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adamzl

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    Bottle Rocketeer
  1. An update on this topic with the new patch. Holding middle mouse and moving up and down pans along the length of the aircraft. But this seems to have broken the middle-click on a part scheme, if you middle click on a part and then rotate the camera, this will cause the camera to snap back to where the panning has placed the origin. The new panning is great but I think the "dream" for this UI would be both the middle click and the middle-mouse dragging adjust the rotation origin. I'm thinking there is never a case where the camera snaps back when you rotate it and instead always rotates around what you're currently looking at. Edit: as I use the new system more I think it continues to show issues. Since you are middle-clicking to move the camera around you almost certainly end up middle clicking on a part, this snaps the camera to it then you start moving the mouse which rotates the camera with horizontal movement. So the camera snaps almost every time unless you're deliberate to place the mouse somewhere besides ontop of the craft when you start the click and drag.
  2. Thank you for the replies everyone. I know the engines will flame out, but this also means they've reached some sort of below minimum point but what I seek to know through the GUI is how close I am to that point. At some point the engine is only 50% effective because of lack of air, but how does one know that from the UI? Regex, thank you for the F12 hotkey hint. I loaded things up and took a look, it displays information about the air density but no per-part information like an intake's satisfaction. Small followup on the F12 stuff, air density is certainly useful but air speed would also affect intake air and the different intakes have different levels of effectiveness at different speeds... so there are lots of complicated factors and I'm just trying to figure out if my engines are underfed through a gauge on screen of some sort.
  3. Hello, I was attempting to make a SSTO and learning the hardships of air-breathing engines losing power from lack of intake air. The question I wish to ask here is: aside from right clicking the engine part and looking at it's thrust value decreasing how can I determine if my engines are receiving their required intake air? The staging GUI seems to display the same value for air regardless so this does not seem useful.
  4. If you re-assign the "Toggle Angle Snap" hotkey it does not save across restarts of the game. Reproduction: Change the "Toggle Angle Snap" hotkey to Z. Restart the game Observe in the VAB that the C key remains in effect for toggling. Go back to keybinds, note the key is listed as Z, "Apply Settings" Keybind is fixed until next restart.
  5. I'm having the same issue as Chilkoot. You can middle mouse drag to pan vertically but there does not seem to be a method to pan horizontally in the other two axis. The camera locks rotation to the command pod and resets its position if you rotate the camera after moving the vehicle body in any of the horizontals. The issue reproduces like this: Make a long vehicle by setting the workspace orientation to flat/airplane mode. Try to view the tail of the aircraft, difficult because the camera is rotating around the cockpit. Left-click the cockpit and move it so you can get the tail of the aircraft closer to the camera. Right-click and rotate the camera, this will cause the camera to pan back to the cockpit.
  6. caused by doing a science collection at the flag pole, the sillyness!
  7. i think the auto progression stuff has some issues. in my game i am getting progression contracts for pol but i have not even visited the mun yet. if i had to guess i think my contracts asking me to do kerbin escape tests has triggered some sort of logic that i'm ready for pol contracts. i see both the generic "visit pol" progress contract and a second contract flag planting on pol. the full breadth of my contracts has been several kerbin orbital contracts, several orbital rescues, and two kerbin escape trajectory missions where i immediately deleted the craft after completion.
  8. would like to report a bug. summary: when using STAGE:RESOURCES on a specific ship setup the resources for future stages are listed. reproduction: build the ship shown below with the staging shown below. in my example LV-909 engines are used above both stack decouplers. the fuel tank for the last stage engine was not necessary to reproduce the bug but the engine was. for staging you must set the stage to contain both the decoupler and the engine, the issue is fixed if you separate the two into different stages. on launch activate the first stage and use PRINT STAGE:RESOURCES., you will see the liquid fuel and oxidizer listed.
  9. running the kerbal space program interstellar or kspi mod i have an odd visual artifact when using the thermal rocket engines and thermal rocket jets. as you can see in the below pictures the exhaust plume is always visible even when the engine is inactive additionally the plume appears in the vab as well. the greatest oddity is the second plume coming out the side of the engine. i removed all mods aside from kspi and it did not fix the issue. has anyone encountered such a problem before, if so how did you fix it? update: read about the log, the interesting error message is: [Exception]: MissingMethodException: Method not found: 'Part.GetConnectedResources'. i don't know how this would cause the visual issue though.
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