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Speadge

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Posts posted by Speadge

  1. 13 minutes ago, Gordon Fecyk said:

    I was doing some atmospheric pressure tests from the launch pad, and I wanted to keep my test craft pointing prograde so it stayed on a ballistic trajectory. At certain altitudes and speeds the game switches the nav ball from Surface to Orbit modes and thus 'prograde' changes direction. Yes I could switch it back, but how quickly I switch it back introduces an extra variable in my tests.

    Is there a UI setting I missed that could turn this feature off? Or maybe there's an add-on for that?

    --

    u can use Mechjeb - SAS where u can chose between surface or orbit prograde.

    Donno another option than that

  2. On 3.11.2016 at 10:52 AM, TriggerAu said:

    Just on the Mod front I did a bunch of testing pre and post release and almost all mods are working fine in 1.2.1 . The version checking in mod managers throws messages/errors, but accepting those has been fine for me.

    The GeeASL change puts some orbits back, and mods that use that may need a tweak - like Kopernicus, but in the main you should be all good, no need for the previous wait for updates.

    so the flickering lines in kopernicus are really cause of the GeeASL change like thomas assumed?

    ok, hope he can fix that then.

  3. 14 minutes ago, Ser said:

    What's the problem turning your kerbal with turn keys? The view stays fixed relative to his body

    well, thats no answer :D
    i am using the mouse on IVA all the time to turn the head to the controls or to zoom in. Also i have to use it to look slightly up / down.

    so it would be neat if the kerbal turns right, when i turn right with my view, like in every 1st person game.

    14 minutes ago, Ser said:

    Are you sure you're using the latest 1.1.0 version of the mod? In that version the view should follow kerbal's body while turning.

    nope, not sure. might have tested it with my old install, since i paused to wait for 1.2.1 and havent got an update-notice on launch :wink:
    Anyway turing by mouse would make it perfect.

    14 minutes ago, Ser said:

    What do you mean? Ability to select ASAS modes?

    Yep, thats what i was looking for.

    since its very hard to fly by navball in IVA anyway, it would be great to be able to lock orientation pro- / retrograde somehow... and use the other "hold"-modes.
    Currently, i have to use mapview to change the modes.

    Thanks for your help

  4. 3 minutes ago, Smart Parts Wanter said:

    Well to be honest, I was just trying to keep something far in the tech tree for the sake of mod's motivation to invest in expensive nodes. Who knows though may be linuxgurugamer comes up with  totally new advanced smart parts for those areas of the tech tree..

    yeah, there should be an "electro-meter" that deploy solarpanels when i have forgotton to do so... again....

    or at least stop timewarp and warn me :D

  5. any idea why it doesnt seem to load SVE in MY 1.2.1 install?

    tried multiple downloads and since galileo said it is working, i wonder what i could have done wrong.

    just copied all my mods from 1.2 to 1.2.1.

    As said, updated all parts of SVE, if possible

    Edit: yeah, no logs attached cause i wanted to have further feedback if it is working or not - dont want to waste s.o. time digging with my logs
    EDIT2: doesnt load EVE-config as well :(

    Edit3: cant open alt-0 Config.... donno whats broken here.

    other mods working well 4000+ patches via module manager, scatterer also working fine

    -----

     

    ok, absolute no clue why this isnt working... Help please.

    complete clean steam download + eve basic config and mod

    Ksp.log

    output.log

    screenshot

     

     

    Edit 4: downloaded it AGAIN. seems 2 work in the clean install now -.-

    found it: was an old clouds.cfg from "poods OPM-VO".
    Somehow it didnt matter before

  6. any idea why it doesnt seem to load SVE in MY 1.2.1 install?

    tried multiple downloads and since galileo said it is working, i wonder what i could have done wrong.

    just copied all my mods from 1.2 to 1.2.1.

    As said, updated all parts of SVE, if possible

    Edit: yeah, no logs attached cause i wanted to have further feedback if it is working or not - dont want to waste s.o. time digging with my logs

  7. 1 minute ago, Smart Parts Wanter said:

    Yes but one is measuring celestial bodies one is measuring other objects, closer distance you might say. I don't know which one would be harder to research though.

    well, a spacecraft has a built-in altimeter (even a radar~) - so it should be easiest to use this as a trigger

  8. 12 minutes ago, Smart Parts Wanter said:

    Yes i meant earlier in the tree, for speedometer.

    And If it's not being too bald, of course i'd like to share my opinions;

    • Since everything is about speed and velocity in this game, I think "speedometer" could be given from the start,
    • "Timer Timed Action groups" part, can be in "Engineering 101" this way people would have a chance to practice with smart part components from early on,
    • In my opinion "Altimeter" should be moved to "Survivability" ,
    • "Radio-GAGA" can be in "Advanced" or in regular "Flight control",
    • Proximity is good at "Scanning tech" i think,
    • I can't seem to find "Fuel sensors" right now, but i think they can be also scattered further down the line, Perhaps moved around "High performance fuel systems"?

    What do you guys think?

    I may edit my post, if I find the other parts.

     

    Thank you so much for hearing me out.

    yeah, nice feedback... buuuuuuuttt:

    Altimeter is usefull for ascend as well, which is why its fits better in the control / utility tab instead of "surviving an ascend".

    i.e. retracting landing gear on ascend.

     

    Edit: figured out u r speaking bout tech-tree progression - anyway "surviivability" doesnt fit IMHO.

    Edit2: altimeter should stick together with proximity sensor, since both are measuring a distance.

  9. Just now, be77solo said:

    Thanks for the quick update, great to see the flickering fixed!

    Do have one question... in 1.2, I could right click and "autostrut to heaviest part" and it was absolutely brilliant, did it to everything and had super solid and stable ships.  Was playing last night with 1.2.1 and now when I right click I no longer have this option.  Was this changed in the patch or have I been doing it wrong all along?

    Thanks!

    check if "advanced tweakables" is turned on in the options menu

  10. 43 minutes ago, TheReadPanda said:

    @TriggerAu Just a quick note on the flickering. It seems totally gone with one exception. If you have a scroll bar appear because of the number of parts in a category and you have a large number of parts the scroll bar itself starts flickering like crazy just having the part under control of the mouse in the vab (you pick it up).

    The rest of the flicker is gone but this one part still flickers. Not as urgent a fix as the other flicker was but something to note!

     

    PS: I am testing an extreme number of parts just to see if I could break the flicker issue so it is likely magnified in my build.

    @RYU AZUKU99

    -----

    1 minute ago, Azimech said:

    Ehm ... Localization ... how many languages? Is every language going to get it's own website/forum? If that's the case, isn't that ... expensive?

     

    localization of the game, not the commuity.

    usually most games localized have an english community - simple for keeping things "together" i.e. mods

     

  11. 24 minutes ago, crackerbal said:

    as i said usually when u take possesion of a kerbal in a rescue mission he becomes a memeber of space program witch allows u to complete multiple contracts, i did it with a contratcs including land on mun plant flag on mun and rescue a kerbal in orbit of mun.... so i dont understand why wouldn't be the same for eve :(

    and even if... why is then the "plant flag" working but not " walking" part ?

    it becomes a "member" when u return that kerbal.

    It did work with the flag, cause the game might have checked "IF A FLAG" was planted, not  "IF A KERBAL" did it.

    the latter is what is checked in ur Eve-contract.

     

    so one is checking "is flag planted?" and the other checked "is kerbal on surface?", which might be false, since its not a crewmember yet.

  12. 39 minutes ago, something said:

    Just read this post. Then read it again to see if I missed something - apparently I did not. Very little information in there....

    Here's the condensed version. They are working on a bugfix which won't solve all bugs and they hired a new guy. Beyond of that they're trying to translate a game from English to several languages while basically all online tutorials require you to understand English which is as effective as issuing driving licenses in a world without vehicles....

    Did I get that right? The UI Flickr isn't solved in 1.2.1?

     

    U didnt even read it once, did u?

    Quote

    With all the tweaking and fixes we’ve pushed out an experimentals build of 1.2.1 to get more eyeballs on things like the UI flicker fixes as well. Its shaping up quite nicely.

     

  13. 1 hour ago, DrLicor said:

    GUYS! I might have found the solution/fix!

    When playing another game from steam (Sid Meiers Civilization VI), it freezes during the loading screen, at least it get stuck there. So I was looking for some fixes, and came to the following solution.

    Exclude the steam directory from Windows defender.

    It worked for Sid Meiers Civilization VI, first I had only the game folder excluded, but after some shower-thoughts, I realized it could working for KSP to. Doesn't some logical at all, but yeah, nothing to lose. So I excluded the whole steam-folder. And wow, it just worked. I don't know for how long. But first 100% of the time after my first launch the GUI bugged, now I've done some test runs, launched for crafts, and my GUI still works perfectly :):) 

    Do exclude steam/game folder, go to windows defender ->settings->Excluded files and location.

     

    Let me know if it works for you guys too!

    cant and wont work - simple reason: its a game bug that has been already confirmed.

    another reason: its confirmed on linux

    next reason: i dont use windows Defender

    another reason: partlist is in ram and not read "all the time" from disk..

    bored to continue this list

  14. 35 minutes ago, Ser said:

    As for this mod, there are options "ForceIVA"and "ForceEVA" for that. Also you'll need a good functional IVA replacements for your cockpits and Part Commander.

    I saw a video on youtube where a guy has got to the Mun using only IVA and maths, and no Map view. But that's a true hardcore.

    is there an option to keep the mapview-option enabled while forcing IVA/EVA view?

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