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Alshain

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Everything posted by Alshain

  1. Sounds like that discussion didn't take all of the factors into account. Being able to turn appropriately is the biggest factor. If you end up launching relatively straight up and then do a long burn to circularize you will be expending a massive amount of fuel. The most efficient launch is one that is very flat and results in a very wide arc with a short circularization burn. The problem is if you are going too fast the aerodynamic forces prevent turning at all. Now, prior to 1.0 this was not true. If your discussion took place back in 0.90 or earlier you need to re-learn what you learned then.
  2. Unless it is breaking rules or the OP requests it be closed, the moderators won't do anything.
  3. They aren't store in the persistance file, but IMO, I think they should reset if you exit to the main menu.
  4. That's a great argument for why the change is a good thing. The simple fact is the thing had terribly unrealisitc thrust for it's size. Actually most of the engines bells are that way. Vacuum engines have huge bells.
  5. That's a better way of finding the existing node names anyway. I didn't know about that one.
  6. the TechRequired attribute defines where they go. Their names can be a little hard to discern though, as they are often abbreviated. Take look at other parts already in the node you want. You will find them in GameData\Squad\Parts As far as how much you can move around, you could move every single part in a config file. You can also create an entirely new tree, but that is another topic.
  7. If you land on the Kerbin side of the Mun you can just take a C-16. No need for a relay. Otherwise you could attach a small relay to the base craft, by the time it goes out of range you would be on the ground and then you just have to wait for it to circle around again. Your TWR is awful high though IMO. Limit that back to about 1.5 and you can do a hand-off flight to orbit.
  8. Unmanned is still the way to go in 1.2, as it always was. You don't need all that extra science that Kerbals can do, so it is irrelevant, and it's still cheaper and easier to send a probe everywhere outside Kerbin's SOI.
  9. Funny, I've done it thousands of times and it's still just as fun for me as it always was. BTW, what modders have 'thrown in the towel'?
  10. That comes in real handy if the second encounter brings you closer Pe to the planet/moon. Saves you fuel lowering it yourself.
  11. Not really. False advertising implies they were using it to sell the product. If you didn't buy the product explicitly for the promise of a rocket part revamp, you have no false advertising claim.
  12. It's funny you should say that. The original sound they put on them was downright horrifying. The pre-release testers (myself included) all threw a fit and made them change it.
  13. I was just making sure you weren't on linux trying to use the Windows mod-key.
  14. The object browser is a part of visual studio. It allows me to see all the public members in a class. After that, it does also tell you what data type it is but you just have to guess and experiment to figure out what a particular member might do. I have no idea why using sunTracking would work. It certainly does not exist anymore in 1.2, at least not as a public member, and I don't think module manager would be able to modify a private one. There is also documentation here which shows the public members now. https://kerbalspaceprogram.com/api/index.html However it isn't incredibly well documented, so there is still going to be a lot of educated guessing.
  15. Ok, I've confirmed. isTracking does work in 1.2. I've added the patch to the OP.
  16. That is really strange. It definitely isn't in 1.2, I'm looking at the object browser. Are you running an earlier version? EDIT: Ok, I went back and that property does exist in earlier versions, but not the current release. I suspect it was moved and is now isTracking in ModuleDeployablePart (which does not exist in previous version), I'll need to test that to confirm. There is also an enum which suggests it was renamed because they added the ability to track other sources. The enum name is TrackingMode and contains the values SUN, HOME, CURRENT, and VESSEL.
  17. It's not a ratio, it's a counter.
  18. Yeah, except for the fact it doesn't.
  19. I'd rather see the previously promised graphical updates, to be honest. If they added the functionality of many of the graphical mods, I would be playing almost stock rather than sitting here waiting on mods to update like I am now.
  20. Interesting, I didn't even see sunTracking as a property. It must be inherited. EDIT: I just looked again, there is no public boolean named sunTracking in any of the three classes that make up ModuleDeployableSolarPanel. Are you absolutely sure that works? There are other things we can try though. I see a TrackingMode in ModuleDeployablePart, but it isn't boolean. There is a boolean named isTracking.
  21. Forget gathering around. This actually works if you leave them on the ship.
  22. Try this. I don't have time to test it now, so I don't know that this property actually does that. Let me know. @PART[*]:HAS[@MODULE[ModuleDeployableSolarPanel]]:FINAL { @MODULE[ModuleDeployableSolarPanel] { useRaycastforTrackingDot = false } }
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