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bazem

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Everything posted by bazem

  1. I just installed this config via CKAN and it looks awesome, however I have an issue with action groups and thrust limiters. I noticed that on all of my crafts where I use action groups to toggle the Nerv or Aerospike engines, the action was lost. I also have a ship where some of the aerospikes were saved with 64.5 thrust limiter, but after installing the mod they all go to 100. This happens with ships that are on orbit right now, as well as when I open a pre-saved ship in the space plane hangar. As soon as I remove the mod and open the game again, they all return to normal. I don't know if this affects other engines, those are the 2 that I noticed. For example, ships with the RAPIER and Whiplash still have their action groups working for toggling the engines, in the same ship where I lost the action for Nerv.
  2. I believe airbrakes can help a lot. I was testing an SSTO in kerbin, it would blow up as soon it went under 30k alt, where the atmosphere becomes thicker. Adding aerobrakes I could reduce speed way higher, so when i got to 30k it was slow enough to keep it intact.
  3. I guess you have to put that new scanner (in the science tab) on a polar orbit so it shows you where are the higher concentrations of ore in the planet. I did not send drills to other places yet, but I have this new scanner on kerbin's polar orbit and now I have a color overlay on map showing where there's more ore.
  4. With the kerbonaut experience system, when you send a kerbonaut to a place (e.g. Mun), he gets exp from going there, landing, planting a flag, etc. But the exp is only granted when you land him back on Kerbin, allowing him to level up. Currently, there is no way I can tell if some kerbal in a ship already landed on Mun or not, without bringing the guy back home. Now I have this situation in wich I have a dozen of kerbals in orbit, some in ships, some in space stations, each one from different "generations", and I easily forget who already was at Minmus and Mun and other places, so I could bring them back to Kerbin and send them to new distant missions with the required experience. For example, I want to build a colony on Laythe, but it is important to send an engineer that already know how to fix wheels. Looking at the persistent.sfs file, we can see that there is a CAREER_LOG, that records the exp that the kerbal already got from going back home, and there is the FLIGHT_LOG, that shows what he already did but is yet to be granted as exp when he lands on Kerbin. What I propose is an in-flight window where you can list all your kerbals, giving information about where he is at the moment, skills and level, (like in the Astronaut Complex), and also expand his Career Log and Flight Log, showing what he already done, what was already granted as exp and what is waiting him to go home to be granted. Also would be interesting if you could select one kerbal and have the option jump to the craft where he is. I was planning this to be my first mod, but after researching a little I discovered that first I must learn to program in C, something that is not possible right now. From what I saw it is not as "simple" as making a new part. So I would like to know if someone already had this idea, if there is someone already developing it or if it would be difficult to make.
  5. This is a very annoying bug, but you still can change the categories only if the navball is showing in map view AND the warp speed is at 1x.
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