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Kenny Kerman

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Everything posted by Kenny Kerman

  1. Why not just "hdg: 80°, elev: 20°" just near the mouse cursor, and where you're marking distances now (targets, debris..) ? Is it really so complicated? Do you sometimes play this game ? Would have take less time for all of us to do that than to try to learn me there is a map view. I guess it's a game limitation, too, if the map view always open at the antipode of the SC... And hardly remembers anything betwen fligths... (But thanks for the nice reception of my suggestions... [*notifications off*])
  2. Sure, "Suggestions" is obviously not the right place...
  3. Forget. It will take me too much time. I'm paid for programming. And KSP just needs that. Ain't a mod. I'm sometimes paid to give hints like these ones.
  4. Flooded by you. I just ask about 2 numbers appearing around the mouse cursor : its angle from North or the vessel's axis, and is angle from horizontal or vessel's axis (just like the navball, you know? But for the mouse instead of the axis, and no funny animation). Easy to do, i can make it myself for myself only, Who has and knows the sources of the game can do that in less time you took talking me. I don't need you. YOU need me. See you...
  5. Why do you even answer? Nothing you say is new to anybody. I talk to you only for you to understand what I say. Of course you don't see: you don't know what navigation means. Neither north and south.
  6. An angular mesuror, what don't you undestand? I want to know what heading I need or what heading is this thing. Why are you against this idea? It's juste elementary... Nothing to do with magnetics... It's just like a part of the navball, giving angular infos about the mouse cursor, and being displayed at the mouse cursor, what don't you get? Do you think I don't know what you say about magnetosperes? Are you ignorant enough to be unable to understand that nobody needs magnetospheres to have a North and a South? What shows your navball then? Do you think GPS have compass in it? Or your phone? And sure, maps, compasses and sextants are "some kind of GPS", you kiddo. And, of course, I didn't hear about this map view thing. Where you can't even clic any point to set it as target. And when you have a target, you get its distance, which is just scilly, as heading is wayyy easier to get than the distance... And less usefull...
  7. Oh yeah! I didn't think about that : I'm just droping probes everywhere to have targets everywhere, as I don't have de millenary chinese technology of the compass. Why do you answer? You seem to have no idea of what means "navigation", so please let big people talk. Or explain why I can't even know the direction of the cam. IRL i would just take my own compass. http://www.compass24.com/navigation/manual-navigation/compasses/92306/handheld-azimuth-compass-x-11y?ffRefKey=ZIKhw5MWp Never been scout, or made walks in the mountain?
  8. Try to target a mountain. What you say is "you have a GPS, you don't need a compass....
  9. You cant't use the navball to know the direction of a target. "You can't have a compass in space, where there is no north or south. Try to navigate with the navball. " No kiddin? So how does the navnall display north and south? If you can have a navball, you can have a compass at the mouse cursor. It's just trivial. Even without compass : the direction in degrees from the vessel axis. Easy, just mandatory for any navigation. Space, air, water, underwater... You must have a compass to know the axe of your vessel (the navball in this case) and another to know the direction of things. Elementary. Try to sail a ship or fly a plane IRL. Plus: there IS north and south in space.
  10. First and before all, I love this game, which is one of the best ever, if you could just merge that with OOlite, it would become the BEST GAME FOREVER. But... When you fly a plane or sail a ship, you need compasses. I just don't get why there is NO indication of the heading and the inclination of the mouse's cursor or the cam orientation when in flight. I mean, we have rocket engines and we can measure the speed of an electron, but can't get a traditionnal bearing compass like the ones in use for centuries on sail ships. I don't get the use of using double instead of float like in Unity. Physics hasn't such a precision IRL. You use too much RAM, and that shows speeds around 1µm/s when you are on the runway, engine off and brakes set. I don't get why I can't save a "non-stackable" subassembly, nor why the vessels aren't sorted by save date, nor why the parts don't stay sorted by size when I tell it once... Why I can't specify "brake on, RCS & SAS on when launching" once for all? At least, why isn't it on by default ? Why I need a mod to customize stock UI elements... Seriouly, a junior programmer could do a big part of that in 4 hours. If the sources are well written... I repeat : I love the game, I don't get why those finitions (and some others...) look so crappy, it's so easy to make it clean.
  11. Ther's a jam with the UI buttons, some of them just stuck the whole cam system in weird states... Is it so difficult to have an "on/off" button, and 3 cursors? (orientation + zoom)....?? If I activate, then de-activate, it's on then off. What is the use of the "disable" button, except to stuck the whole thing in case of intempestive use?
  12. Anyway, I need a 90° mounting... The second definition is maybe for another cam (i.e. maybe the same, but with science)... And what if I want a 90° tilted cam or a 73°.... Obviously that could be either automatically aligned on the vertical or editable. Or simply rotatable....... --> without external support or asymetry, only a sign for "this is upwards". And not only ONE attach node..... Just like a good ol' Flea.
  13. A cube with 2 perpendicular cams (same model as the booster-cams) and 4 (or 6...) attach nodes would do the trick. And... degrees along the (thinner) reticles ..... ( cameraFoVMax = 90 cameraFoVMin = 20 is great too ) (Intended for civil use only. Warranty void if used in any military context. Or to drop alive things.)
  14. You can make a 180° rotated booster cam view (the coolest one ) by changing "cameraUp = 1, 0, 0" to "cameraUp = -1, 0, 0" in the part.cfg file of either the hc_booster part, or a copy of it... Valid for any other cam...(?)... In this case, strangely enough, in the cameraName = BoosterCamAft sections... Btw, the UI should be "Toggle front", "Toggle aft"... And maybe a "Down is downwards" checkbox? "cameraUp = -1, 0, -1" gives that : you can try cameraForward = 0.5, 1, 0 cameraUp = -1, 0, 0 With cameraName = BoosterCamAft cameraForward = 0.75, 0.75, 0 cameraUp = -1, 0, 0 and the cam mounted this way : "Aft" cam is showing this : And you can tune the "forward" cam to have a clean "vertical" view... Ok the shape is strange, but you know those kerbal welders... Easy from there to make a "airplane cam", by only changing the shape (triangular with 2 orthogonal attach nodes...? A cube with 6...?) and names & settings : MODULE { name = MuMechModuleHullCameraZoom cameraName = BoosterCamAft cameraForward = 0.75, 0.75, 0 cameraUp = -1, 0, 0 ... MODULE { name = HullCamera cameraName = BoosterCamAft cameraForward = 0.75, 0.75, 0 cameraUp = -1, 0, 0 ... MODULE { name = MuMechModuleHullCameraZoom cameraName = BoosterCamForward cameraForward = 0.75, -0.75 ... MODULE { name = HullCamera cameraName = BoosterCamForward cameraForward = 0.75, -0.75, 0 ... And i guess there could be some mouse/stick/notepad/keyboard in-flight command...? And/or a (automatic...?) setup in the workshops... (+ if these cams could be added in the chase/orbit/... sequence.......?)
  15. You could shunt a part of the problem for now (while not being perfect, it would be beter) by making ground omnidirectionnal antennas getting signal from directionnals if they "see" any say 20° (or a value depending of the antenna) above horizon. Would be realistic enough for ground antennas...? That opens an abuse (One directionnal antenna can become bidirectionnal...) but realism comes from the player too. You could add attenuation for omnis when they are not sure they are in a directionnal cone. I mean, no need for "absolute realism or nothing". KSP computes in double instead of float, which is already physically irrealist. And what I want for an omnidirectionnal antenna is that it works quiet alone even if *sometimes* it don't get a signal when it should... After all, all these things are hardly 100% reliable IRL... I want to automatically launch and deploy swarms of small probes with omnis... And a Spoutnik bipbiping would just be natural in this game. With or without directionnal aerials... So: a low-orbit omni is receivable from ground. Why not a directionnal one, event pointed outwards? I guess the original spoutnik was emitting towards ground less powerfully than an omnidirectionnal antenna (at the same alt) pointing outwards So you could have a rule like "if a directionnal is within a xxx km distance, it's an attenuated omni". And this open path for amplificators and others sound-radio-receivers mods One day, a Walt Dangerfield Kerman !
  16. (Is there a way to put a Dontstayputnik in orbit and hear it pass and make bips in a ground radio...? )
  17. https://github.com/RemoteTechnologiesGroup/RemoteTech/issues/107 I guess some modding will do...? Or with ?
  18. OK I don't see what is actually the hard part, don't spoil me Working on some KAL9000 cube. But it would be great to adjust or correct code. Like the littlebugs I see on most mods.
  19. Sure, as far as I can tell, too. But maybe somewhere... It could be cool to have such a thing, making easy DLL development/generation/deployement/update/sharing specifically for KSP. Btw I did install Monodevelop using the (nearly...) vanilla Mint way, it works just fine. https://repl.it/languages/python is really usable for devs.
  20. http://rextester.com/ https://repl.it/languages/csharp
  21. Because I need 2 AG for that and I can't turn off the lights, as said on the video. Strange question. "You can do that with two hammers so why do you need a screwdriver?"
  22. Thank you, I'm gonna clean up the room and try this (so used to WIn I never can figure out how linux is simple). Writing this window would be for a better screen surface use & begin KSP mod programming without the need of 3D (I'm "working" on it too... Some fun control boxes ideas...)
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