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Jognt

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Everything posted by Jognt

  1. * Add capability for text entry on float fields in the Part Action Window. Is this still via that button in the PAW header or can we just doubleclick the value itself to modify it? Because I already know I'm going to keep trying to doubleclick it
  2. Honestly, with the amount of tech tree mods out there, I'd just leave them where they are as a default and add a patch that assigns each one the same node as wherever its stock counterpart is. Though the wedges and shrouds do have a more luxurious feel to them that would feel wrong to have access to too early, I do agree that it feels like it takes quite a while to get access to them atm. Re: [x] science: [x] science states in its OP that it does not plan on supporting mod-added science modules. Though DMagic's ScienceAnimateGeneric seems to be supported. I don't know if a 1:1 switch of USScienceModule -> DMscienceanimategeneric is possible, but that may be worth a try maybe?
  3. @navot Note that :AFTER already checks whether that mod exists, so you don’t need the NEEDS there. Re: dragcubes, why not set those to 0? What’s wrong with them? Not being generated properly? You certainly made this mod into a beauty btw!
  4. Translation: I really like this mod so I took it for a spin. I noticed it was logging a lot of messages particularly at scene changes to the point where it impacted performance. Is this intended behavior or a debug option that's still set to enabled somewhere?
  5. Check to make sure you've got all the dependencies. Use CKAN if this sounds like an alien term to you.
  6. Because every time you saw a screenshot you didn't think about it because it just looks so right.
  7. Considering the problem is gone with the debug version of KJRn, have you tried checking on a regular non-debug install?
  8. Yeah it's known. It doesn't work properly with many Orbital Science experiments either. There was a discussion about it on page 2 and (judging by the response of the maintainer) I don't think that's something that'll receive attention soon. It'd be great if everything worked out of the box, but we'll just have to keep doing some experiments the old fashioned way.
  9. Procedural generation is overrated. Here's the User Experience train of thought: "Wait a second?! Why does the user feel like he needs to start a new game? What's wrong with the old one?!" [Lots of actual scientific testing] [No time for that so I'll skip to my personal most likely conclusion] "The gameplay is insufficient to the point where starting a new game is commonplace instead of rare!" "How can we improve the gameplay...?" [lots of actual testing] Personal 'rule': If you've reached the point where starting a new game is so commonplace that procedural generation would pay off, you should probably be looking to improve the gameplay instead. The Quantumverse I mentioned however would be the same playthrough where every time you load the game, the planets would be assigned a random existing orbit, so you'd never know where kerbin would be. At moho? As a Joolian moon? Who knows!. Nothing would ever be the same, in the same save. But progress would be remembered. Now if we apply my personal rule to that, we'd probably again arrive at the same conclusion. Gameplay is so lacking that the planet layout itself becomes the game xD. So it's not a very good idea after all IMO darnit! [/Rant] setTopic(JNSQ);
  10. If (%user% == Galileo) { randomizeOrbits(); } Edit: You could call it "The Quantumverse"
  11. I have to admit I'm confused. I've read the wiki on the resource scanning but since it's written more from the perspective of the code than from the result I just cannot figure it out What I'd like is to scan for resources just like I scan for high/low altimetry and biomes, basically the SCANsat way. And dump any arbitrary/confusing limitations/changes stock has. In short: I want it to make sense from a "oh I can believe this is how it'd work" way. Whether that means a low reso scan from orbit and a high precision scan on-site or just a high reso scan from orbit, I don't care. As long as it makes sense. What combination of settings would best match such behavior?
  12. If you’ve installed this mod together with its dependencies (via CKAN or manually) and you don’t see an icon with a big green B on it then a good start would be a logfile Since you mentioned installing this mod specifically with its version number I’m guessing you may be missing the dependencies though so that may need some checking.
  13. Can confirm. I did a similar reentry in stock with 120% gearing (350 ap, -150 Pe). We both saw temp gauges, my plane lost its RCS to heating, Atlessa’s lost a canard and an intake (at ~150% mind you) both test were at 5-12° AoA both DR icons had their own heat slider % by the way. And both were at 150 during the test. Not scientific by any means, but it didn’t look harder than stock
  14. You mean that the rover's speed goes to 0 with the message "Awaiting sunlight", and when you check up on said rover its battery is still at >50%? Sometimes it helps to press that button that says something like "system check" to freshen up its memory. Worth a try?
  15. Print it out on paper, then fold it into a paper snake. That's why it's called Python. On a more serious note: I had no idea either, so thanks for asking because now I know too.
  16. Sure, technically it can be done. It would look weird and not-structurally-sound in 95% of use cases though To be honest, it took me a second to realize what you meant since it just looks 'reinforced' to me.
  17. I use the GPU hardware h264 encoder (the shadowplay one) with Bandicam. Not sure if you can do that with the free version though. I do have discord so that's fine by me too.
  18. Yes. Both AMD and nVidia have built-in screen recording tools. Unless you're using integrated/old graphics. For nVidia it's "Shadowplay" or I think they call it "Share" now.. For AMD it's ReLive. Both of those are hardware based and won't affect your framerate (much?). You can also look at Fraps or Bandicam for software based recording, though they have a watermark on the video for the free versions. If it's too much trouble then I'm fine with you not making a video though. I'm just interested, so don't jump hoops trying to get that done.
  19. Old thread, I know. Figured I'd post my tweak here to keep it consolidated for future googlers. I found that using a CoMOffset of 0,0.7125,0 combined with fullThrust = true gives me 0.000 induced thrust on all the attitude ranges with a spark on the bottom and a docking port jr on top. I use the tiny ReStock+ RCS nozzles to adjust the translation torque and am now left with a beautifully balanced MEM. Until I use fuel and shift the CoM at least. Hope it helps! Here's the MM patch if you want to try it for yourself: @PART[MEMLander]:NEEDS[SquadExpansion/MakingHistory] { %CoMOffset = 0, 0.7125, 0 @MODULE[ModuleRCSFX] { %fullThrust = true } } Note that I my MEM is a bit heavier than the stock one due to added life support supplies, but I tweaked it so it stays balanced even if there's a slight change in MEM mass (slightly more/less won't induce torque/thrust). So it shouldn't be an issue. If you find that it does induce thrust (pitch is the first to deviate) you can try 0.7120 or 0.7115 instead.
  20. @tomf I'm getting a 503 error on the 'new' 2017 URL Any chance to get this hosted by Squad themselves? It looks like such an amazingly valuable piece of work!
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