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Everything posted by Box of Stardust
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I think you have to have multiple antennas on the orbiter- one toggled as a relay and another for the regular mission control comms. Which turns out nicely for me, since I do that for aesthetics/habit anyways, so at the least, if my antennas were working, I could test that.
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Relays are an option, but so far, I'm trying it out in my old Career save... which, unfortunately, the mod is not exactly backwards-compatible for, so now it's like everything I had in orbit experienced a massive EMP/solar event. Old antennas don't work, so everything in orbit is dead. Fortunately, I've never gotten far enough that I sent stuff out of the Kerbin system, and I sent home all of my crews in anticipation for this mod. Digression, though. I haven't been able to test relays yet. Now, if I somehow figured out how to get all my antennas working again, I could quickly test it with the given example of rover on far side of Mun and probe relay.
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You mean the window staying open? It doesn't, unless the icon is clicked to lock the status panel out. Also, regarding signals being blocked by celestial bodies- I assume this means we won't have control over probes if they're behind a planet. However, this kind of screws up the ability to use even preset maneuver nodes, which is kind of important, and entirely logical that a spacecraft can still maneuver and perform scientific actions on its own if it was programmed to. This also removes the ability to do things like rover missions on the far side of the Mun (unless a relay is in orbit). Can you change it so that being blocked by a celestial body only restricts data transmission?
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Well, I think I broke something important in my save file, because now nothing new I launch has working antennas. Is there anywhere in the save file that defines the behavior of the antennas, other than the sections of each active part? I suppose I can just revert the persistence file to one that had working antennas though... Also, another suggestion- instead of having to click the status panel for it to stay open, can you have it so you can hover over the icon, then have the panel stay open as long as the cursor is in it? Like the behavior of the stock Resources tab.
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Okay, so another thing about that save I modified- now none of the antennas are working, even new ships I build. All I did was modify the MODULE portion of each antenna in the save to the one you posted.
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I know the Utilities tab is cluttered with tons of stuff, but it's just wrong. :/ Is there a way you can just make your own tab for those items, if you don't want them in Utilities? Also, I replaced all of the ModuleDataTransmitter in my save file with Antenna as you said in the post earlier, but nothing is working. In fact, now not even the antenna on a ship I sent up before modifying the save (but after activating your mod) is working.
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[1.1][1.1-1] Apr-19-2016 Dynamic Texture Loader
Box of Stardust replied to rbray89's topic in KSP1 Mod Releases
It definitely has problems with DMagic Orbital Sciences. I narrowed it down to that one when looking through the log files. -
Another comment: can you move the parts out of the Command/Control tab? I feel like it's an oversight, but most of the stuff currently there really belongs in the Utilities tab.
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Okay, so I did this for every antenna in my save file, but none of my probes are working still. Anything else that could restore the probes to functioning?
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I do think the UI looks nice, but I expanded on my criticisms in the previous post, so yeah. Also, an alternate UI graphics setting would be cool in the future, but I think KSP style fits it better than Unity style (maybe).
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That sounds like a negative towards what I wrote. Maybe I should've been more clear: the Kerbalism UI needs to mesh better like and with other mods. Other mods are draggable and have clear visualizations on how the menu works. Which is a certain feature those of us with tons of mods use- we rearrange our screen to show what is vital to us, and each player has a varying amount of windows they like to be able to see. As for the normal KSP resources tab, it does what it needs to: show the resources. It's a UI of the core game. I think it's fine that it doesn't move around. It already has its own spot: that very corner. Therefore, the Kerbalism UI should be able to be moved around, because it's additional functionality that is, in my opinion, also a good thing to be able to see near-continuously. Plus, as-is, the UI is not exactly as 'accessible' as other mods. Yes, the UI is very sleek and streamlined... but too simple. Not in an aesthetic sense- it looks great, honestly- but in a usability sense. It needs some sort of... 'notations' that certain things are meant to be interacted with/clicked on. The Flight UI of Kerbalism has more functionality by clicking on one of the info portions for each craft (body it's orbiting around, I believe; has a drop-down menu for enabling/disabling notifications)- but you'd never know unless you clicked on it, because as of right now, it just looks like an info panel. They don't look like interactable pieces of the UI.
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Finally got to try it out a bit. My first comment is about the VAB/SPH editor. The stats are useful, but the window and its position, not so much. Firstly, it's not exactly intuitive that you have to click on the names/headers to change the 'scenario' being simulated by the data. It's unclear, and I only figured it out because of the '1/2' it was showing me, so I figured there was more and did what seemed like the common sense thing to do (click the thing that would change). Still, it needs to be more visible. Also, its corner position is not only unconventional (I get that it's kind of a highly important tab; it's basically a second resource panel), but the window in the editor itself is locked to the tab- and it overlaps the staging editor. Which is bad, because the orbit planner for the Kerbalism window is over the staging editor. And you can click through windows. So one can accidentally screw with something in their staging. Basically, the editor window needs to be more user-friendly. Next, might it be possible to provide backwards compatibility with antennae on already-launched vehicles? My save has quite a number of satellites, and all of them at least have a Communicatron-16. Is there a way for you to add in something that searches through the save file for stock antennae and adds the required Kerbalism modules? Because this basically makes playing with the mod mid-save impossible. (Fortunately, all my manned missions were either around Kerbin or the Mun, so I sent them back home before activating the mod.) That's all I have for now. The Kerbalism UI in general needs more user-friendliness and better meshing with the game. It's just pinned in position, but it's a mod, so I'd like to be able to move it around like windows of other mods. It also takes up the position where the regular Resources tab is, which is a bit annoying since I can't have both of them showing at the same time. I haven't gotten into actual deep gameplay yet because I'm seeing what I can do about modifying my save to have compatible antennae on my satellites...
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So is using SVE redundant if I already have Scatterer and EVE installed?
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[0.23.5] MechJeb and Engineer for all!
Box of Stardust replied to nadseh's topic in KSP1 Mod Releases
I think it does. I haven't updated or changed it in any form, but MechJeb's on my probes. So... pretty sure it does. -
Wow, this competition went from reasonably realistic, to BattleTech, to... sort of pretty reasonably realistic in that last match. Looks super fun, might have to join ASC-II.
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Oh, awesome.
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Since I'm waiting on a few more mods to update, I haven't started up a new save yet, and I've kept this mod in mind. Do you happen to know if Kerbalism is compatible with Engineering Tech Tree? Oh yeah, and what happens to the rescue contracts? Since Kerbals need life support...
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Hm.. that's a pretty dedicated development... makes me lean towards your mod more... makes my choice that much harder. I'd test your mod right now, but my 1.05 game is in the middle of a fairly regular Career mode, so I'm not really up for doing that. But once 1.1 comes, I'm definitely considering this.
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I absolutely love the idea of rolling the funtionality of multiple mods into one. However, I was planning on starting 1.1 with a fresh save with more mods than I currently have; probably RP-0 and the community tech tree. I've only played basic-ish KSP up to now with very little part additions (or none, other than Procedural Fairings) and gameplay enhancements (KER, MechJeb, KAC, etc.). So... I'm not sure if I'd rather go for your mod (which is not modularized) or do the multiple mod installs with a much more set and established base and flexibility with other mods I REALLY like the functionalities in your mod though. So in this case, can you maybe put up a list of incompatible mods? Just so I know how open my options are with this mod.
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1.3 Rocket Ascent Profile and Gravity Turn
Box of Stardust replied to A_name's topic in KSP1 Tutorials
I try this, but it seems like lift forces just drag the rocket back up to vertical and then it spins out of control...- 89 replies
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The Monopropellant Blues
Box of Stardust replied to cwalrus's topic in KSP1 Gameplay Questions and Tutorials
Asteroids are heeeaaavy. You'll need a lot of thrusters to get anywhere in terms of maneuvering, plus the center of mass of the entire system (vessel + asteroid) needs to be taken into account. Remember that RCS thrusters are each a little individual point of applied force. Each point where they're at produces a torque on the center of mass, so you need to find a way to make those torques equal in the direction you want to go.