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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. I've already sent a message to @AliceTheGorgon, will see what comes back
  2. i did, and am somewhat annoyed at @AliceTheGorgon . I sent some code to him/her, never heard back.
  3. @AliceTheGorgon Are you still around, I don't see you having logged in since February. Are you going to continue with this mod?
  4. You really want to keep me busy. I'll take a look, doesn't look that difficult.
  5. Please send me the craft file for this, it will be useful for testing. Well, both, really. No need to display 10 decimal places
  6. I see. So I'll add a simple roundoff for the display
  7. Some good ideas here, I created an issue re the landing legs/traction Not sure what you mean about the speedometer, please elaborate. The altimeter, I'll see. Almost needs a dialog, but been a while since I used that. I'll open an issue to track it. Since right now the parts only fire when on the active vessel, the clock won't work for multiple vessels. But new issue will be opened I don't do parts, do you? I would need a part made for the landing legs/traction GPS is too advanced, would be better to use one of the nav mods for that And you DO know about the timer? Not quite a clock, but an enhancement request for that has been there for a while now
  8. I opened an issue for this (the timers firing each other)
  9. One mod at a time. As you say, hopefully 1.3 will be fairly simple Ok, then expect a more official release in the next few days. I'll probably bump the version as well, to either 1.5.3 or 1.6.0 I did send a message to @Ratzap, so if he comes back, I'll just step back LGG
  10. Seems like @RealGecko already did the work. I'm working on Danger Alerts right now, but if it's ok with @RealGecko, I could take this over let me know
  11. Yes, but it has to be done correctly. With 1.3 coming, I'll see if I can get to it, but I created an issue on Github to track it
  12. Definitely possible, but I'll need to think about it, because some people might want it during a screenshot.
  13. I had started to take over the Test flight mod, since it was way out-of-date, but the author contacted me and had resumed it, so I let it go. The two mods have different goals.
  14. new release, 0.1.8: Fixed nullref when switching to kerbal (minor, only one time, looks like an uninitialized parameter) Added option to disable Navball markers on EVA Added ability to use a modifier key with a regular key (but disables the ability to use the mod key by itself). On Windows, the key is ALT
  15. No, it would require totally rewriting the NavBall module,
  16. i stand corrected, i was looking at something else Which means there isn't anything I can do on the navball, other than hide them, which is already there I rotate him using the normak keys, (Q & E), so I'm not sure of what you are referring to See my previous post. Nothing I can do about that, other than hide them
  17. Why do you consider someone's opinion which disagrees with you an expression of "general hostility"? The conversation here has been civil, the fact that someone disagrees is not "hostile".
  18. That is quite sad. Yes, but with SAS Kerbal reorientate also with each move. Have you tried to turn SAS by mouse? The only time I see the kerbal moving without input is the first time RCS is turned on while on EVA Please see the following video for a demo of the new ALT key functionality and the behaviour of the kerbals on EVA: https://www.dropbox.com/s/bvy278cbt4zpbyu/2017-03-14 14-52-37.flv?dl=0
  19. or, use FMRS to land the first and then return to the main vessel to continue your flight
  20. Sorry, i still don't understand. SAS is, I believe, a no-op when you are EVA. What mode are you referring to entering/exiting, SAS? The direction you are talking about is something in stock, where the kerbal turns "up" to a specific direction when you hit space, nothing i can do about that. I just tested with a pilot and a scientist, and an engineer; Both with SAS on and off, spacebar will have the kerbal reorientate himself away from the camera Related to using the ALT (or MOD) key, I'll see if i can add that today
  21. NavHUD is wrong in this case, I think. The markers in the NavBall should always be the same when in a vessel as when you are EVA, since those markers are relative to the body you are orbiting around
  22. and when you are in orbit, that is correct. Not following the camera, but, rather, being correct when in orbit as related to the body you are orbiting around. It may appear to follow the camera, but it isn't As you say, it looks weird, but not a bug.
  23. and I mentioned this in an earlier post: However, the current developers seem to have a different way of looking at things.
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