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swjr-swis

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Everything posted by swjr-swis

  1. You already use KER, so you'll probably like the more accurate mod version by Skalou (see above), but for those that want something in pure stock, try my stock parts approximation of a kerbal dummy: Craft file for the dummy: https://kerbalx.com/swjr-swis/Kerbal-Stunt-Dummy-2
  2. You need to enable 'Advanced Tweakables' in your game settings to see the 'Aim Camera' button in the part action windows.
  3. Hola @tigreton En KSP solo hay un mineral, llamado 'Mineral'. Es el único componente que se puede extraer, y se puede convertir en propelente liquido, oxígeno o monopropelente. Eso es, a menos que uses mods, en cual caso hay muchas otras posibilidades, dependiendo de los mods. Si eso es el caso, necesitarás mencionar que mods usas para que te puedan ayudar los que los conocen.
  4. My main need for a new stylesheet would be 'not eye-searingly bright please'', which your example seems to achieve. StoneBlue's is useful for when my whole screens are lights out, but for general use something a tad less dark would be good. The images: there's no good way to cater for all possibilities, other than the already offered suggestion of a subtle border. And anything that makes that like button much less prominent is good too. Watching your version with interest. Am I alone btw in preferring a slight bit more contrast between elements? Eg. the box containing the actual post content, either slightly darker or lighter than the poster name/icon and the top/bottom bars, instead of just seeming one big space with stuff floating in it. I can deal with CSS enough to make that tiny change for myself though.
  5. I'm a bit on the fence about this entire argument, but I feel one thing needs to be pointed out here: (This particular nerd's reaction): I feel like I've been issued a challenge!! <spends 14 hours a day for the next 3 weeks trying to find the -inevitabe- logic flaw/code bug/exploit the PC is mathematically guaranteed to never even consider> (This particular nerd's reaction): Ok cool, an easter egg with no apparent game benefit. Might be curious for a few moments, but sounds like way too much work to find not much of consequence. Someone will find it eventually and I'll read about it. <shrugs, then spends 14 hours a day for the next 3 weeks in that same game trying to get a perfect replica of the Eiffel Tower achieve orbit and land on top of the VAB - on its tip> Just saying, if I've learned anything from seeing how everyone plays this game, it's that we all make our own ways of wasting way too much time on this game...
  6. I'm a craft builder more than anything, so 8 seems the most fitting, except for the 'epic' part. I definitely fit the stock stickler category. Nothing against mods, and I have used them enough in the past to fit the mod maniac category, but at this time stock is king. I'm missing a few more categories: Helpful Herman - "Of course we can help. KSPedia says X, the Wiki says Y, this thread shows a stock solution, and then there is this mod to use." The Challenge Champion - "I just noticed this month-old challenge. Here's a quick 5 min build that completely blows away the competition..." Neo Kerman - "Today I'll show that some of KSP's physics can be bent; others can be broken. Presenting my newest anti-grav drive." Realism Roger - "That's not how it works in real life... that's not how any of this works."
  7. Well either one of those is a whole lot better than the whitewash and will at least save me the -literal- headaches. Thank you.
  8. I can't use the forum in this state. It is too damn bright, and elements are just all over the place. Less than an hour now and I have a splitting headache. Whatever the forum update was, it apparently also completely disabled the nbzKontrast script and YAS00 user styles, cause neihter of them appear to have any useful effect anymore. It's even worse than it was the last time. Unless we get some form of revert or someone offers a workaround through a user script/style, I'm going to have to stop using this forum. Since a revert is pretty much out of the question: can someone please make a user script/style available that fixes this mess?
  9. It has been done before, no reason it can't be done again: 78x171km orbit on one SRB (Kickback), expendable, reached over 100km: that woud be 110 points? That challenge was a bit more strict, it asked for a single Kickback SRB only, so making LKO orbit is about as far as that went. But being allowed to use more SRBs, lots of things are possible .
  10. The parameter is called 'maxPressure = 4000' (4000 is the current default for all parts), and the cfg files of parts can be found in /GameData/Squad/Parts. You probably want to use a Module Manager patch to do this.
  11. I use the -force-d3d11 option on the laptop; it still happens there too though.
  12. Nothing to do with mods, this is a stock thing. Struts cause this (and possibly fuel lines, since they use the same compound part/endpoint technique). The exact circumstances are not entirely clear but it seems to happen most often with struts that have lost their endpoint. It's been subject of other threads already a few times.
  13. I've seen these things happen too with 1.3.0, not yet with 1.3.1pre. Another thing I've seen disappear a few times is the gizmo buttons in the top left in the SPH/VAB, which I've been able to make reappear by switching between the Build/Actions/Crew tabs. Unfortunately I've not been able to reproduce it at will, which impedes making a bug report about it. I have a suspicion it starts happening when my game has been running for a long while already. With the better overall performance of 1.3.0, I can leave the game open a good bit longer (I'm talking hours), and the longer my game has run, the more I start seeing text from different places in the UI disappear. That said, it doesn't offer much of a bug report for the devs to work with.
  14. You have to can launch it unmanned. That's why the requiremnent specifically says 'build'... it checks for how it comes out of the VAB/SPH. Funny how that works... one gets something to work a certain way every time by pure coincidence, and it just gets stored as 'knowledge'. Never mind my blabbing, the others gave the answers that work in ALL circumstances.
  15. The flag fabric is composed of a patch of Kraken skin, which is found in abundance randomly all over the system, left behind when the Kraken shed to make place for its new yearly coat. Obviously it is completely space resistant, and it is widely known to be touch-sensitive, so all the Kerbal need to do is trace the message over the surface with the tip of their gloves with a specific vibration frequency for the chromatophores to get stimulated and turn deep dark, even causing some of the muscle cells to contract causing the 'embossing' effect. Left to its own devices it will then retain the pattern almost indefinitely, which is why Kraken skin quickly became the Kerbin equivalent of parchment since the very first kerbals decide to document a game of tic-tac-toe. It's also the staple wrapping for Snacks(tm), and explains the relative popularity of the odd cuss word 'Krakensnacks!' amongst kerbals.
  16. JPL posted there are no modder's notes so far. That in itself is a pretty good indication for no breaks. But pre is for testing such things... I'm sure people will report in in the next few days. See also:
  17. Kind of makes sense even for the not-so-new player (maybe me, sometimes, lil bit ). finish editing latest contraption go to runway and eagerly hit space as the last of a long semi-subconscious default get-ready-for-launch sequence (engage breaks -when will that be an optional starting default?-, pin resource panel, map view, focus Kerbin, zoom in and rotate to expected ascent path, optionally target Mun to enable the AN/DN indicators, back to flight scene, enable fine controls, enable SAS, max throttle, optionally deploy flaps.... ready? SPACE!) wonder for a second why nothing is happening muttering about the throttle default being wrong and trying 'z' a few times unsuccessfully ... checking everything for fuel crossfeed/priority issues ...? checking everything for lack of control ...?? banging head on desk as I discover I -again!- left all tanks empty because of (re)checking CoM in editor revert to editor to ask for a refill... Ok, so maybe it's not the throttle setting (as often) anymore , but uhm, yeah, maybe some day we get a per-craft pre-configurable 'default ready for launch sequence', if only to save our poor keyboards and mice from a lot of wear and tear during craft development cycles.
  18. Quick and to the point. It's never easy, is it? Well, I'll just anxiously sift though future change logs for more gradual additions to the AG goodness. Safe to say they'll always be welcome additions.
  19. Pretty much how I feel, but let's not forget it's just a default and still available in the Settings menu for us to change to whatever we personally prefer. The best kind of options! I do wonder about the EVA maneuver nodes too though.
  20. Working on fixing all our control issues, I see. Oh and Yesh!! Ahem.. I mean... uhm, oh look, we can now AG to switch command/flight directions... Speaking of AG goodness: Thank you. Not to sound ungrateful, but why is the ability to add stuff to action groups not... well, standard, for everything? I'd be very hard pressed to find any particular action on any part that I'd go 'nah, I'd never ever assign that to an AG, I'm good.' Seems like a potential for more simplified coding if this was standard behaviour for all part actions... Aww, no more end of days timers? Another battle won on the OSD (obnoxious symmetry deviations), thank you. Although it was becoming a bit of a mini-game in the editor (how many moves to get a completely symmetrical mesh of strut connectors). Were these related? Either way, this should remove a source of confusion for people spending lots of time on complex craft in the editor (is that part offset, or unconnected...?). Lots of enticements to move to 1.3.1!
  21. Actually... you got a ship with parts that have been hand-edited with non-stock values. Technically, that's not only still 'cheating', it violates the 'All stock' requirement (rule nr. 1).
  22. No entiendo qué quieres decir, y así de memoria no me puedo figurar la causa del problema. Estoy bastante seguro de que lo que he explicado es (era?) la solución, pero quizás pueda responder alguién que tenga CKAN instalado y lo pueda verificar directamente.
  23. El diálogo que abre es para buscar el directorio del KSP que quieres añadir a la lista, en tu caso la instalación de KSP 1.2.2 que quieres usar. Lo identifica por el archivo buildID64.txt.
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