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Hoody

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  1. Hello kerbalnauts. Two things: 1. I LOVE this mod. 2. My engine sounds and some other sounds (e.g. explosions nearby) are muted once I visit another celestial body (e.g. when I get to Minmus my engines are silent and remain silent until I launch another mission). Any ideas what might cause this? I only have a few other mods installed: KER, Scansat, ReStock, etc.
  2. I have Scatterer installed on my mac and it makes negligible difference to the load times. Weirdly, I have the same set-up (same mods, same release) installed on bootcamp windows 10 on the same machine, and Kerbal takes about 5x as long to load on that.
  3. Can confirm. Once I started the passenger missions the dreaded Kerbals 200m in the air bug kicked in. If I stick to the plane building missions and milestones it all works, but passenger ones are messed up big time. Is this pack still under active development? I had a feeling I'd read that the developer was done with it? Such a useful addition.
  4. I've checked it on 1.3. Basic stuff seems to be working fine but the barnstorming mission requiring props doesn't work. I accept it, and the prop turns up, but the contract is not listed in "active" contracts. Other than that, no problems so far and Ive completed maybe 30 missions.
  5. I recently installed a huge number of mods to play along with Scott Manley's Galileo Conquest Let's Play. In the VAB and SPH, even if I am in "place parts" mode, a "move" tool (the green red and blue arrow thing) will show up. If I select another part, multiple move tools will show up until there's a dozen of them floating in space. I know it's a conflict but before I start uninstalling mods one by one, I thought I'd check to see if this is a known issue to save me time! Modlist and image below. http://imgur.com/a/qugUU Modlist:
  6. Solve the dispute by adding a "Stock only" category and give it the most prestige seeing as it's harder — job done.
  7. Right click and "save as" (I checked and it works for me) — if that doesn't work, here's a zipped version: https://dl.dropboxusercontent.com/u/234955/Docking Gym.craft.zip
  8. Congrats Eidahlil. Nice video too. I'll look into changing the action groups and re-upload the station. I swear I tried undock only and it still didn't work, but I'll try again. EDIT: I updated the craft file. The craft will now undock with "1" from all nodes. I also re-rooted to the docking ship so that it defaults focus when you undock — I was having to manually press ] every time... Thanks for the tips.
  9. Title says "Solar Speed Challenge" — pretty clear implication
  10. And just for the record, Dman979, here's the timer concept working with ant engines. Six minute timer in 12 increments of 30 seconds. A bit noisy even at 21.3 thrust limiter. Ions would have been perfect! Seems like a rudimentary idea to me, but if you think the spacecraft exchange folks will like it I'll send it over. "Clock" on the launchpad In space. Thrust neutral and thirty seconds passed Only one minute left!
  11. Great idea Dman979. I added your suggestion to the rules.
  12. I just designed an elaborate clock-face using ion drives as countdown indicators. My plan was to use decouplers with crossfeed disabled and xenon gas containers of decreasing amounts to produce a timer. Then I discovered that xenon gas does not respect crossfeed rules, like monopropellant and electricity! The only way my timer design can work is using liquid fuel engines, but this is very noisy. Darnit! Back to the drawing board.
  13. Right, but the timer feature. I guess I could adjust it to "finish the map with the most monopropellant remaining" instead of making it a timed challenge, but this is also easily cheatable — not that that's a huge concern here. One timing idea I came up with was a series of ion drives that are all triggered by "1" when you undock. Each has various levels of xenon gas, which makes them burn out at certain intervals (say 30 seconds each). Their thrust cancels each other out (I have them facing each other) so it doesn't effect the station's rotation. So the challenge is to complete the map while as many of them are still burning. This is also cheatable, however, as it requires you to start with full thrust, an someone could easily tone it down and appear to have finished much more quickly. Not a huge concern — but I was interested in making the most intuitive, easiest, hard-to-cheat, and visually appealing solution possible, and I didn't quite get there. OK How would I change it so that the action groups work consistently for all ports? I tried the conventional way, but it doesn't work in practice. I might re-upload if I can fix this, as it won't really effect the rest of the challenge, especially as no-one has entered a time yet. I'll work on a timing mechanism too and see if I can put it all together in one re-upload. Thanks for helping me out man.
  14. One more thing you guys can do to help. When designing this gym I tried to use action groups to make all of the docking ports undockable using "1". However, this only works on the first docking port. Even if I set all the ports to undock and decouple using a hotkey, they won't work once the little tug has disconnected once. Is there a way to bind undock to the docking port on the tug to one key, or to all the other docking ports on the station without using mods? This was one major frustration. As it is you have to manually undock by clicking the relevant port, which can be a bit fiddly on two of the tighter ports in this challenge (the orange and the purple), which is compounded when you factor in the irritating camera pan that occurs every time you dock!
  15. Thanks Dman979, and everyone else who gave some thoughtful feedback. My original intention was to feature a tug with all three docking ports on it and a much more complicated gym, but I thought "why not do a simple one first off and see if anyone actually plays with it before you spend too much time on it" — you dig? If this gets much of a following, I'll happily design another one, which will be much more challenging and feature some fun ideas I have thought up. If anyone has any ideas how to make this more easily measurable as a form of competition, I'm all ears. Right now I see it more as a fun challenge than something people can compete on, as most people lack the ability/will to make videos and upload to confirm their times. I've completed the course in about six minutes, but without really focussing. I'll try and upload a video of my bumbling efforts, perhaps that'll get the ball rolling. Cheers!
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