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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. I've asked this question before, apparently there isn't a way to do that.
  2. Saw your comments, I replied on GitHub. Before I do another commit (I don't want to waste your time), I'll wait to see any replies. I've already implemented the changes I mentioned in my comments, so if you want me to commit for you to look at, just say so.
  3. Like the new version. (as usual) comments and suggestions: The LaunchMap is really nice. But hard to fully understand without any scale. so: Can you make the resolution changable? I did a launch and saw the track go across the flight map 3 times Can you put a scale at the bottom showing elapsed time? Can you put a scale along the edge showing altitude?
  4. I know the feeling. OK, just wanted to make sure it didn't fall through the cracks.
  5. @nightingaleAre you going to be able to merge in the log changes I did? Reminder, this was a rework based on your comments of my original attempt, this is in line with what you wanted. LGG
  6. Just got to use the mechjeb integration. Works very nicely, just a couple of comments: I'd like to have the option to have the integration work or not, preferably by a checkbox in the GT setting window It was a little jarring when control switched from GT to MechJeb, in the sense that suddenly the ship started changing attitude. It would be nice if a small (optional) dialog opened up indicating that GT was handing control over to Mechjeb. While I personally prefer a dialog, even a status line in yellow similar to what the game does would be good Overall, a great 1.2.1, looking forward to 1.3
  7. Does this deal with multiple identical antennas on a single craft? The idea would be to have two antennas, as far apart as possible, used to gather the signal. Theoretically, this should increase the range significantly. I believe (don't quote me on this) that the effective radius of the combined antennas would be somewhat equal to the total distance between them; this is how radio-telescope arrays work.
  8. I would say given the scope and complexities of the game that they ARE better off using an existing engine, rather than first having to totally reinvent the wheel, having numerous bugs along the way, before even beginning on coding the game itself.
  9. And you even used a picture of my favorite plane, the P-38
  10. Are you running the latest rover mission release? That "Benchmark" is a location name, you simply need to run all the science available on the rover
  11. Try the following: 1. Move the PartValidation BEFORE the ReachState 2. Add the following: completeInSequence = true to all the parameter groups
  12. If you got to the Mun, then it will give you contracts for further planets. However, I'm going to be releasing a major rewrite later today, which fixes a lot of little stuff as well as making the right contracts come up.
  13. Not a problem, just reporting what I saw. The first one, however, is a bug. The mod should not shut down just because the window is hidden
  14. While I'm not a space shuttle pilot (speak to EJ for that), I tried the one in stock. You may want to put an option in to not reduce the main throttle until all SRBs are detached. I got it launched by changing the sensitivity to 0.5, but after dropping the boosters it seemed to be too high. Not sure what is going on, when it got high enough it couldn't seem to stabilize. Maybe due to the sensitivity being too high, but whatever the case, it was not able to get to orbit
  15. Just downloaded and tested the latest version. Looks much nicer in the formatting. Bugs: If you click the toolbar button to hide the window during the ascent, it stops working, and even if you click the button to bring it back, it will still be nonfunctional until the launch is reset. It's almost as if you hit the abort button, however the Abort button I'd suggest that hiding it via the toolbar button should not equate to a full shutdown of the mod. It should continue to run, even if not being shown Clicking the tip button (the questionmark) brings up the tip window, but clicking it again doesn't hide it. This requires a little extra unnecessary mouse movement Overall, a very nice improvement.
  16. Do you think you could add AVC compatibility? All it needs is a file containing the version (gravityturn.version) in a specific format, and an entry on the website so AVC can check to see if it is updated. Actually, the website will even generate the file for you, to make it easy. http://ksp-avc.cybutek.net/?page=Home Also, if you include the miniavc.dll, then it will self-check at start time.
  17. @nightingaleJust an FYI, I closed the original pull request, redid the logging for CC the way you suggested, and did another pull request LGG
  18. How do I set the real wiki as the upstream? When I cloned CC, and went into the wiki on my clone, there was nothing there. From what I found online, the wiki is saved as a seperate repo
  19. That usually happens when there is a syntax error in a config file. Post the log for us to see.
  20. Think about the fact that the game already has memory problems. Every new part that is added takes more memory if it doesn't reuse any textures, also an IVA takes even more memory for coding, etc. Also, it increases the support needed. I don't know their reasoning, but it may be that the old IVA had problems and they replaced it with a new one. It would be nice if someone were to take the old IVA and make it available as a mod
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