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Zeroignite

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Everything posted by Zeroignite

  1. I love Minmus... in my new career mode save, I plunked a lander down on one of the flats, then jetpack-EVA'd to get Science from three other biomes Hadn't considered using an ion scooter... really interesting idea. I assume you need gigantors; is there an issue with the large panels and ground strikes?
  2. Hah, knew I'd read that thread, couldn't find it. Time to start the flowchart and make a human-readable index of part names...
  3. Perfect! So science points is base * situation multiplier * repeat or transmission loss, and experiment size is base * datascale?
  4. Hi folks, I'd like to dev my own tech tree using TreeEdit and heavy use of ModuleManger. The goal is to have it initially focused on aircraft and basic instrumentation, with space capabilities and material studies coming a bit later. The one stumbling block I'm having is science yield and data size in Mits of experiments. I'd like to make the atmospheric scanner a relatively early-game part, but the 200 Mit datasize makes that not really feasible. Is the variable for that user-exposed? If so, how can I change it nondestructively? Digging through the config files hasn't helped me yet. Would folks here being interested in playing a tree that primarily relies on aircraft and transmission with sample return coming a bit later? I'm thinking of significant integration with SCANsat and Kethane (later-tree), weighted so solids are earlier than liquids, and the LV-N and heavy lifting are relatively expensive in terms of science --- the goal is to make light one-way probe missions feasable midgame, but require interplanetary levels of science before getting the top-end unlocks.
  5. I ran a minmus mission today, entirely IVA with the HUD turned off via F2, only occasionally switching to Map View to add nodes. This mod is wonderful. "Current TWR" is the info field I never knew I needed... incredibly helpful for landing! Going too fast, put the number just above one, want to descend a bit faster and peg it at <1. Now I've had some of my best landings ever, entirely in IVA. Also, fixed the ActiveTextureManagement issue... for now I just blacklisted anything in the /ASET folder, cleared the cache, and now everything is clear and sharp. Holy crap, that attention to detail in the pod is stunning. I love being able to manually crank open the inner airlock door to go EVA. The Engineer displays are great too; the secondary screens are useful for putting up a biome map and ship log that didn't fit on the primaries Also, the little velcroed-on timers are both super-cute and really help make useful information salient, especially time-to-node. The MFD UI in this version is a lot better as well. --- a release of this to put on my other RPM displays would be fantastic.
  6. Wonderful! There's something odd about the textures though: Is there a config for ActiveTextureManagement I'm missing? I did figure out the issue with too-bright-IVA a bit ago... turns out the MJ-AR202 has lighting that was indeed shining through the capsule walls. Ah well, now I know. And the new IVA is just... stunning. Will play lots as soon as I can make half these buttons readable.
  7. Giant canyon you say? Ah, yes, last time I visited Dres was in 0.18. Fun landing: Agree that Tylo scares me. That high-G and no atmo... :shudder:
  8. No luck there. I have experienced omnilights going through walls... in this case the only light on the ship is a Mk1 Illuminator at the bottom of the lander --- and toggling that has no effect. I tried completely removing ALCOR, redownloading, and reinstalling. No change. Other mods that might be causing problems, even though searching showed no incompatibility report: Distant Object Enhancements, Texture Replacer... both of those would surprise me as culprits. If needed I can try to dig up a complete mod list once I'm back at my home computer. And... yeah, the UI greatness of ALCOR makes it difficult to use any other command module. I'd love 1m and 2m pods, and maybe an inline cockpit... but don't stress yourself, 'cause you're awesome.
  9. This is absolutely wonderful and beautiful. Last night I ran a Minmus flyby entirely from IVA and map view, with the game HUD off 98% of the time (was planning to land, but I didn't have enough delta-V). My only issue is that the cockpit interior is too bright for my tastes: That's with all interior lighting off. IMO, that brightness level above should be cabin flood, cockpit light should be a dim ambiance, and display backlight should be required to see the displays as high-contrast as they are. If all light are off, the only thing visible should be dim glow from the displays and button backlights. I want to be able to fly over Kerbin, lights out, nothing to see but the clouds and stars EDIT: is there a trick to get the cockpit buttons for MJ working? I have the near-latest dev version of it, RPM, and the RPM-MJ plugin.
  10. Does this have the ability to do/transmit science from IVA? Activating science modules is literally the one thing currently stopping me from doing 100% IVA missions.
  11. Did you try installing one of the newer dev builds of MJ? Sorted me right out.
  12. I've actually started relying mostly on SteamGauges for in-flight info readouts... not as much total info, but it's a lot easier to find the relevant data pieces quickly. VOID is nice if you want to plan maneuvers by hand I guess, but for me that's what nodes and online calculators are for EDIT: also the resize-ability of SteamGauges is nice when screen UI space starts getting cramped, which it inevitably does.
  13. Getting the dev build of MechJeb fixed me right up! Solved. (I wasn't particularly interested in Engineer, but thought it'd help testing)
  14. Something is borked with thrust and delta-v readouts. It's like MJ doesn't see engines on my rockets: Occurs in both VAB and flight scenes. Also occurs exactly the same way in Kerbal Engineer. The rocket configuration doesn't matter; nothing shows nonzero thrust or dV. Only mods I can think of that might be messing with this are Stock Rebalance Project, and maaybe using the Majir tech tree via treeloader. Ideas?
  15. Ok, coming back online because I'm having an issue with this mod: In short, nothing saves. I can change the skin, but that is literally the only thing that I can modify. Altering the appearance of the resource list still resets after a game restart. If I try to change the order resources appear, I see the changes reflected in the config panel but no changes in the main UI display, and clicking on the "save" button does literally nothing. I also dug through the directory and didn't find a config file. Manually creating an empty config.xml in the mod directory didn't resolve things either. Advice? And now, a feature request: How about a counterpart to "hide when empty": "hide when full"? I don't need to know how much monoprop my ship is packing until I actually start using some. Similarly a lot of vessels will almost always be topped off on electricity.
  16. Seconded. After a probe-landing on the Mun earlier today I just spam-transmitted results from my goo-tube and science bay repeatedly until I was getting near-zero returns, so now I have no need to do a return from that landing site. The only hassle is waiting for solar panels to recharge the batteries. I also realized that for one-way missions, the current system makes packing more than one bay or goo-tube pointless.
  17. Does anyone know what the area Harv described as "badlands" in the post on Kerbin biomes looks like?
  18. Trick I haven't seen before: upside-down airplane landing gear as rover rollbars. They're springy, so there's fewer explosions!
  19. I picked a landing site on Duna for my base, and am now mapping Bop after having finished with Pol.
  20. YES PLEASE. I'm considering doing an aesthetic conversion of some stock parts that would really benefit from ModuleManager, but having to reload the game each time takes way too long for iterative testing.
  21. For reference, when you say there's "no visible reduction in quality", what resolution are you playing at?
  22. FWIW, for a while Squad was doing public experimental releases, and the end-result was a lot of broken missions and moaning about bugs without solid bug reporting. They tried open-access testing and it didn't work so well.
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