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TrooperCooper

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Everything posted by TrooperCooper

  1. For a better situational awarness and improved planning options, it would be nice to see a targets location at any given time of my planned orbits. At the moment, we do get a "closest approach" indicator. But even when its bugs would be fixed (at the moment it for example doesnt always show the true closest approach), easier planning would be made possible by showing a targets location relative to the players planned location at any given time. Some paintshop-edited pics to show what I mean, in case my loosy english fails... First pic shows me trying to get an approach on Eve from out of the Kerbins orbit. First maneuver node has been placed and that displays the new planned orbit with the dotted line. For whatever reason I do not get an approach right away. Nor do I get a "closest approach". Next I click on my planned path in the vicinity of the intended approach to bring up the context menu, where at the moment I can just use the "Add maneuver" button. With the feature that I suggest here, within that context menu we would get another button, which says "relative target location" or something like that. Clicking said button would then display me the detailed relative locations at the selected moment in my planned flight path. Another possible way to implement this would be to display the information simply when the player mouse-overs his orbit plan at any given time. This would allow me to easier plan approaches and generally more complex intercept maneuvers etc. Might even be modable, but I have no idea about that...
  2. Your pitch / roll / yaw indicators at the bottom left will turn from orange to light-blue when you go to sensitive mode...
  3. First orbit with FAR mod. Question is if I can get her down in one piece with deadly re-entry installed now as well.
  4. Almost 1000 hours in 2.5 month according to steam here... addictive? naaaaah Good thing, most of that is the game just running in the background, keeping the steam counter busy.
  5. Looks very intresting. Thank you for that info! I'll keep an eye on it and will prolly give it a try...
  6. It broke a lot in terms of mod compatibility of the 64 bit client for me. Still trying to figure out what mod combination it is exactly thats not working anymore. But yeah, crashes on start up, crashing when going to the launchpad / runway etc. It seems like I am back to 32 bit for a while...
  7. Excellent! That was the one I was looking for. Many thanks! That takes 1.) off the list. Any takers for 2.) ?
  8. Heya! I am looking for two mod features. Maybe someone can help me with these... 1.) If I remember correctly, a few days ago or so I saw a mod-thread about an addon that allows to enforce connection of parts in the VAB/SPH only at the connection node markers. I am working on stuff within an internal cargo bay and its a pain that subassemblies and parts want to randomly connect at every random spot on the walls etc. I tried to find said mod again but I am unable to. Maybe someone knows what I mean... if I havent completly misread it... 2.) Anyone know of a mod that more or less allows what Kerbal Attachement System (since it it seems like its not working with 0.24 W64bit) did with pipes and / or strut connection in space? I dont need winches, cranes and whatnot. I enjoy building larger vessels in space and / or surface bases and just need something to connect modules and / or sturdy docking connections. I looked at quantum struts, but not really happy with it... If anyone could help, that would be greatly appreaciated. Not sure if this thread belongs here or in the Add-on requests and support section. Feel free to move it if its inappropriate here... Thanks!
  9. Carried two long range science probes into a low Kerbin orbit, using another new SSTO spaceplane, the Dreamchaser... Each of these probes has like 12k dV to do lots of science anywhere in the Kerbol system.
  10. The big question is... would the Kerbin Kanimal Aktivist Kroup approve of orbital experiments with these Kreatures.
  11. Testing mah new spaceplane Going supersonic... Into space... Picking somebody up who got lost... Arriving at the KSS-1... Coming in to dock for refuelling and crew-transfer... somehow my navball got buggy and is not displaying the target. So I had to do it all visually... Touchdown...
  12. F1 is the screenshot key... unless that was a typo, try it.
  13. New attempt at a spaceplane SSTO... Made it into orbit... And docked up with the KSS-1 for re-fuelling... Wether or not I can land this thing... is... up in the air.
  14. Deployed the 2nd pylon to the KSS-1. Shortly afterwards, the first Pegasus class tanker arrived to put some fuel into the stations depots...
  15. Ooooh yes! Imagine an internal cargo bay within the new 5m parts. That'd be awesome.
  16. You arent a troll. Trolls are beeing marked with a green or orange user name. So, you are good.
  17. First KSS pylon on the pad, waiting for its launch window... Lift off in the morning hours... Launch boosters dropping off... Accelerating into the sky... Gravity turn at 11 km... Levelling out for orbit, main engines cut off... Rendezvous with the space needle... Coming in to deliver the payload... Docked up... Payload released... Reverting the lifter... Mission successful... Lifter going for de-orbit...
  18. After finnishing the science tree in my 0.24 career and accumulating 8 million Kredits, I am now going to work on my new Kerbin Space Station that will serve as an orbital hub for future operations. The central element sitting on the launchpad, mounted into a special lifter system. This space needle is featuring a command module, a laboratory, living room for passengers, energy systems, fuel tanks, a few docking ports and a set of maneuver engines for minor orbit adjustments of the station. Ignition... And lift off... The package accelerated into the sky. From the ground it almost looked like two crafts flying in a tight formation, due to the two seperated engine cores... During the gravity turn, the launch auxiliary engines are dropped off... The remaining Griffon-thrusters pull the tower into its orbit... At 80 kilometers in an equatorial orbit, the payload is released... Shortly afterwards, Bill starts up the stations systems and is now waiting for the arrival of the other station modules... Sorry about the somewhat dark pics. I did not expect to make orbit on the first attempt.
  19. Since the focuss seems to be on the 64 bit windows client, let me say I am running that with several other mods without a problem except for the fairings not decoupling as they are supposed to. But I guess that is a general KSP 0.24 issue atm (and I know there is a mod to fix it out there already) and not related to KWR 2.6. But yeah, no crashes or other unexpected behaviour so far with windows 64bit client here...
  20. If I may post a request... one of those radially attachable control wheel rings would be nice to have for 1.25m parts. Just a suggestion of course... many thanks for this great mod.
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