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Yaar Podshipnik

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  1. Also want to add that manoeuvre planning seems very cluttered. Doing a moon intercept I see so many labels (things sticking out of the icons right there on orbit) it's hard to see what actually is going on. I also found it not possible to right-click an apsis to get the readout to stick, so I could fine-tune the burn.
  2. I did give it a try, got the game the moment it was available on steam, and I didn't like it. I always organize my workspace with the most important thing right in the center of my field of view. I would really like if it was possible to customize the UI more. It's not a dealbreaker, and not something that needs to be fixed right here and now (as the game is EA), but would be nice to have.
  3. It's such an important thing to use during the flight, and yet it's tucked to the left side. Please, pretty please, let it be moveable to the centre of the screen.
  4. Also missing the Micro-Dawn. I see the MicroDawn.cfg config and it looks ok to my inexperienced eye. There is no miniIonEngine listed under Database/Parts in debug console. It looks like MM does pick it up, as MMPatch.log says: [LOG 14:31:44.128] Applying copy UniversalStorage2/Patches/MicroDawn/+PART[ionEngine] to Squad/Parts/Engine/ionEngine/ionEngine.cfg/PART[ionEngine] I've also spotted that ReStock (which I have installed) does a lot of things to ionEngine. So tested without ReStock, and Micro-Dawn is there. Which means, that if you edit first line of GameData\UniversalStorage2\Patches\MicroDawn.cfg to read +PART[ionEngine]:After[ReStock] then you will have Micro Dawn. However, my understanding of MM syntax is that with this patch if you DON'T have Restock, you won't get the engine. So no idea how to express "if you have ReStock, apply this patch after Restock". The only solution I can think of is to copy-paste the whole block, and have one with :NEEDS[ReStock]:After[ReStock], the other with :NEEDS[!ReStock]. Seems ugly though, which is why I haven't done a github patch. If it's rubbish, it won't get merged, if it's ok, I saved you some typing: https://github.com/linuxgurugamer/universal-storage-2/pull/1 Anyway, @linuxgurugamerhope this helps solving.
  5. You can also add automation to your antennas. Configure at least one of them to extend on connection lost.
  6. Kerbalism, and all other mods with radiation, could definitely use a proper shadow shield. Thing is, for that to work radiation has to have a source from which it propagates, so that line-of-sight can be used to determine if something is shielded or not. AFAIK radiation in kerbalism is just a number used in some equations. Nertea was working on it at some point (not as part of Kerbalism though) - see
  7. This still doesn't show as compatible with 1.3.1 but loads up fine when force installed.
  8. Does the same >1yr apply to Scouts or are they completely immune?
  9. I have MKS and USI-LS installed. From what I can see in the docs, Pilots should be immune to habitation running out turning them into tourists. All my pilots, both veterans and regular, do however turn into tourists as soon as hab timer runs out (they have plenty of supplies left). Is that a bug or intended behavior?
  10. The version that's in CKAN works perfectly fine with KSP 1.3 English. Don't know if something could break in other languages.
  11. It looks like the 1.2 version crashes 1.3 (not too surprising). I did a quick recompile for 1.3 and that seemed to do the trick. Won't upload the DLL as this doesn't really look abandoned. It's easy to build yourself if you really want to.
  12. Got to Vessel config when in flight scene, switch to cfg tab, make sure a little red X is displayed by the messages you don't want to interrupt your warp.
  13. Latest release has the internal stock antennas on probes. Is that on purpose?
  14. Don't think it's silly TBH, and I don't want to interfere with default balance as I think @ShotgunNinja is doing excellent job on keeping it right where it should be. Reason why I disagree is that the pod is just part of the spacecraft. You are expected to have more bits on it. I'm perfectly fine with pod being only able to sustain the crew for a limited time, like during the re-entry and landing phase. Saying that, I do think that this mod lacks some external life support parts. If you use KPBS I recommend taking the circular cargo thingy and attaching some life support modules there.
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