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meyerweb

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Everything posted by meyerweb

  1. This will come in super handy when switching between laptop and external monitor use. I’d been sticking with my laptop resolution even though it put KSP in a (comparatively) tiny window on my external monitor. If you’re taking feature requests, I’d love to be able to save presets. That way I could even more quickly switch between laptop and monitor sizes. Also, I have two bug reports. Do you prefer those here, or as GitHub issues? (If the latter, I could put in my feature requests there as well.)
  2. There’s a new section of that page that shows a relatively simple example of using pidloop(), translating the longhand PID loop script from the previous section: http://ksp-kos.github.io/KOS_DOC/tutorials/pidloops.html#using-pidloop
  3. You could also use Ambient Light Adjustment when in Map view, then revert it to default for the flight scene. That’s what I did for a while.
  4. I’d like to know the same thing, for exactly the same reasons!
  5. Good to know. I’ve created a github issue and submitted a pull request, so hopefully it’ll be corrected soonish. Now off to see if I can write kerboscript to intelligently (and efficiently) throttle-control the engines to keep the time-to-apoapsis at ~40s throughout the second phase of the turn…
  6. That was exactly it—thanks! I’ll have to keep in mind the “if it doesn’t seem to work, WAIT a tick” approach. On a related note, should the MANEUVER value in http://ksp-kos.github.io/KOS_DOC/commands/flight/systems.html#global:SAS be quoted? It’s the only one that isn’t.
  7. Thanks, leviathan01! I’m running kOS 0.18.2 in KSP 1.0.5.1028. The problem I have at the moment is I’m trying to turn on SAS and set the mode, like so: SAS ON. SET SASMODE TO "PROGRADE". When I run the program, SAS turns on, but it doesn’t switch modes. This is in a sandbox game and I’m in flight at the moment I try to switch on (doing about 9m/s at ~20m off the launch pad), so there is a prograde for me to try to switch to. It’s part of a kOS script that launched the rocket and is reading out various flight parameters, so I know kOS is otherwise working. I tried dropping the quote marks in case that was a misunderstanding on my part, and got instead: Cannot cast from source type to destination type. At ss on archive, line 21 SET SASMODE TO PROGRADE ^ So that doesn’t seem to be it.
  8. Apologies if this is obvious and I missed it, but where’s the best place to get programming help? I’ve written a halfway decent gravity turn script, and at the end I’m doing a thing that’s listed in the docs but getting syntax errors. If this is the place to ask, I’ll happily post here, but if there’s a better channel I’ll happily go there instead. Thanks!
  9. KAVE — Kerbal Aeronautic Virtual Environment DAVE — Disaster Avoidance Virtual Environment (“I’m sorry, Dave…”) FAST — Fatality Avoidance Simulator Technology (could add Kerbal to get KFAST) ELFS — Experimental Launch Failure Simulator LAFFS — Launch And Flight Failure Simulator SKATE — Simulated Kerbal Aeronautic Technology Environment ARKADE — Artificial Replay of Kerbal Aeronautic Disasters Environment …okay, I’m done.
  10. I saw this happen just the other day, and it was GLORIOUS. I wish I’d thought to get a screenshot. Tajampi, if you ever find a fix for this, I hope you’ll include some way to preserve the bug as a preference or something. No kidding.
  11. I’d be interested to see a discussion of this elsewhere—I’ve been using CKAN and would like to understand any problems or drawbacks with it, in order to decide if I should continue to use it or find a different mod-management strategy. If you have a pointer to a good elsewhere, I’d be grateful. Thanks!
  12. Followup: I just stumbled across Magico13’s Modlets, the first of which (Field Experience) sounds like pretty much exactly what you’re after.
  13. I know ContractConfigurator can award XP instantly if you include the appropriate CC setting, so it’s clearly possible somehow. Possibly Module Manager would offer a way? Not sure.
  14. Yes there is, thanks to the wise and powerful Snark! http://forum.kerbalspaceprogram.com/index.php?/topic/125832-105-defaultactiongroups-v10-cockpit-lights-in-light-action-group-and-more/
  15. I’ve used it in 1.0.5, though not on warp rails or for extended times. Just some tests in Kerbin orbit. I was able to do an “everyone follow me” command and have a little fleet of five probes move together.
  16. Seems like something that would require weather conditions, doesn’t it? Otherwise they’d just be there all the time.
  17. The mesh-rendering part would be really great repurposed as a “radar visualization” mode for landing craft. Sometimes it’s very dark where you’re trying to pick a landing spot, and it would be nice to be able to send out a radar ping and get a view of the terrain below…
  18. I’d love to have a mod that did nothing more than modified the change rate on maneuver nodes through keyboard modifiers. My first thought is that holding down [option] while dragging a node handle causes changes at one-tenth the normal rate, and holding down [⌘] causes changes at ten times the normal rate. No UI needed, just those modifiers. Of course, that means I’m on a Mac and the modifiers might not work for Windows, so I’m open to any modifiers that would make this a thing. [ b ] and [ n ], maybe? I know this capability is covered in Alshain’s excellent idea for a new maneuver node editing tool, which I would dearly love to see made real, but until the day someone manages to implement that whole system, this seems like a pretty easy mod—along the lines of the excellently small, focused stuff Snark has been creating. I’m also aware of PreciseNode and its brethren. I’ve tried them, and ended up uninstalling. I like the handle interface; I’d just like to be able to use it more precisely and efficiently than is currently possible. And yes, I know about the mouse wheel thing too. Either my wheel and its configuration don’t mesh well with the node handles, or the implementation of that just isn’t right for what I’m after.
  19. RadiatorToggle lets you turn radiators on and off, which is useful in some situations as radiators now run on electricity and KSP stock doesn’t let you turn them off. BetterBurnTime fixes the burn-time indicator next to the navball to be accurate, even with stages. In my experience it tells you exactly what KER will tell you, but right where you need it when burning. It’s the epitome of ”mod that becomes indistinguishable from stock” for me.
  20. I’ll contribute that I’ve seen this sort of behavior in the middle of an ongoing career game (modded). This is game where I’ve sent up dozens of craft, and set a bunch of maneuver nodes in the process. But occasionally, a craft will suddenly just not accept maneuver nodes. There’s no blue dot over the orbit line, and clicking does nothing. F5/F9 has worked for me before, as has going back to the Space Center and then going back to the ship in question. Just the other night, in fact, I was sending up a test flight of a multiprobe carrier. When the time came to circularize, I couldn’t set a node. I quickly switched out to the Space Center and back, and it was fine. This was after I’d spent an hour circularizing another orbit, and managing an escape trajectory from the Mun for yet another craft. I had thought maybe it was because the craft was carrying multiple command pods (the probes all have HECS-2 cores from the Asteroid Day mod) and KSP got confused in some way. But the same thing has happened with single-core craft, and now I wonder if maybe there’s something that makes it forget what level Tracking Station you have. As I say, my game is modded (quite a bit), so it’s possible that’s the source. Like Clear Air Turbulence (above), I have KER and Scansat installed, but not MechJeb.
  21. Ditto (he said a year and a half later). I was just envisioning this the other night, as I tried to land on the Mun’s north pole and really wished I could see where to aim for a final landing spot in the shadows.
  22. Followup with a solution: DangIt adds a SCENARIO block to `persistent.sfs`, and it stays there after DangIt is removed. If (like me) you want to get rid of the debug console error messages, you load `persistent.sfs` into a text editor, find the SCENARIO block for DangIt, and remove it. Back up the file first, just in case! The same solution applies if you ever installed and then removed HoloDeck. There are probably other mods that do this as well, but those are the only two that have caused this problem for me.
  23. Exactly right! Behold: SCENARIO { name = HoloDeck scene = 5, 6, 7, 8 SimulationActive = False } That was the only place it appeared in the entire 1.8MB file. Was able to address a similar situation with DangIt, so thanks twice!
  24. I was watching the alt-F12 debug log to see if I could figure out why the game crashes a lot these days, and I spotted “[Error]: Cannot find a Module of typename 'HoloDeck'”. Though I did play with it for a while, I don’t have HoloDeck installed any more, and haven’t for quite some time. Anyone know why KSP (or a mod thereof) is expecting to find HoloDeck when it isn’t installed, and how I can scrub this from KSP?
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