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scorpion451

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  1. This as a set of standalone parts is basically what I was trying to describe- like the decorative ones, but blinking based on some arbitrary variable that the player tells it. Say, if that standalone LED could be set to a script mode, so that it will light up when {place to insert player-defined code} is equal to 1, or a graphic-equalizer-type strip that tracks the scalar value of {output of hideous player script involving raw variables from three different mods and the current distance from EVE to Minimus}for values between 0 and 1. The magic-lamp wish would be to have an In-game gui to build this stuff in and maybe some examples/templates to streamline common uses, but so long as there's some way (in game or out) that I can spend way too much time making a light that blinks when whatever it's attached to is pointing 24* north, 110* east I'm happy.
  2. Just wanted to say I'm digging this mod a lot, and that I'm particularly looking forward to the custom status LEDs and panels. I can imagine the amount of coding that needs to done to make those happen, but in the meantime any preliminary thoughts on how you want to implement those? (plans for what the interface might look like, what sort of things the first generation might be able to monitor, could I change what a given light is showing in-flight, etc?) I know you mentioned that you don't want to get too much into whole-ship feedback, but one thing I'd love to see options for is dynamic flight feedback- say, I could set up an LED to turn green when my spaceplane is tilted to the perfect angle of attack, or when I'm on the right heading to a navigation waypoint. Minor in-game scripting would be cool too: say, being able to use some math and boolean statements to make a bright red flashing LED telling me I'm getting close to the minimum "enough delta-v to get home" threshold.
  3. That image makes me far happier than it has any right to. In all seriousness, I'm pretty sure the Russian space program built something like that once.
  4. Can't say as to how well 1.05 games transfer over to KSP 1.1, (I just went ahead and started a new game because I ditched a bunch of obsolete mods that I had been using a lot of parts from previously), but when it comes to updating individual mods you can just delete the old version of the mod and drop the new one into your game data folder. I update my mods frequently, and as long as the new versions of the parts have the same internal name and root orientation it's a painless changeover. The 1.05 version of the mod actually works fine in 1.1 aside from the fact that the pods can't be used as a reentry point for EVA's, though. Stick a lander can or something on a ship to act as a boarding hatch as a workaround, and you're go to go. Classic KSP rocket science: it doesn't have to work perfectly, it just has to work.
  5. Seconding the "wishing for heavy payload weather balloons" thing- rigging 40 something of the little ones together on a truss to lift a couple sensors and a parachute isn't exactly economical, and I know you can get off-the-shelf balloons in real life that lift way more than .005 metric tons. (They're expensive, but you can get them) That's even before you get into airships and hot air balloons. (Incidentally, both of those would be nice too. X3)
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