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Victor Grissom

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Everything posted by Victor Grissom

  1. I'm having issues getting the IR icon to show up in flight mode. I've gone through the last 10 pages looking for something, but I can't figure out how to get the servo control screen that I see in screenshots and youtube videos to show up. Is there something I need to configure in the VAB to use the servo control in flight? Or is there something I need to enable in settings? Just a little confused, -Vic
  2. It's in Ship Manifest's settings. If you scroll down to the bottom of the list, you'll see two circle. One's enable debug log on error and the other is enable debug window, or something like it. Uncheck the second option, and it goes away. Uncheck the first option and it should stop popping up.
  3. Hi everybody, Here's one for you. I have a lander, return craft, and lab to reset experiments. When docking the lander back to the lab, it occasionally (50%) throws an exception. I use ship manifest for crew transfers and science transfers. What I think may be part of the problem is I used SelectRoot when building the ship, so there may be a conflict between two command modules taking precedence. I'm using Addle's experimental build, which seems to have prevented the game from getting locked to one ship (can't switch ships, can't return to ksc). Anyway, hope this helps. Error log on the tail. -Vic Error: in drawGui. Error: Operation is not valid due to the current state of the object at System.Linq.Enumerable.Single[KeyValuePair`2] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.Single[KeyValuePair`2] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0 at ShipManifest.ManifestController.get_Vessel () [0x00000] in <filename unknown>:0 at ShipManifest.ManifestController.drawGui () [0x00000] in <filename unknown>:0
  4. Hi all, One of the things that always gets to me is that if I dock things in orbit to make a bigger ship or a space station, they still act like separate modules. As of now, we don't have a spacecraft management tool. What I'm envisioning is a unified system that handles action groups, resource flows, and automated actions based on basic programming steps and triggers. For Example: I have an epic Laythe expedition mothership. It's a train, pulling multiple modules and fuel tanks behind its nuclear rocket puller. I've built the thing in orbit through docking and want it to function as one ship. There are three things that I want this ship to do. I want to set up certain fuel flow rules, because I was not able to put in fuel lines. I want to get rid of empty tanks along the way. Before I aerobrake through Jool and Laythe, I want all of my solar panels and antennae to stow via one action group and open via another. The interface for all of this is a well-lit model of the ship against a grey background (a "cyber" VAB), henceforth referred to as the Manager Window. I filter for various types of part, such as fuel. All of my fuel tanks are now highlighted in green. I then tell tank 4 to flow into tank 3 into tank 2 into tank 1. Arrows appear, indicating the flow I've now set up. I right click tank 4 and it asks me if I want to create a trigger. I say yes, and create a trigger based on the tank being empty. On the right of the screen, similar in structure to the staging diagram, a list appears. I click the docking port and drag it into this list at the "0" position. It gives me a couple of choices for the object (like action groups in the VAB). I select "Undock." I then title my list "Jettison Tank 4" and add the comment "Tank 4 is empty." It goes into a small list in the top right. I exit the Manager Window. Now I'm doing my burn, when a notification pops up with "Jettison Tank 4" or "Cancel." I click "Jettison Tank 4," and a docking port disengages, kicking the thing off the back, leaving me free to continue my burn and maneuver my ship without distraction. Also in the Manager Window, I could access the action groups menu from the VAB. But now, it applies to the entire mothership. Using the filter tools, I select all of the solar panels. I then set up my new action group and am ready for aerobraking. Thoughts? -Vic
  5. Hi all, What I would add to stock without caveats or unlocks based on mods I currently use: Enhanced Navball (I forget that this is not stock between updates and wonder why Squad nuked the NavBall) Docking Port Alignment Indicator (This mod changed the game for me. It doesn't make docking automatic; it just presents the information better than stock does) KSP AVC (Update checking for mods should be baked in) Final Frontier and Real Roster: The original trio are lovely, but this is my space program. I want my kerbonauts to make their own stories. I also love that Real Roster remembers that yes, I did leave the ship unmanned for a reason. What I would add to stock with caveats (thus becoming brainer mods instead of no-brainer mods): Kerbal Engineer Redux, but requiring experimental data. For example, to get to Kerbin orbit, a recorder would remember what your most fuel optimal ascent was and the atmospheric sensor could make predictions. Gravity data from probes can be used to plan a mission. Science becomes actually useful, rather than just points. Kerbal Alarm Clock, minus the transfer windows and launch rendezvous. I like those functions, but giving it away too early seems like it replaces part of the learning aspect of the game. I agree, you shouldn't warp through a maneuver node, though. DebRefund or Stage Recovery: I want to fly rockets, not juggle to see if my boosters made it. And as it stands right now, it's really hard to get your refund for your booster stages in stock. However, it should require a transponder or probe. Otherwise, it seems a little ridiculous that a flight conducted without any planning could drop these stages in a convenient place before they sank or damaged anything. -Vic
  6. Just wanted to chime in that this is one of my favorite little mods. It, combined with Final Frontier, make my astronaut core a lot more varied as well as storied. I'm debating moving my original trio out to the island airbase to retire them permanently (with honors for their time since November 2013). This for now, makes all of the difference. -Vic
  7. Hi! I work as an entertainment tech on a cruise ship. It's a pretty fun gig and I get to do a lot of travel on someone else's dime, which is always great. And thanks everyone for the warm welcome. I'm currently trying to optimize my Minmus and Mun orbital labs and science landers. We'll see what happens. -Vic
  8. I'd love something like this. I currently use two mods, Real Roster and Final Frontier, for flavor. I like Jeb, Bob, and Bill, but they're not my kerbals. Instead, I started with Rotop and have added Rodon and Gerfield through rescues. There's something nice about being able to remember how each kerbal joined my program. Some attachment is a good thing, especially now that there are consequences for failure, like loss of reputation and funds. For now, Real Roster has a blacklist which you can add to or you could edit the persistence file, but knowing that the kerbals who have given so much to the space program are now dropping in on KSP to see old colleagues is cool. Cheers, -Vic
  9. Hi all, I'm a long time lurker who's done pretty much everything except land on Tylo and return from Eve. I don't normally have great unlimited internet access because I work at sea. But I'm home on vacation, so I figured I'd post thoughts and see what happens. You all seem like a pretty positive community. Cheers, -Vic
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