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Gfurst

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Everything posted by Gfurst

  1. KCT can simulate in any body you have already visited, You can choose the height of the orbit, I do think its starts somewhere over the KSC if in kerbin. But the actual issue is that we need to activate the antenna and point it wherever it works, which we can't do. We can also simulate all the rocket launch from the beginning, it works but simulations is limited by in game time. So there is only an issue when trying to simulate final stage probes, landing and orbiting on such outer bodies. Still I think giving the player the ability to activate and point antennas even without control would solve all issues, ease the punishment on forgetting to activate the antenna, and still won't retract the fun the mod offers.
  2. So I dropped on the EVE thread to report some issues related: And he replied with: Is this assumption correct? Wouldn't this possibly be a source of issues? Really I'm just curious and reporting back in case it can somehow help.
  3. I had it, but it begun having issues with 0.25, I removed it and found it was actually much better without it. I'm on linux so no memory issues... Thanks I'll report back on its thread to check it out, weird thing is that it looks ok. For the aurora file mentioned seem to show up on the map view.
  4. Hey there, firstly let me congratulate and thank you for this very awesome mod, I can't imagine playing KSP without the awesome visuals I get now. I've been on a long run to fixing my installation of KSP after the update, and some exceptions about EVE always present themselves: [EXC 16:49:29.404] NullReferenceException: Object reference not set to an instance of an object Clouds.Clouds.Update () [EXC 16:49:29.434] NullReferenceException: Object reference not set to an instance of an object Clouds.Clouds.Update () [EXC 16:49:29.559] NullReferenceException: Object reference not set to an instance of an object Clouds.Clouds.Update () [EXC 16:49:29.862] NullReferenceException: Object reference not set to an instance of an object Clouds.Clouds.Update () [EXC 16:49:29.883] NullReferenceException: Object reference not set to an instance of an object Clouds.Clouds.Update () [EXC 16:49:29.904] NullReferenceException: Object reference not set to an instance of an object Clouds.Clouds.Update () [EXC 16:49:29.918] NullReferenceException: Object reference not set to an instance of an object Clouds.Clouds.Update () [EXC 16:49:29.933] NullReferenceException: Object reference not set to an instance of an object Clouds.Clouds.Update () [EXC 16:49:30.004] NullReferenceException: Object reference not set to an instance of an object Clouds.Clouds.Update () [EXC 16:49:30.040] NullReferenceException: Object reference not set to an instance of an object Clouds.Clouds.Update () These spam on from time to time. [EXC 16:49:39.739] UnityException: Texture 'BoulderCo/Clouds/Textures/aurora' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings. Clouds.CloudParticle.Update (UnityEngine.Texture2D tex) Clouds.VolumeSection.Update () Clouds.VolumeManager.Update (Vector3 pos) Clouds.CloudLayer.UpdateParticleClouds (Vector3 WorldPos) Clouds.Clouds.Update () [EXC 16:49:40.039] UnityException: Texture 'BoulderCo/Clouds/Textures/kerbin1' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings. Clouds.CloudParticle.Update (UnityEngine.Texture2D tex) Clouds.VolumeSection.Update () Clouds.VolumeManager.Update (Vector3 pos) Clouds.CloudLayer.UpdateParticleClouds (Vector3 WorldPos) Clouds.Clouds.Update () [EXC 16:49:40.332] UnityException: Texture 'BoulderCo/Clouds/Textures/Stratus' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings. Clouds.CloudParticle.Update (UnityEngine.Texture2D tex) Clouds.VolumeSection.Update () Clouds.VolumeManager.Update (Vector3 pos) Clouds.CloudLayer.UpdateParticleClouds (Vector3 WorldPos) Clouds.Clouds.Update () [EXC 16:49:40.626] UnityException: Texture 'BoulderCo/Clouds/Textures/kerbin1' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings. Clouds.CloudParticle.Update (UnityEngine.Texture2D tex) Clouds.VolumeSection.Update () Clouds.VolumeManager.Update (Vector3 pos) Clouds.CloudLayer.UpdateParticleClouds (Vector3 WorldPos) Clouds.Clouds.Update () [EXC 16:49:40.852] UnityException: Texture 'BoulderCo/Clouds/Textures/Stratus' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings. Clouds.CloudParticle.Update (UnityEngine.Texture2D tex) Clouds.VolumeSection.Update () Clouds.VolumeManager.Update (Vector3 pos) Clouds.CloudLayer.UpdateParticleClouds (Vector3 WorldPos) Clouds.Clouds.Update () These also appear from time to time in the log, I've checked and files are where they supposed to be. I'm not sure if these begun appearing after converting the textures to dds for faster loading. Also note that I've modified with some components of 'Better Atmosphere'. EXC 16:53:58.363] UnityException: Texture 'BoulderCo/Clouds/Textures/aurora' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings. Clouds.CloudParticle.Update (UnityEngine.Texture2D tex) Clouds.VolumeSection.Update () Clouds.VolumeManager.Update (Vector3 pos) Clouds.CloudLayer.UpdateParticleClouds (Vector3 WorldPos) Clouds.Clouds.Update () [EXC 16:54:01.359] UnityException: Texture 'BoulderCo/Clouds/Textures/aurora' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings. Clouds.CloudParticle.Update (UnityEngine.Texture2D tex) Clouds.VolumeSection.Update () Clouds.VolumeManager.Update (Vector3 pos) Clouds.CloudLayer.UpdateParticleClouds (Vector3 WorldPos) Clouds.Clouds.Update () [EXC 16:54:04.292] UnityException: Texture 'BoulderCo/Clouds/Textures/kerbin1' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings. Clouds.CloudParticle.Update (UnityEngine.Texture2D tex) Clouds.VolumeSection.Update () Clouds.VolumeManager.Update (Vector3 pos) Clouds.CloudLayer.UpdateParticleClouds (Vector3 WorldPos) Clouds.Clouds.Update () [EXC 16:54:05.309] UnityException: Texture 'BoulderCo/Clouds/Textures/kerbin1' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings. Clouds.CloudParticle.Update (UnityEngine.Texture2D tex) Clouds.VolumeSection.Update () Clouds.VolumeManager.Update (Vector3 pos) Clouds.CloudLayer.UpdateParticleClouds (Vector3 WorldPos) Clouds.Clouds.Update () These pretty much spam continually during flight. visually It all seems fine, but I wouldn't know if some are missing, experiencing lag too. So any hints, could something be wrong on my install?
  5. Sooooo what was the word on the suggestion to have a toggle that can disable the RT requirements for local control, either for user cheat or to allow other mods to disable it in certain situations. Specifically, to make simulations with Construction Time viable.
  6. I don't know how Majaro roll out its updates, but based on Arch, it is pretty frequent, I think the whole purpose of Majaro was to have less breaking updates. Anyway, either with mint or Ubuntu. You should probably be in the green by installing propiretary drivers, the system does this automatically with tool mentioned - Additional Drivers. Don't go about downloading extra drivers, either directly from Nvidia or AMD, these are often not very compatible with system, the packaged version provided by the distribution is usually compatible. Other note, if you're with a AMD card, depending on which card, chances are it will probably work better with open-sources drivers, that should be working automatically out of the box. I'm on Debian, and though its a bit harder to setup it works like a charm. Finally, always try to follow up guides, as these are plentiful and easy to follow instructions, usually provided by the dist themselves.
  7. No I'm on linux, I used the toll and seemed to works fine. Though it seems that load times reduced I'm not sure by how much, I still get two and half minutes loading. But in perspective, previously I could literally walk away, return, and it would still be loading, so cheers. On another note though, I'm having an issue the Navutils not loading its window, on log it complains about not having a png file, but I've checked and there is a dds file. Could it be that some mods pointing to png have issues with converted files?What I'm getting at is, how to know if we can convert for a specific mod? I'm also having this exception, which may or may not be related: EXC 16:49:39.739] UnityException: Texture 'BoulderCo/Clouds/Textures/aurora' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings. Clouds.CloudParticle.Update (UnityEngine.Texture2D tex) Clouds.VolumeSection.Update () Clouds.VolumeManager.Update (Vector3 pos) Clouds.CloudLayer.UpdateParticleClouds (Vector3 WorldPos) Clouds.Clouds.Update ()
  8. Hey there, was about to post an issue when I saw a new RC. I i'll try it out first. Trying the navutil window crashes all UI and leaves the game uncontrollabe. [LOG 16:14:51.685] ILS: Starting systems... [LOG 16:14:51.685] NavUtilLib: Updating materials... [EXC 16:14:51.693] IsolatedStorageException: Could not find file "/home/guiu/.games/KSP_025/GameData/KerbalScienceFoundation/NavInstruments/PluginData/NavUtilLib/hsi_overlay.png". System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options) System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share) System.IO.File.OpenRead (System.String path) System.IO.File.ReadAllBytes (System.String path) KSP.IO.File.ReadAllBytes[NavUtilLibApp] (System.String filename, .Vessel flight) [EXC 16:14:51.724] NullReferenceException: Object reference not set to an instance of an object NavUtilLib.Graphics.drawMovedImage (UnityEngine.Material mat, UnityEngine.RenderTexture screen, Vector2 bottomLeftPercent, Boolean useCenterOfMat, Boolean fitToScreen) NavUtilLib.DisplayData.DrawHSI (UnityEngine.RenderTexture screen, Single aspectRatio) NavUtilLib.NavUtilLibApp.DrawGauge (UnityEngine.RenderTexture screen) NavUtilLib.NavUtilLibApp.OnWindow (Int32 WindowID) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [EXC 16:14:51.727] NullReferenceException: Object reference not set to an instance of an object NavUtilLib.Graphics.drawMovedImage (UnityEngine.Material mat, UnityEngine.RenderTexture screen, Vector2 bottomLeftPercent, Boolean useCenterOfMat, Boolean fitToScreen) NavUtilLib.DisplayData.DrawHSI (UnityEngine.RenderTexture screen, Single aspectRatio) NavUtilLib.NavUtilLibApp.DrawGauge (UnityEngine.RenderTexture screen) NavUtilLib.NavUtilLibApp.OnWindow (Int32 WindowID) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [EXC 16:14:51.763] NullReferenceException: Object reference not set to an instance of an object NavUtilLib.Graphics.drawMovedImage (UnityEngine.Material mat, UnityEngine.RenderTexture screen, Vector2 bottomLeftPercent, Boolean useCenterOfMat, Boolean fitToScreen) NavUtilLib.DisplayData.DrawHSI (UnityEngine.RenderTexture screen, Single aspectRatio) NavUtilLib.NavUtilLibApp.DrawGauge (UnityEngine.RenderTexture screen) NavUtilLib.NavUtilLibApp.OnWindow (Int32 WindowID) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [EXC 16:14:51.765] NullReferenceException: Object reference not set to an instance of an object NavUtilLib.Graphics.drawMovedImage (UnityEngine.Material mat, UnityEngine.RenderTexture screen, Vector2 bottomLeftPercent, Boolean useCenterOfMat, Boolean fitToScreen) NavUtilLib.DisplayData.DrawHSI (UnityEngine.RenderTexture screen, Single aspectRatio) NavUtilLib.NavUtilLibApp.DrawGauge (UnityEngine.RenderTexture screen) NavUtilLib.NavUtilLibApp.OnWindow (Int32 WindowID) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [EXC 16:14:51.801] NullReferenceException: Object reference not set to an instance of an object NavUtilLib.Graphics.drawMovedImage (UnityEngine.Material mat, UnityEngine.RenderTexture screen, Vector2 bottomLeftPercent, Boolean useCenterOfMat, Boolean fitToScreen) NavUtilLib.DisplayData.DrawHSI (UnityEngine.RenderTexture screen, Single aspectRatio) NavUtilLib.NavUtilLibApp.DrawGauge (UnityEngine.RenderTexture screen) NavUtilLib.NavUtilLibApp.OnWindow (Int32 WindowID) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [EXC 16:14:51.804] NullReferenceException: Object reference not set to an instance of an object NavUtilLib.Graphics.drawMovedImage (UnityEngine.Material mat, UnityEngine.RenderTexture screen, Vector2 bottomLeftPercent, Boolean useCenterOfMat, Boolean fitToScreen) NavUtilLib.DisplayData.DrawHSI (UnityEngine.RenderTexture screen, Single aspectRatio) NavUtilLib.NavUtilLibApp.DrawGauge (UnityEngine.RenderTexture screen) NavUtilLib.NavUtilLibApp.OnWindow (Int32 WindowID) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [EXC 16:14:51.844] NullReferenceException: Object reference not set to an instance of an object NavUtilLib.Graphics.drawMovedImage (UnityEngine.Material mat, UnityEngine.RenderTexture screen, Vector2 bottomLeftPercent, Boolean useCenterOfMat, Boolean fitToScreen) NavUtilLib.DisplayData.DrawHSI (UnityEngine.RenderTexture screen, Single aspectRatio) NavUtilLib.NavUtilLibApp.DrawGauge (UnityEngine.RenderTexture screen) NavUtilLib.NavUtilLibApp.OnWindow (Int32 WindowID) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [EXC 16:14:51.847] NullReferenceException: Object reference not set to an instance of an object NavUtilLib.Graphics.drawMovedImage (UnityEngine.Material mat, UnityEngine.RenderTexture screen, Vector2 bottomLeftPercent, Boolean useCenterOfMat, Boolean fitToScreen) NavUtilLib.DisplayData.DrawHSI (UnityEngine.RenderTexture screen, Single aspectRatio) NavUtilLib.NavUtilLibApp.DrawGauge (UnityEngine.RenderTexture screen) NavUtilLib.NavUtilLibApp.OnWindow (Int32 WindowID) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [EXC 16:14:51.885] NullReferenceException: Object reference not set to an instance of an object NavUtilLib.Graphics.drawMovedImage (UnityEngine.Material mat, UnityEngine.RenderTexture screen, Vector2 bottomLeftPercent, Boolean useCenterOfMat, Boolean fitToScreen) NavUtilLib.DisplayData.DrawHSI (UnityEngine.RenderTexture screen, Single aspectRatio) NavUtilLib.NavUtilLibApp.DrawGauge (UnityEngine.RenderTexture screen) NavUtilLib.NavUtilLibApp.OnWindow (Int32 WindowID) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) Errors continue to spam on...
  9. Hey guys, looking to use this to reduce my Kerbal suicide rate when some of my test planes fails miserably... Does it conflict in any way with realchutes? Can I use the EVAchute with the plugin but without the chute box? Thanks and cheers
  10. Hey there folks, any suggestions on add-ons that adds chutes to kerbals, as emergency eject situation? Just trying to reduce the burial rate of kerbals testing my crazed planes. Not that it is high though...
  11. Yeah, but still the 64bit should be working. I don't know how it is on Manjaro, but debian needs to enable multi-arch with dpkg, to use 32bit libs and apps. Don't give up, with linux things don't usually work for very small and simple reasons, as such are very easy to fix as well, all it takes is a bit of perseverance and help from others.
  12. Das???? Another update? I never thought I would say this ever to a modder, but, would you slow down with those updates??? Just kiddin, keep on having fun and keep them coming. I know I'm liking them changes..
  13. Seriously, isn't this hilarious? People turning to linux for a better gaming experience? I knew this day would come!!! LOL only in KSP, must be the kraken
  14. Sorry that it isn't working for you, but I have to say linux has been very friendly with kerbal as far as I know it. First thing you should probably do is run the script or executable via terminal and observe whatever output it gives. And also note that .exe files are included but are not used.... I know these are obvious ones, but who knows right? akahm razor?
  15. Hey there, thanks. I'm assuming that you're using Xorg drivers as well but you didn't actually say it. I have V-sync disabled in game at least, Though I know the driver automatically enables Vsync to everything and I didn't find a way disable this. I also had in game framerate limit to 60 or 120 if it makes any difference. I'm sure that whenever you active craft leaves the atmosphere calculations done reduce drastically, same for me, specially if you use FAR to better simulate aerodynamics. I try to keep my system up-to-date at least with Debian standards, with Jessie passing from testing to stable any time now, I don't really know yet if I'm upgrading. Never delved on how to get bleeding edge stuff though. It would be a shame if they didn't support our card, since its really recent and fast one.
  16. Soo this is very promising, I couldn't wait longer for KSP to load up. But still I do need to convert all those files by myself right? edit: ohhh so checked out DDSconverter python script, cool, how well does this works? I'm assuming a backup is a good idea in any case, right.
  17. Right O, useful stuff, but now I'm bummed, cause it shows a constant 25 FPS figure and I would think it would sit well above that with my nice spec system. My config is set to limit 120 framrate, any hints on what could be limiting it or if it could be showing a wrong number?
  18. Just a quick one for everyone's sake: No you don't need to reinstall your OS, windows always had compatibility with its 32bit executables. KSP is probably already installed with the 32b option, though I don't use windows so I'm not sure how its installed or how to switch between 32bit and 64bit modes. I thought I quick search would show results but apparently not, you can check the support thread and forums. Or just run the specified executable - KSP.exe
  19. So people saying this is some nice Auto pilot computer easier than kOS, but I check it out and 'whooooa'. Is it easier to understand once I get into it? Or is just my algorithmic mind that think kOS its easier to learn? Anyway, that demo showing the probe just hopping from one building to another is simply amazing, truly! How is RemoteTech integration, I've read that you don't actually need a connection or delay calculations, the only issue to be considered is the need to have a working connection before activating programs much like kOS, 'landing' 'orbiting' and stuff. I'll really be looking into this. How about instead of using the barometer model, borrow the model of flight computer from Engineer?
  20. @ ferram4, Van Disaster, Wanderfound: I'm well aware of how to lose speed, in fact I'm actually a pilot, not professional one, but still. And well aware too that even 100m/s is quite fast, 360km/h, 194nm/h, I understand that at this speed its pretty much a tube bullet cutting through the air. One common misunderstanding mos people is not aware in aviation, during more stable situations, we control height by the throttle, control speed by pitch attitude. For example if coming for a landing , you're too low, you throttle up and slow down the descent rate, if coming too slow you pitch down to immediately gain speed. I'm pretty sure this apply to most planes too, even airliners though I've never piloted them. Another cool way of loosing airspeed while quickly descending, is gliding sideways while pointing down (or up to lose more airspeed), then you somewhat control your roll to maintain direction, this is pretty cool and works with FAR. I'm pretty sure you never see planes going S, crazy sideway climbs or whatever to lose airspeed. But again, this is for most general aviation planes, jet fighters and acrobatic can do that stuff, supersonic planes too must have quite different behavior. Anyway I find it weird that even on low altitudes its very hard to slow down naturally, I literally just throttle all the way down, could cut off engines, and it would barely lose speed and altitude. Below is a shot of my current working plane, its a pretty good design and flies wonderfully. Now I'm almost able to come down for final approach at about 60m/s, which is close to the stable control limit, but still too fast, often having too use the drag parachutes. Another point too, flaps, while they drastically increase lift, and allow for lower angle of attack, should also drastically increase drag. For example on the shot, I'm only 70m/s and still I think an angle of attack as little as 1°. Maybe I'm just misreading these drag values, afterall we can't compare KSP to regular planes. Sorry for the bad shot, I thought I had another one from the profile. On another totally different note, ferram, Do you take into consideration that mach speed depends on atmosphere density? What is that FRAC density value? Just really curious.
  21. I'm sorry for ferram4, for he must suffer the most about complaints of his mods, things not working and people trying to learn plane design in this thread. Maybe we should pull up another thread specifically for learning plane design and how to use FAR as whole and fly, leave the main thread for issues and fixes. Well on another subject, I have a plane design question of my own. I always find that my crafts glide for waaaaayyy to long without loosing speed. Ok its a good design, but seriously getting to kill speed with this a harder than anything. Specially if I got into over supersonic speed, I just cut the throttle and sit there waiting for speed to drop while still not descending...
  22. Hey just wanted to share my specs for my fellow penguins.. OS: Linux 3.16-2-amd64 Debian testing 64bit CPU: AMD FX(tm)-6300 Six-Core Processor (6) RAM: 7902 GPU: Gallium 0.4 on AMD BONAIRE (264MB) SM: 30 (OpenGL 3.0 [3.0 Mesa 10.2.6]) RT Formats: ARGB32, Depth, ARGBHalf, RGB565, ARGB4444, ARGB1555, Default, DefaultHDR, ARGBFloat, RGFloat, RGHalf, RFloat, RHalf, R8 Pretty good stuff han? Actually the GPU is a Radeon R7 260X 2gb, don't know why but always shows up like that. Anyway, just want to point out: open-source drivers, lately they're getting pretty good, performing better than the proprietary, not to mention the advantages of being fully Xorg compatible. I used Active-texture management on the previous version, but on this one it didn't quite work than I noticed it actually works and looks a lot better without it. Still there don't seem to be a huge memory consumption. Game is constantly lagging, I'm aware it uses a lot of cpu time, but I don't think is fully using mine; so KSP doesn't take advantage of hexcore? Checked a FPS addon out of curiosity and found out I'm always stuck at a 25fps, how is that even possible?
  23. @ferram Pretty cool, I've always wondered how does it handle multiple wing parts together, yet it simulates pretty well. One of the major thing about plane design is the curvature of wing, chord incidence angle and such. What pretty much creates lift. Normally you have stabilizers that don't create lift, but instead have its aerodynamic force to help stabilize the aircraft. However KSP always considers wings placed on the side always as lift generators, or at least was that way. Of course I'm sure you already know all about this stuff. I'm loosing focus here, just wondered how does FAR handles this. @van disaster Hum, I'm pretty sure your design is quite heavy needing quite a lot of speed to generate lift on those wings, your main wheels are pretty far back than the CoM. This could be the reason you're not lifting off, too hard to pivot around the back wheels and not much speed to get off the ground on lift alone.
  24. Yeah, I'm aware of that mod, one plus to include support.
  25. Agree with this, I've lost quite a bit of missions due to misclick, quick action button error, went out of power and wasn't able to control again. Quite a lot of stuff like. Being able to deactivate-reactivate without connections is just a way to make the mod way more forgiving and enjoyable. Many times I try to disable the antenna in order to preserve power, and reactivate when some scenario is done. However I can't leave the vessel or else the Flight computer loses its commands, This can lead to very undesirable and annoying waiting times. Another way would be to save the commands with the vessel, allowing to switch to others and then back, while saving on battery and planning it all out, still keeping it realistic. Personally I think both should be implemented, and leave the player some option if he so desire. Yeah, making landings with this mod complicates a lot of things, Mechjeb doesn't quite work with this, so i don't recommend. Using the flight computer is quite unpredictable unless you spend a lot of time calculating and testing( will need tests). I'm thinking of using kOS, scriptable auto-pilot. Its compatible and allows you to write a script of instructions to follow, when to burn, altitude that sort of stuff. Downside is that its a bit hard to learn, I still have to get into it. On another note to the devs. Is there some way to deactivate RT temporally, allowing for control where there wasn't? Reason is that KCT mod (construction time) has simulation feature which allows to test the vessel in orbit before actually launching it. But often I'm found trying to test a probe and can't due to being able to control it already in space. The suggestion above could also solve this. Also I would like to suggest a per save option to the mod, disabling it for sandbox and etc, a per save per user choice. Sorry if this seemed like a mouthful, I do love the mod and appreciate your work, many thanks. Cheers
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