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Alshain

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Everything posted by Alshain

  1. - Version 2.1.1 Released - * Add icons similar to the VAB/SPH category icons * Converted icons to Direct Draw Surfaces * Add Spanish localization dictionary * Modify the disable career setting effects to be immediate * Fix and issue where the AG List icon wouldn't change if closed from the window button * Fix an issue where AGM styles were bleeding over to other mods (like KER) * Fix Tweakable Ui not respecting career mode setting
  2. @RealGecko Just what I was looking for. Does it/Can it work with Improved Chase Cam?
  3. @Streetwind Oh, those are perfect. That's exactly what I was looking for. Thank you. I might just grab the Near Future solar too.
  4. Can anyone tell me what mod this is that adds these nicer looking hitchiker/science lab parts. Also, the crew pods at 14 min (maybe the same ones, not sure, it says PPD-6 but google wasn't helpful) EDIT: Is that Ven's? It's been a while since I used it, I don't recognize it. If it is, anyone know any other good looking crew cabins? I'd rather not have the SRV taking over my game.
  5. Are those intakes at the front? Intakes cause drag, if they are too far in front of the CoM it rips the plane around.
  6. Almost. Acceleration is a measurement of the rate of change in velocity, while delta V is a measurement of the amount of impulse it takes to change velocity for a specific maneuver.
  7. Kerbals invent things in reverse order. They invent rockets, then planes, then wheels, then ladders. But the first thing they invented was the matter to energy transporter. Upon returning home, Jebediah has been known to yell the phrase "Beam me up Skotty" over the radio, but nobody really knows what that means. The transporter operator's name is Frank.
  8. @DMagic I love your Maneuver Node Evolved, it's such a clean implementation. However, I have found an issue. If you switch vessels from map view with Node Snap open (possibly the other one too) it becomes orphaned and can't be closed. It persists even out of Map View. EDIT: and on into the space center apparently. EDIT 2: And... forever. (I think I'm finding this bug far too funny) Here's hoping it goes away when I kill the game. Also, a feature request. With normal tweakable windows, they close if you right click in open space. It would be nice if these did the same.m
  9. Well, I tried with Trajectories by itself and no crash. I went back to the other games with trajectories turned on in the same way and landed my other two probes without a crash. It's strange, it crashed twice in a row but when I want it to, nothing. So... tests are inconclusive. I guess we will have to see what Nightingale says about the nullrefs but I don't know what else to do here for right now.
  10. Well, I can't remove all of RemoteTech because the probe has an antenna on it. I could probably remove the DLL, I'll have to copy the whole save game to do it. Fortunately I had 3 of those probes in orbit ready to land.
  11. @nightingale I'm seeing a lot of null references from CC. I'm not certain the crash is from CC though, it might be trajectories (possibly). But while investigating, I did see the null refs appear a lot. https://www.dropbox.com/s/7riphki2eqozgu6/output_log.txt?dl=0
  12. I'm about 75% sure this crash is caused by Trajectories. It happened twice while landing at the Mun in Body Fixed mode. I used the in-game UI to disable trajectories outright and landed just fine. Time warping did occur during at least one of the crashes. I suppose it could just be a big coincidence as well, I'm uncertain. I am seeing a lot of null references from CC as well. https://www.dropbox.com/s/7riphki2eqozgu6/output_log.txt?dl=0
  13. The navball is in the game's settings. For the rest, when you say 'right click everything', do you mean showing the numbers at the various orbital points?
  14. However, when this does happens, you can't stop it. Cancelling the execution, even with signal delay off, doesn't work. Is that a known problem? The best you can do is shut down the engine quickly, delete the maneuver, and go back to the space center and sometimes when you return RT will have deleted the execution finally.
  15. @taterOk, well barring an entire overhaul of KSP as we know it then, Life support won't work and any colonization effort would have to be for off world manufacturing.
  16. In your play style maybe, but I'm not going to Jool in real time and I seriously think you are in the minority there. Most people timewarp to jool.
  17. Space stations don't need propellant. So that isn't tedious at all. Unless they implement N-body it will remain that way. Constant life support resupply missions are tedious. The only way to curb that would be multiple payers working on the same station. So without multiplayer, LS is tedious and a lot more tedious than bringing enough propellant (which is none at all). If LS is required for a meaningful colonization then I say no to colonization. However, I think it can be made meaningful with just off-world manufacturing as the end goal, so even that isn't true.
  18. Lol, it was the planet of fog when it first came out. It looked awful. It's reaally good now.
  19. Life Support just isn't a good fit for KSP as long as it's single player and has timewarp. Its just tedious micro management. As for colonization, I've been trying to figure out MKS with EL lately, but it's so overcomplicated, ReadPanda (the only current tutorial vid I could find) had to explain it with powerpoint. It's so overwhelming I just can't even figure out where to start. A stock system would have to be a lot more intuitive.
  20. Yeah sorry, the forum showed it in bold and with the little blue dot and I just assumed the last post was new. I don't know why the forum decided it had unread posts, I know I've read this thread in the last few months.
  21. Problem 1: Squad would have to predict where the developer wants to show emphasis. They could design a set of emphasis styles but some developers use several degrees of emphasis. Problem 2: Some developers enjoy designing GUI, I'm one of them. Though I just did my first Unity/KSP GUI (well, redesign), I've been doing .NET GUI for a long time. If you remove what I enjoy I might not be inclined to continue doing it. It isn't like I'm getting paid, I do it because it is fun. They could make it optional and have settings for the user to choose, but it should remain up to the developer how to use it. Which brings us to: Side Note 3: This exists, just without the user control. Of course, I'm new to this so I just discovered how it all works last week. However, in Unity there are Skins and Styles and KSP has a default skin, which the developer can modify (I found that out by accident, the current release of AGM currently screws up KER's design, I spent yesterday fixing it... I regret nothing!) So a mod could do this, make the user control that is. However, if the mod changed the default style it would only apply to mods who are using the default style exclusively. The GUI I made for AGM uses almost entirely custom text styles, largely because I hate all green text... it makes my eyes hurt. I did however carefully choose colors already used by KSP, so it does match. Unity 5 also has Asset bundles which also adds another problem as I don't think those use the styles. (Don't quote me on that though, I'm not 100% certain) Oh and another issue is images. If you force text colors, you are likely to end up with colors that don't compliment the images being used.
  22. Well, at least some of the extra volume is in structure, the brackets needed to hold the upper part of the module, but yes I think there would be more space than even that needed.
  23. I would think there would be at least a little volume difference. A stack chute would have to be designed to structurally hold whatever is above it. A nose chute would have the external shroud which would be the structural part and that would add volume to the model we see now. It's a pyramid fitting into a cylinder after all, a lot of left over space.
  24. I agree, but there could be a cost/benefit balance situation. If the stack chutes were more costly or have more mass for their container's structural rigidity, it could balance them.
  25. I think his idea is to discard the shroud before deploying, and you wouldn't be able to deploy until you did decouple from it. That's fine, but I would like stack chutes too so I don't have to discard half my craft landing on Duna, and I don't have to have radial chutes getting in the way.
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