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Posts posted by Zeroignite
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Request: how about adding a Precision Controls toggle to auto-actions? I generally prefer to launch with it on.
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Seconded. (10char)I like the first one. -
Your wheels probably aren't on straight.I have now tried like 10 different plane configurations. All of them symmetric. All of them have lift just behind center of mass, all of them pull left. Every single one of them pulls left off the runway Ferram analysis says my planes are aerodynamically good. No torque in pod, no SAS. Just randomly pulls left (so it seems). -
What if I don't want to switch scenes over to R&D? :/
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This would be really quite nice. I never use the bar-clicky because I don't like hiding the MET, and sometimes you want to have a "stop everything" button in easy reach.
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My vote? Have a button/key that pulls up the "review" menu for all science on the vessel, probably with a sort of table-of-contents listing. I play mostly IVA now, and currently the only way to review experiments is the right-click menu.
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What the status of an official V6 release? I'm mostly interested for patching MJ, SCANsat, and RPM to play nice again.
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Yeah, that's pretty much where I'm stuck now. I'd like to be able to review all data on the craft.Unfortunately you can't hotkey the data windows (not that I have found anyway). For just about every piece of science equipment, about all you can hotkey is turning it on, taking the data, resetting it. And oddly enough you don't really need to turn them on (toggle displays, etc) in order to "take data."But in case you didn't know, you can right click on the modules and review the data. If the data is gone (collected or transmitted) then there won't be any data to review.
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Sometimes hitting just F brings up the page, when the hotkey should me alt-f. Pressing alt-f once fixes it.
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Is there a hotkey to bring up the experiments collected menu? I sometimes lose track of experiments if I click "store" with the intent of transmitting later.
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This seem like it'd be entirely ridiculous to use. I may have to try it
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I think I love you. And yes, I am saying "proof of concept".
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And the approach was lined up so nicely...
KSP: the only space program where "cut the wings off" is a substitute for ejection seats.
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Can't the other ship turn the ion engine off, since it'll have become part of their vessel?
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Pretty much exactly what I was trying to proposeAs for tweakables, I agree it would be pretty cool, but perhaps limited to a singular special light instead. After all, we have tweakable color lights already, and I for one am not prepared to start having to manually set the color for every light I put down. I use them a LOT, and wouldn't like having to play with sliders all day long. Maybe if there were button presets for the standard colors along with the sliders, that could be a decent compromise. -
Got a pic of the launch vehicle for that?
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I am really looking forward to having SCANsat, MJ, and RPM play nice again! Definitely hideous that you have to keep a static version number in the file, hardcoded... but hey, workarounds... work.
Honestly I often have an easier time reading scansat via an RPM display (especially in ALCOR) than I do on the big map!
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Unloading textures from active memory has made my game much more stable! Thank you!
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I may use trim now!
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Works. Definitely inelegant, but it works.EDIT: How about making a coloured dot on the back of the casing? Not quite a solution but a work-around for now.My ideal for these moving forward would be for there to be one aviationlight part and the color and brightness defined as a tweakable.
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Just hopping in to say that the new version has resulted in a much more stable game for me
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FAR.
Ferram recently added rapid disassembly from aerodynamic overstress. It's incredibly fun. Get too high dynamic pressure and crafts can shred
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I like that latest one best!
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Fair! I'm... actually a little impressed it's that hardcoded, rather than just checking state.So that's something that I've looked into here, and also for TweakableEverything, and the basic answer is "really really". Squad's ModuleDataTransmitter actually checks the animation state to be sure it is where it should be. If I prevent the antenna from retracting after a transmission, the antenna never works again.To do it right, I'd need to complete re-implement the transmitter. That's something I've considered doing for a few reasons... but at this point I'm not going that route.
[1.0.5](Nov18/15)Auto Actions: Automatically activate action groups(RCS/SAS) on launch
in KSP1 Mod Releases
Posted
Thanks! That was impressively responsive.