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Constan7ine

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Everything posted by Constan7ine

  1. So I tried turning off "AllowMainCamera" and "CycleMainCamera" in the config files for a more difficult gameplay challenge, but found the mod's behaviour to be a little bit buggy like this. For instance, when "AllowMainCamera" is off and "CycleMainCamera" is off, when cycling through the main camera, it comes up briefly on screen and then is immediately removed, resulting in an unpleasant flash. Furthermore, when hitting backspace to go back to the main camera, this glitchy flash comes up again, as the main camera is set, and the quickly unset. Also, when "AllowMainCamera" is on and "CycleMainCamera" is off, you can actually cycle to the main camera in when cycling backwards (hitting equals), even though you've specified to not allow that behaviour. So as not to come off as a complaining mod user to these fine mod making folks, I took it up myself to fix these bugs and give back to the thread. I've tested for all cases when those flags are either on or off, in any order, and the glitchy screen flash bug is gone, and also when "AllowMainCamera" is on and "CycleMainCamera" is off, you now cannot cycle to the main camera in any direction, but can return to it by pressing backspace. Here is the new dll file: https://dl.dropboxusercontent.com/u/53792213/HullCamera.dll And here is the new source: https://dl.dropboxusercontent.com/u/53792213/HullcamVDS0.50-Constan7ineModification-src.zip Thanks to Albert VDS for this mod, it's rather great, and I hope I've been a help to someone!
  2. So I read through and followed the instructions in the PDF manual, I did everything asked, except, my target body was Jool, so I optimised my mission to fly to jool and not Laythe. I changed the final orbit periapse to be to appropriate for Jool, and otherwise I did everything as shown in the manual. I uploaded the first DV burn to KSP, and I get this: EDIT: After experimenting with the uploaded node with Precise Node, I noticed that simply changing the time of the node by even a few minutes is vastly improving the trajectory, so much so I was able to get an encounter, by shifting the node 7 minutes forward. So for some reason KSPTOT is giving me a very slightly incorrect maneuver time. Any idea why this might be the case?
  3. So I have some questions, and a problem I'd like some help with. Firstly, when using the porkchop plotter, what exactly is meant by "Earliest Arrival Time"? I don't see how it's a useful metric. If a mission was time critical you'd want something like "Latest Allowed Arrival Time", and it would find a trajectory within that time. As it is now I don't understand it. I'm not particularly bothered with how long the mission takes, I just want my path optimised to use the least Dv and leave at the earliest time that's reasonable. If I leave that earliest arrival time at 0 for a trip from Kerbin to Jool, the optimal path isn't optimal and uses 16 m/s, whereas pushing my earliest arrival time to a year ahead gives me better options. How then do I use this to find the lowest possible Dv within a reasonable time range? What specifically does that number mean. Now onto my second issue. Actually first let me provide some context. I'm testing this with Kerbal X, on a stock solar system. The only mods I have are visual, or things like mechjeb and kerbal engineer. Anyway, After fiddling for a while I found a reasonable trajectory to Jool with the porkchop plotter. It looked like this: Now I hit "Compute departure burn" and load in my orbit from KSP, (a 100km circular orbit) and it gives me this nice graph of a suitable burn to Jool: I then right click on the DV maneuver window and upload to KSP. I get this in KSP: This isn't even remotely correct. What went wrong? How do I make it work nicely? Thanks for your help!
  4. Wow, thanks for all the suggestions. This discussion has made me extremely excited to play career mode again. I've had a think about it and I've realised that what's happened is I've ended up with best strategies for the start of the game. Ship designs and flights using limited parts that I've basically learnt of by heart. This is probably why I've gotten bored. The solution I is, as some suggested, to constrain myself and disallow the use of my usual spacecraft designs and flights. I also really like the idea of giving myself some starting science from the debug menu. It would allow me more options early in the game that I can explore, and provided "cheating" is enriching my experience I think it's okay.
  5. Hey guys, So I've been a massive fan of KSP for quite a while now. I've had ups and downs, amazing successes, and many catastrophic failures. But something's putting me off. I prefer the game with mods, so I often have quite a few mods on. Annoyingly this means I often have to start a new career whenever a new update comes along. I don't mind doing that, I can try new things and missions I've never done before, and experience new emergent narratives my imagination comes up with. But each time I start a new career, the first couple of hours is always the same, getting the first few tiers of the science tree by doing quick Kerbin missions, and of course landing in the moon and collecting all the science. These first few basic things I've done so many times I couldn't put a number on it. And it's starting to get really boring. I know about mods like "better than starting manned" which would give me a fresh new career. But that's designed to work without other mods, and I want other mods. So do you have any suggestions to keep KSP fresh? To keep it interesting for those first few tiers of the science tree before I unlock the mod parts to make it feel different?
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