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Donkey32

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  1. This is happening with Whiplash engines as well.
  2. Yeah. Also would be best if the maneuver node sets on top of the AP and PE markers. I had an annoying moment recently with the PE markers (set to persistent) occluding the maneuver node while trying to adjust it.
  3. I imagine MANY places, using ISRU in Kolonies, where a pure OX tank could be useful (besides propulsion). Kind of depends how far down the rabbit hole of habitat maintenance one wants to go. Will the need for snacks and a breathable environment be built into the stock game?
  4. First attach the tanks, then group and name them, then set fuel flow/priority while balancing the ship's COL/COM. These activities require easy (simultaneous) control at both the Parts Manager and Resource Manager, the way the menus are currently defined (edit: that is, currently defined with our ideas tacked on ). Also needed is easy access to views of the COM, COL, COT with a slider to play through fuel use, from full wet to full dry weight. Setting up RCS goes right along with the above and all of these tend to get readjusted a whole lot as the vessel gets tweaked. It would be nice to have fewer windows, boxes and menus to negotiate, rather than more.
  5. Good!! I'd not thought of that. One idea is to have a tag (button) near the name that means "set this group together with others of the same name" or not. Somewhere in the controls needs to be a way to set fuel flow/priority within tanks and virtual tank groups. The ability to control how fuel flows, which tanks empty/fill first for keeping the COM consistent and other jobs is rather important. Seems most appropriately done in the Resource Manager but because of the natural order of operations, I'd make those settings while setting up my tank groups. Seems like it would be best to do this within one menu system rather than juggling two or more. I'm now wondering what the best arrangement of functionality in the menus would be.
  6. I'd like to be able to group tanks together in the Parts Manager to make "virtual tanks" for these purposes.
  7. Love this. Perhaps also something like KOS built in for the monsters among us, with hooks into that (for modders) to build things like Mecjeb. Edit: Rethink - Perhaps to have a modular automation system with a KOS like system under the hood for the monsters among us!
  8. Completely agreed. There is a LOT of potential in the new parts manager that I would like to see fully fleshed out. It needs to be re-organizable so that parts can be grouped together visually and/or functionally. Parts need to be re-nameable or at least have a notes area. 8 copies of the same part name all stacked together isn't the best if you want to find and adjust one of them quickly. Part groups should have functional connections. A set of tanks grouped together (for instance) could act as a single "virtual tank" for resource management purposes. A group of solar panels and radiators could be set to trigger in the actions panel by group name instead of individually, which would save time hunting down all the bits. There will need to be a search panel for finding parts within larger assemblies, search by name, type or contents of notes. There is SO much that can be done in this space! Also, keep the old KSP click a part for just the part. It's a clean way to get in and out of simple adjustments.
  9. Funny, I've got thousands of hours into KSP1 and never knew that. Been using the Delete key since day one and it still works fine.
  10. A nice compromise to not having Lagrange points to park telescopes in would to be to require a polar orbit for them to work, like with the KSP1 orbiting resource scanner. Alternately, polar orbit could give a huge bonus to space telescopes. I really like this idea and remember the old mod fondly. Would be a great addition to stock KSP2.
  11. Same issue here. The workaround did not work for me. Fuel suddenly drops to zero, if the engine/air intake returns to working condition, I have no way of knowing. I've only tested this on Whiplash.
  12. Thanks. I'll give it a shot. I've no problem with nuclear. Got KSPIE installed and loving it. Though my poor laptop is just about at it's mod limit. Will do. Thanks again! Oh. I use Ckan for installation and I've noticed that while I can install Configurable Containers core (comes with GC), Ckan is NOT allowing me to install CC. Can't click it on in the list. I'm wondering if there's a possible conflict with Interstellar Fuel Switch or maybe some other mod. Are there any known incompatibilities?
  13. Ok. well, when i try to add this craft kit to the build queue, it complains i don''t have enough material kits, but i see no way to build and store them. what am i doing wrong?
  14. Umm.. Really? I thought I could use Ground Construction without USI.. How much of it do I need to install? I think it's pretty late in this particular career game to start adding life support. Got too many Kerbals, scattered about the solar system in cans!! I've been considering starting over, with a fresh 1.5 install, though i want to wait till all my favorite mods are working on it. I'm currently running 1.4.5
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