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Sebra

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Everything posted by Sebra

  1. you should add at least return false. after if or better function circa { parameter a, b, tolerance. return (a - tolerance) < b and (a + tolerance) > b . }
  2. if abs(x-y)<b ... or if abs(x/y-1)<b... based on if you want absolute or relative difference.
  3. While you are speaking about alpha version of kOS... It would be good for kOS script to be able to get/get the view, how player look at the ship. I think it is not hard. Get can be used as input direction to control some behaviour. To control from mouse for example. Set can be used to get better view. For example view from the ship to the target.
  4. "When " is not a loop! It is trigger, checked each physics tick. Each time you use "wait 1." in it whole script stops for 1 second. You do not see it because "main part" of your script is endless wait loop.
  5. I count physics warp as kind of cheat. "Set kuniverse:timewarp:mode to "rails" " I do not even understand fully. But of course you can do anything you want. Did not see such perverse yet. Btw I want to see that ship. Edit: Your scripting style was fun to decipher.
  6. You use warp and even change warpmodes. Isn`t it a cheat? IMHO best place to knockout a tourist is the launchpad. Just add more busters. (c)Kerbal way.
  7. As far as I know, second argument of "and" and "or" can be ignored if first one is enough. Why do you use cheats for so simple task?
  8. Thanks. It depends of if you want to check situation. when stage:solidfuel<1, but savesage >=3 .
  9. Is it possible to get coordinates of navigation points from contracts?
  10. Guitar and GettoBlaster has wrong soundpaths in configs. Can you add option to change sound? Or at least to turn off. Now sound do not stop even if blaster is completely destroyed. Would you add more fun here?
  11. It seems it would be nice to add modular storage: connected parts have common summary storage.
  12. 5 months no change in code. I have an idea, how to show different info on different screens. But if nobody here to change it... At least it works.
  13. Can I suggest different layout for this mod or development stopped?
  14. If I understand science right, short analysis quickly gives out small output, while long detailed - slowly give more output. All three your labs are worse than base one. Except weight of course. I understand Planet Base Laboratory has more equipment (even the telescope) and so can give more science from the same data, but the process consume more time and energy. From the other side Field Science (in the form of Mobile Lab) give faster but smaller profit. Planetary Hub can have base stats. I would give slightly more scientistBonus to the lab with better scienceMultiplier to encourage higher levels. I do not like timewarp in this case. Timewarp is even worse with any life support mod. All above is my humble opinion only. I would not demand anything. You are the Author.
  15. It has scienceMultiplier and scientistBonus lowered slightly. It can be the price for convenience. But dataProcessingMultiplier is ten times lower. If I'm not mistake processing rate becomes too slow to use it. Can you show exact formula of data to science conversion?
  16. Why dataProcessingMultiplier of mobile laboratory is ten times lower than base one?
  17. Syntax highlight is one thing. Ability to test run from editor is more important.
  18. So you are unable to make velocity pointers work on EVA like on ships, right? Sad. Then better to hide them in "NavBall follows Kerbal" mode. Try to move forward while looking aside. One of modes would rotate Kerbal. Or just ignore it, no big deal.
  19. I did not see in the video attempt to move Kerbal without rotate him by "space". That is where two modes become different. One mode turn Kerbal each time, you want to move, other just move him as is. I see you have no error turning SAS by mouse. Good. I see controls can be Alt-Key combinations now. Thanks. And I see velocity pointers do not move relative to Kerbal, but move relative to NavBall when Kerbal rotates. That is really bad. How can I describe better? Try make Kerbal to look in prograde direction. Kerbal look direction is "birdie" in the centre of NavBall, so you need yellow marker in centre as well. You should be able to do it by Kerbal rotation only. But now you can do it by camera rotation only. ( in NavBall follow camera mode birdie is camera look, not kerbal )
  20. When I use "T" key with RSC on the EVA "rotate on camera move" setting toggled. When I hit SAS control on NavBall all except Pilot give shown error, Pilot get/lose SAS status instead. Probably means nothing, just show you difference between SAS toggle by T key and by mouse click. It seems you intercept only the key control. That is quite sad. Yes, but with SAS Kerbal reorientate also with each move. Have you tried to turn SAS by mouse? Thanks.
  21. You are wrong. NavBall HUD shows holo version of NavBall with pointers in proper directions. Most of pointers and net globe are relative to body. But two "heading" pointers are relative to the ship: Forward and backward. NavBall control has fixed "forward" pointer in the centre. Globe ball moves and their relative position shows relative position between ship and body. Speed pointers are based on relative speed to body centre, surface or even target and should be synchronized with the globe ball ignoring ship rotation.
  22. Sorry for possible double post, quoting is not my strong part. Now "T" key with RCS on allows me to enter/exit mode, when Kerbal turn away from camera on each move. I was unable to see it before. But he still turn own "up" to some direction, then his "back" to the camera side. He turn this way also on "Space" if RCS on. It is kind of weird and inconvenient. Rotation keys of this mod overlaps with KIS. I cannot change it to Alt-key combinations. This method of rotation also cannot help me to turn Kerbal in desired position.
  23. They should be always synchronized with NavBall. Here is ship picture for comparison: You can see light blue marker pointed down to the surface. For Kerbal it in the center of NavBall, For ship it in the center of brown halfshere of NavBall, meaning "direct down". For ship yellow prograde marker is pointed to the horizon because the orbit is circular. NavBall HUD always shows holonet and holopointers relative to camera. It moves "nose direction" instead.
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