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CloudlessEchoes

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Everything posted by CloudlessEchoes

  1. Ah I see, the Sr ports are also more difficult to get lined up for some reason. I'd work on my own bases more, but the lack of snapping in height on legs/ports is frustrating.
  2. I'm curious what you mean by "phasing out horizontal modules".
  3. I have tried going into a save, flying craft, etc and neither the menu or clouds appear in it. Is there a log somewhere of what gets loaded up? Edit: It has to be one of the mods, I added the same mods to the install that worked and now it's broken too. Now to figure out which one... Edit2: It seems to be RCS Build Aid. If I remove it, eve menus, clouds, etc work again. What is odd is plain EVE (I've used it before) works with it installed.
  4. Yes those tiny thrusts don't like to move big asteroids, probably a rounding error or similar. I thought a long nudge with ions would do the trick... I was wrong! Will try that behemoth out soon.
  5. Yes there is an EVE folder in there, right from your release, and it seems identical to the game instance that works. Is it possible I'm reaching a ram limit and it simply doesn't load that mod?
  6. I'm having some difficulty getting clouds to show up in one of my saves. Following the instructions it's working on a blank install, but not one with other mods. Mods are: BetterBurnTime, EnhancedNavBall, KerbalEngineer, HyperEdit, MechJeb, NavBallDockingAlignment, Docking Port Indicator, PreciseNode, RCSBuildAid, StockBugFix, Trajectories, Kerbal Alarm I didn't think any of those would have an effect on visual effects. This is 1.0.5 windows, and I'm using the LS version. Edit: I've determined that for some reason I can't get into the EVE menus using alt-0. In fact alt-0 does nothing at all in this install... it's strange.
  7. This is the perspective I have on it. I spend more than that to gas my car up. I've spent a lot more on games that were "polished" but not nearly as fun. When I landed my first craft on the Mun it payed for itself and then some! One thing I find interesting (and disappointing) is that the new trend of devs and users communicating during the creation of a game has led to a lot of "armchair" developers who really have no idea how it all works. Saying that "other" devs know how to do it quicker and better is great, but if so why haven't they gone out and done so with their own game? It's all talk, and there is more to running an entire company than just coding the game. SQUAD is well within their rights to stop working on KSP immediately and move on to other things, no one is entitled to anything from them. They don't want to put mods straight into the game, they want to put systems with their own vision into it. And as rover put it well, the way a mod is made has little to do with how a stock implementation is made. Not to mention the myriad of legal and financial issues that could be involved moving a mod into stock. I want to be excited about reading these updates, but it seems like the negativity overshadows it. I guess it's best to remember that the handful of people complaining are a drop in the bucket compared to the 1 million plus sales of this game.
  8. Why should they, you won't believe whatever they come up with anyway. And the release isn't done yet. You're complaining about something that doesn't even exist as a product yet. Myself and many others haven't had any real issues with performance, and I have a far cry from a high end spec PC. My graphics settings are all turned to max. Every PC does perform differently, there are so many combinations of components, drivers, OS condition, etc. I've gotten so many hours out of KSP because it's such a fun experience, it's the game I wished existed 20 years ago. I'm excited to hear that they're dropping this feature to speed up release, I'm sure there will be plenty of things to fix because of the unity migration so it should come first.
  9. This would definitely make things better than stock. However, I'd probably still use Precisenode or MJ because I want fine control. The biggests issues I have with stock (besides what this concept will fix): -Inability for real fine control -No way to know how much of each vector you have input, or to zero out any of them -No way to lock to apo, peri, dn, etc (VERY important for efficient orbits and corrections) I kind of like the idea of being able to change the reference frame of the nodes too, but it would definitely be an advanced option.
  10. Great mod, I'm back to using this since I'm laying off mechjeb for a while. Are there any plans to add a +/- 1 orbit option? This is something I find myself wanting to do quite often!
  11. Ah I was just going to comment that the MKIV station had some weird glitches (one of which I discovered 60km up, the flipped nukes and shroud blocking the thrust, oops!), but you already have a new one up. Awesome as always! Edit: was the original intended for fuel storage? Looks like the new version doesn't work for that, but it looks nicer!
  12. Definitely learned a few things. I ended up moving everything over 500m because I didn't like the slope where I landed everything. That would be nice to scope out ahead of time instead! I didn't even think about the fuel cell... oops!
  13. Allright, got the first launches of the base together! I added a hitchhiker and corridors to fill a contract: A couple of thoughts: -The rover could possibly use a toggle on/off key for torque. -I really liked the CRADLE! -Always F5 before attempting things, I had some kraken encounters! One time my entire base started levitating upwards... and it kept going!!! -The panels won't work well at midday if you're near the equator Thanks for all the hard work on this project Rune, and for your assistance!
  14. Ah, there IS a state under the large ports, I just didn't find it the first time! One was set to "acquire" again, so annoying! The ports connected as soon as I loaded the save. Building continues...
  15. I "seem" to be getting perfect alignment many times, but it just doesn't connect! I've used the rockets, brakes, torque wheels, etc (love the rockets!). I think I tried getting that fuel dump aligned a dozen times! I'll start fresh tonight maybe. It's only the large ports, their mag is very weak imo! The mag doesn't seem to do anything unless I apply the wheel brakes first also... which seems odd. I looked at that thread previously Rune, but it seems to apply mostly to regular ports not sr. The large ports don't have a state variable for instance.
  16. Figuring out how to assemble this slowly... I am failing to get some ports to dock in order to build the base. The large ports in particular aren't working. Any tips/tricks? I'm trying to assemble on the mun. Edit: on the hab modules I can't get the rover to dock at all right now. It just wobbles around and doesn't attach. Edit2: The rover issue was a bad state on it's docking port. Still can't get some sr ports to connect though. They don't even appear to have states in the file like normal ports do?
  17. Yes I'm finding everything has to be exact with this. I missed my intercept on my first try. It is possible to read 100km though. Did a land based landing with 8m/s left, that was enough to cushion and prevent an explosion. The only issue I had was the ship wanted to flip, keeping the nose up required using sas retrograde, and that only worked until right before landing where I started tumbling out of control. I guess another method could be to go nose first for the landing and let the chutes flip you around.
  18. I just downloaded it, and am going to try it out but I have one question... your pictures show thruster blocks but the final version has the linear rcs ports. Why the change? I'm wondering how to go about docking this with no ability to change my forward/backward translation? Or I could be missing something, it wouldn't be the first time! This just looks so sleek though! It makes me think of a 57 vette. Edi: almost as soon as I sent this, I saw where you hid the backwards thruster inside the docking port... nice!
  19. Thank you!!! This works, I've been so confused about this... saves so much time not having to remake subassemblies with various attach points!
  20. I have a couple station missions, I might try this out! Also like your Cygnus lifters, although I can't use them in my career yet. Edit: just opened it up and looked at some of the ships. Wow! Love the attention to detail! I can't use these yet either, need some science unlocks first...
  21. They all have directly copied sentences, or parts of sentences. They're put together in the same way, in the same order. This type of thing would probably get you expelled from a college. As for the software comparison, it's just a tool that looks for similarities and it only looks against things in it's database. If the original sources isn't there, it isn't matching it, or if the sentences are re-written enough it wouldn't see it. Plagiarism is a huge problem on college campuses so a software solution is a good first pass at catching the lazier examples. Anyway I'm done arguing it, if people want to support this type of person with clicks so be it! Necrobones: love your mods!
  22. I have this problem too. Nothing I make seems as interesting at the videos and screenshots I'm looking at!
  23. It's my theory as to why she can have zero journalistic integrity (and rip off well known people in the field who have been doing it longer than she's been alive) and still have a lucrative career on youtube etc. There are far better sources for the information she is putting out there (the sources she ripped it from to start with). If you don't think a high percentage of her online hits are people who are somewhat attracted to her I have a bridge to sell you.
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