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Incomitatum

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    Bottle Rocketeer
  1. Not sure if this is a bug, or the fact that I shouldn't be using this with 0.24 yet... Sometimes when I enter a camera view, I am not allowed to switch away from it. Ever. No amount of mashing +/-/Backspace helps. Maybe I'll just wait. :C
  2. Here's the real problem as I see it (not that I don't appreciate the effort that the author put into this). Vessels that are called "Debris" when they break off the Main Body are visible on the map. It's up to ME to make sure they have enough chutes to ensure they don't "crater". When I do this, oftentimes I still SEE these sitting on Kerbin somewhere. I can even choose to "recover them". I just seem to get NOTHING for doing so. This shouldn't really have anything to do with Mass or Drag, as the physics engine will have already taken care of that. I will have a crater or I won't. From there on, when I go to the map and hit "Recover", then this mod should call into functions already built into KSP. We already recover a normal vessel, it already lists parts and prices and fuel. It already does the calculation based on how far from the spaceport we are. ================= After more testing it seems like if I put a probe brain on EACH separate part then it's considered it's own Vessel and not Debris_. As such it is "recoverable". So, we need a mod that lets us recover all vessels (if they are recoverable) and cash in the parts regardless of if they have a control-system (pod, probe-brain, mech-jeb).
  3. The math must be out of whack here. I have even visually monitored some of my cans making very nice, soft, landings with their chutes. I then switch to the main pod as it lands, and I STILL get messages that the "Debris hit HARD"; though no parts broke off and on landing they weren't going more than 6 km/s. I was even able to go to the star-map and "Recover" the "Debris", albeit for no extra KerBucks.
  4. So, is there a way to tell the mod to shut off the cloud layers when in MAP view? Similar to how I want to see the Kethane grid only WHEN in map view?
  5. This may be outside the scope of what is intended, and brighter minds than myself may have suggested it already... Most of the time when I am messing with Kethane, I want to do test drillings and use it in exploration. I'd really like to see the option to go to each of the biomes and use the drill to further SCIENCE! by taking "core samples". In doing so, I think it keeps with the spirit of the mod as we're learning more about KSP Geology; this science can then be spent (as it already is) furthering the tree and getting parts. Right now, it feels like it doesn't contribute but for propulsion (as it the first intent, I know). But it could do more. Don't take my comments as negative. I love the mod, and am still exploring the possibilities, I just sometimes (oftentimes) get in a science rut and feel there should be more ways to learn about SCIENCE! on Kerbin. Thank you for reading this.
  6. Cpt. Kipard. I have tested it. Yes. And told you my results. In the name of scientific inquiry I was asking if this was indeed the case and if you had experienced it. Thank you for taking the time to reply.
  7. Thank you all for addressing some of my issues. I'll keep rolling how I have been. That's very odd about the HEADING. Here are some other points I had: This is probably the most important for me to address right now as I need that extra layer of info to fly from IVA properly. Also It's great to get feedback from you all. I hope I'm not a bother. I've googled my butt off, but some of the documentation seems it's for older versions. Be well all!
  8. Hey there. First of all, thank you so much for this. I am doing some vertical launches in cockpit view and without clouds the whole thing seems boring. I had a few questions. I don't really want city lights. How can I remove those? If I nix CityLight.dll will it throw up all over itself? Also, is there a way to turn the clouds off in the map? It's hard to plan my landings with them. I love seeing them as I IVA though.
  9. @Cpt. Kipard, If you are addressing me: thank you. To the best of my knowledge I am using 0.11.0 [ http://kerbalspaceprogram.com/kos-autopilot/ ]
  10. Very sorry to bother you all. I am loving this mod, so much so that I didn't sleep last night. I have a few questions. I saw in a video but cannot find it again, where you can continuously echo variables on the screen? This is important as I am doing more and more flights IN cockpit and finding the features lacking. My Apoapsis, Periapsis and ETA to Apoapsis would be nice to know at all times. ... I am trying to figure out the best way to execute a ROLL. That is, simply rolling the craft 180 degrees like I would by pressing Q or E. Right now the best I have found it [ lock steering to prograde +R(0,0,180). ]. But I don't really want to LOCK to prograde at that point. Also, can I UNLOCK steering? All of this is so I can have my canopy facing DOWN (towards Kerbin) after my gravity turn. I am scripting a 100% free, hands off, flight and want to be able to take in the view. ... Have my tests been conclusive? Am I right in that you cant change rotation/bearing with SAS on? It seems so, so now I turn it off before all maneuvers and back on after that code completes. ... I've had plenty of bugs where they are called out in the console, but the wrong line is displayed. ... Lastly was [ heading(x,y) ] deprecated? It doesn't throw any errors, it seems to be ignored; now I must use [ heading x by y] to get a response from the controls. I'm a long time player of KSP, but this has breathed new life into it for me. Thank you for making this so awesome that I needed to make THIS my first post. Thank you all in advance for your help.
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