
OxalysResourceConsortium replied to kBob's topic in KSP1 Mods Discussions
Found a possible bug, after following your instructions loosely and installing it on my heavily modded copy of ksp 0.23 for linux (I have a mission ongoing that has a mod that is imcompatible with 0.23.5) I went to the NavBallTextureExport folder and there was nothing there. So I tried again, this time with a virgin copy of ksp 0.23 and just your mod installed. Same problem. Went to the debug menu and this is the only piece of useful info I found: [Exception]: MissingMethodException: Method not found: 'UnityEngine.Object.FindObjectOfType'.