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BlackHat

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Everything posted by BlackHat

  1. Yes, once I found out about using num pad hot keys for the editor, I quickly began using them, (After re-maping to something easier for me to remember) :D
  2. I have seen this behavior for a long time. In the PN node editor window to adjust the dV of node, Clicking on any of the buttons in the window quickly can cause the focus to shift from the ship to the planet. Which can be annoying if you have your camera lined up to watch the effect of the editing of the node on your trajectory.
  3. Hmm, any chance this can be up dated to 1.0.5? I have been using it in my 1.0.2 game and was planning on switching to 1.0.5 soon.
  4. Yes there is, should be listed under the Surface report. (That's where it is in 1.0.2 and lower)
  5. Those little windows (Hud 1 & Hud 2) are also dragable. (I think you have to click them once to highlight them) then hold the mouse button down and drag them where ever you want. I moved both mine to the top left to stop Hud 2 from hiding behind/covering up the stock tool bar.
  6. Currently there are almost 1000 mods listed in CKAN. (Nice) IF one I have installed in KSP is updated CKAN tells me in the Updated filter. BUT any mods that I don't have installed which were incompatible (for example because it was 1.0.4) that get updated, I cant tell what they are.... ALL I know is my compatible list just increased by 11 since I last refreshed. MAYBE one of those that have now become Compatible is one I want to install, but I cant keep scrolling up and down the compatible list trying to find whats new... Right now there are only about 300 compatible mods, but I have no doubt there will be soon be 500-600+ Scanning through the list of compatible trying to spot which one are new is an unnecessary and annoying exercise in frustration. Please either: Expand the list of upgraded to include ALL mods that have been upgraded (Not just the ones I have installed) or Include a column that shows the DATE it was upgraded in CKAN. This way I don't have to try to spot the new mods added to the ever growing compatible list.
  7. One problem I have.... The text in the CKAN windows listing the mods and descriptions is so small, its very hard to read. (Actualy all the text in CKAN is to small to easily read) And chance of putting in a setting to change the displayed font size?
  8. Yes Google is your friend.... Googled: KSP 1.0.4 dv map opm Popped up many links and images. Hmm, This looks the most recient: http://forum.kerbalspaceprogram.com/threads/96985-1-0-4-WAC-s-Delta-V-Map-continued-OPM-now-included-%28July-4th-2015%29
  9. Yes! I remember playing around with some "Docking Camera" mod back in .90 that had (IIRC) a black and white view of the docking (but was difficult to see due to low light. But later I read advice to put the Batteries with the green lights around the ports so they were more visible) But I only used it a few times before I uninstalled it (either by accident, or cause I did not want the other features (Maybe it was Lazor, but I dont remember) Later I could not figure out what the mod was and really missed it. Cant wait to try this out. (I will wait for CKAN implementation)
  10. Love Stage Recovery.... That said.... I hate how I have to scroll down on most messages to see how much I recovered. (Its KSP's message window so you cant do anything about that...) Except maybe reorder what the data displayed is. Currently (IIRC) It lists: How far the stage landed away from KSC a list of "parts" recovered with prices % received due to distance % received due to speed Landed speed Cash received. Personally I would rather see the part list last. That would put all the important data on the top of the message and I could scroll down to see the parts if I wanted to. Any chance of getting this, Or maybe have it as an optional message text display order.
  11. AHH, so they ARE working as designed in the VAB? I need to "fill" them by mining? Thanks.
  12. Just started a 1.0.4 game loaded up a bunch of mods and wanted to try out your Torch drives.... (In Sandbox mode) [According to CKAN I have all the latest mods] Finally found the tanks. Round Kontainors, but when I cycled through the fuel/contents types (Xenon, LFO, Momo, water etc), all worked except Karbonundum. It IS listed, but does not show a capacity bar. The Silver Karbonundum tanks were empty when used in the VAB and were not right clickable.
  13. Hmm, any chance of getting a little x in the upper right corner of the KAC window to close it? Its annoying having to go back to the toolbar to click the icon to close it.
  14. RE: Endraxial planet conversions Where do you extract it too? There is no folder structure in the zip or readme. (There is only a Default folder with the dds files) Do you put in in the TextureReplacer/Default folder? Thanks
  15. AFAIK, IF you have never had FF installed, and install the mod for use in a save in progress, All kerbal start as zero missions with no ribbons. Because AFAIK the stock game does not record any of that info. I think the scanning saves mentioned in the OP, only applies if you upgrading an old save with an early version of FF installed (so the kerbal have already earned missions counts and ribbons.) to a 0.8.X version it will give you the opportunity on start up to convert the save to the new version of FF.
  16. While not 100% positive, since I have not used ATM since .90, I believe you want something like this: Your adding the folder "TextureReplacer/EnvMap/" to the excludes as I believe thats where the skybox is located. (Its been a long time since I messed with Texturereplacer)
  17. Nice thread and chart... Looks like a slingshot from Minmus would be cost effective, but not from the mun. I will still play around with the numbers and nodes on my game but suspect the chart is accurate. Thanks
  18. Cool, Thanks for the replies, I have another 20-30 game days before the window, so I will definitely play around with doing the nodes and check it out.
  19. I have a Sat in Mun Orbit which no longer is needed, Since it is fully fueled, I wanted to use it to send to Duna (or eve or anywhere else) to get Science!! As long as I get the right ejection angle (pro-grade for Duna, retro-grade for Eve) will I be able to save enough fuel by sling-shotting around Kerbin to make it worthwhile to set up the maneuver, or am I better off just going directly from Mun orbit? (assuming the Mun is on the correct side of the orbit of Kerbin to do the pro-grade or retro-grade solar orbit) If I will only save 50-100ms or less, then its not worth it to me. But if I can save 500-600ms or more, that would be. The only problem I can think of is if the Mun is poorly positioned for a slingshot to the destination. I do vaguely recall seeing a Scott Manely video (I think) where he tried something like this (from Minmus) but if I recall correctly messed up the timing I think, missed the window, and spent more fuel trying to get the final encounter) Any thoughts?
  20. From when I did those types of missions, I know the orbit AP and PE need to be just about perfect. (INSANELY exact) I recall my first mission I would have AP ok, PE not ok, orbit to AP, adjust, now AP Not ok PE OK. Orbit to PE, adjust, AP OK, PE not ok. (Even though the AP and PE had NOT flipped.) All you can do is orbit to AP, then reduce your engine thrust limiter down to 5% and then with minimal throttle start reducing your PE until it accepts it. (or increase PE if your PE drops below 2868000 I think when I did it I atually used Fine RCS and fired it and watched as the PE went down 2-3 meters a second until it was ok. For the 2nd unchecked block I would assume also that you have the wrong probe core or "Contract Frequency" set. (should have been 40.5) [Navigational Core: With Frequency Adjustment And Module Selection ] Although it has been awhile since I did those mission types, It might need the orbit to be correct before it will check and accept frequency. In the end after doing 3-4 of these missions, I decided the orbital tolerances on those missions were more than I was willing to bother with and quit doing them. I was not interested in adjusting the orbits 4-5-6 times just to get it withing the narrow tolerance required for it to be accepted.
  21. Ahh, I thought it looked at info from the save games to determine game playing time.... I guess the Mod only logs playing time since the mod was installed.
  22. Question. I have old install of KSP.90 and KSP1.0.2 as well as the current KSP1.0.4. Can this mod go look in the older KSP version folders and pull out playing time from those saves?
  23. Ok I checked again and my CKAN says they conflict... The mod I have installed in CKAN is called "FuelSwitch to every tank-default" by micha030201 http://forum.kerbalspaceprogram.com/threads/123581 CKAN says: The following inconsistencies were found: FuelSwitch to every tank-default 0.3 conflicts with InterstellarFuelSwitch-core 1.15, cant install both.
  24. Hmm you have made "Interstellar Fuel Switch core" a required dependency. But I am using "FSfuelSwitch" instead, And they conflict in CKAN so I cant update to FT+ 1,0.3. Can we drop the dependency on "Interstellar Fuel Switch core" so people can use which ever Fuels switch they like? (Unless you know of some reason why I should NOT be using "FSfuelSwitch") Thanks,
  25. Yeah ProbeReport.cfg fixes something so Probes can do Telemetry Reports from various locations and Biomes. The Barometer one IIRC allows Barometers to get reading in space. (even though its only going to report "Nope no air here"
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