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81ninja

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Everything posted by 81ninja

  1. I noticed the save file does have the ship names listed on the docking node though, that's how the ships get their names back upon undocking. It looks like this: MODULE { ... name = ModuleDockingNode ... DOCKEDVESSEL { vesselName = Siemens 5 | Science Outpost 1Br2 vesselType = Station rootUId = 2287205667 } } I wondered if you can peek into that information somehow.
  2. This is the mod I was looking for! Thanks for such great mods @linuxgurugamer Can I suggest a neat feature though? The ability to find ships that are currently docked to other ships (and which ship they're docked to). It'd be terribly useful to find ships parked in stations (esp. when there are dozens of them...) Thanks again!
  3. Is there a way to make KSP generate the craft thumbnails for those for which they are missing? It's a big QoL thing, and minor gripe I had with the old stock system. Every once in a while the thumbs disappear, until I reload the craft at least once. I think KSP updates wipe the thumbs folder, though it's not consistent. Anyway I forgot to back it up. Reloading every single craft every time I'm looking for one / parts of them is a bit annoying, so I thought the thumbnail could be generated when I select the craft in the list, if it's missing. It's not something that happens very often (only after updates), and I even looked for a mod or script that would do just that, for all craft at once, but apparently there isn't one. So one more thing it'd be nice to have in Craft Manager
  4. One small thing: Loading a craft choosing either Merge or As a Subassembly changes the name of the active craft to the loaded / merged one (unlike stock). So my thoughtfully assigned and type name like "Pioneer 16D-315 | T-2X R-3T3LO(EM) MkV" becomes something else entirely, when I load another craft to copy some parts over. (and I have to type it again) - Alternatively, you could simply read the ships' description contents and look for tags marked with #. For example I'd add #kerbin, #rescue to the description and the ship would always be tagged with those, even if I saved it with to a new craft by typing a new name. The tags would be created automatically, if they didn't exist before. The Quick Tag window works as well, though. A small improvement could be showing all the tags in that window at once, with checkboxes, and a scroll bar if needed. When I'm adding half a dozen tags, it would be more practical to just scroll and click to check the boxes, rather than having to click Add Tag first, then scrolling and clicking to select the tags I want, one by one several times. Unless I could select multiple tags at once edit: a minor issue is that the drop-down Add Tag menu also doesn't block clicks through, so when the drop down is longer than the Quick Tag window, and the window is superimposed on the craft, you end up clicking and dragging parts. - The interface UI height works - I set mine to 0.88. As @Lisias noted above, some more space could be recovered from the Load and Close buttons. Waiting on the wdith adjustment feature. I myself would resize and move the whole window, until it covered the parts list on the left, and just touched the craft staging on the right, so it'd use as much of the screen space as possible, without covering the other buttons and some of the current craft's info. Like this: It'd also be terribly useful if the window could be dragged and moved aside freely, in case I want to open the Engineer's Report for the current craft, or have a quick look at any of the other mods / windows, or at the current craft, without having to close the manager. And I liked the pink name on the [Auto-Saved Ship] It's eye-catching and a good reminder that it might be a good idea to save it to a new file, before it gets overwritten by the next launch. Saved me once already Thanks!
  5. I play career, on hard (limited rewards), disabled extra groundstations, avoid killing Kerbals, and don't revert (except when due to game bugs / kraken). At any given time I have 12-15 contracts accepted, I don't usually decline (except the silly survey contracts...), and right now there are around 60 flights going on about 40 missions, though some are idling / waiting for rescue, not counting the relays and left over stages that are being or to be returned. And I learned all about the game while playing it, not by looking at the wiki or watching YouTube videos on how to do stuff. You wonder why my game has been going for so many hours...:D The way I work with it is this: once the craft enters the body's SOI, still far away from the surface, I open KerbNet so I can get a glance at the whole side I'm looking on. Probes and modules are limited in how many degrees they can look at, and in how many degrees in their focus they can detect anomalies on (a percentage). So looking at the body from far away gives the most probability of spotting any anomalies on that side, but at a lower precision, due to the lower resolution. I mark the spots. When a second flight, or the same one, happens to be flying over that point closer to the surface, I look at it using Kerbnet again, to try to see if I can get a more precise position and mark it. Sometimes it just happens, sometimes I use SCANSat to predict when the point I first marked will be under a craft's orbit, and add a maneuver node at that time, or an alert in KAC. Once I have marked the spot with enough precision, next I try to see the anomaly while in flight, when I have a craft orbiting or flying low enough over it. Or I send in a lander, which may have another primary mission, like exploring a biome or taking tourists to land, but I use the opportunity to explore. So far, that way I found the Desert Pyramids, the dish on the other side of Kerbin, the Rock Arch, the Armstrong Memorial... All using Kerbnet. And having no idea they were even there. I just opened Kerbnet, saw a question mark on the Mun, and marked it for future reference. Then I was orbiting over the KSC and saw the same question mark over the Monolith, and connected the dots. 2016, A Space Oddissey I now have maybe a dozen other marks waiting to be pinpointed / explored on Mun, Minmus and even on Kerbin. Expecting to find more anomalies when my first sat reaches Duna, in a few months. You're right. That, and now I got a part recover contract in a Sun orbit that's lower than Moho's, which will require some previously unseen planning (and amount of dV). Yet I haven't even got missions for Moho and Eve fly-bys or sats, like there were for Mun, Minmus and now Duna, that would've been a tad easier - though I may "complete" them, in case I use Eve or Moho for a gravity assist.
  6. I play Career and only Career, and I play it on hard. And I'm 1300+ hours into it. So far, mostly stock game, with a few exceptions. So here's my 2 . Tech Tree The tech tree's initial levels were hard to come, and that was good. Every new tech I could acquire was almost immediately chewn for hours on like bubblegum, to use it the best way I could to improve on my designs. This means a lot of time in the VAB, and testing models to varying degrees of success. The late tech tree, on the other hand, and besides the higher science cost, felt/feels very bland and easy. Sure new parts are used to improve designs all the same, but there's no challenge in unlocking them - just time. By this point I haven't really even unlocked the whole tech tree, but it's a matter of time as I have a lot of labs crunching science experiments. And the parts in later techs, with the exception of a few, are all but vital to my space program. At some point even reducing the part count was a good thing, now I almost don't even bother. That's not to say the tech tree doesn't need changes, but it doesn't really need to be split by "playstyle". I do all playstyles, and I don't think it has to be made that easy to just follow you like most - sure as an experienced player you'll have preferences, but a new player might be on about to just explore all options, like I was. More surface features and exploring for science Definitely! Going around in rovers, even for survey contracts, is about the most boring thing to do in the game. Once I already a rover in Mun for example, I can just get anywhere in it. But I'm tempted to just hit Alt+F12 and complete the contracts, just to not spend 2 hours avoiding rocks. Spotting such features and biomes from orbit *cough* KerbNet *cough* SCANsat *cough*... SCANSat makes it too easy and KerbNet is rather incomplete, and not as cool, but I like the way I have to find anomalies in it, by actually looking for them. No automatic waypoints - I spot the ? in KerbNet, mark it using a waypoint, edit that waypoint in Waypoint Manager, and later try to spot the anomaly with Eyeballs Mk1 orbiting low over the place, before sending in a lander. All features already available somehow in KSP, which brings us to... Features that area already available in mods I definitely don't need washed down versions of great mods in KSP. KerbNet was almost one of those, compared to SCANSat, but I still use it because I think SCANSat's mapping of anomalies was too easy. Alarms for maneuver nodes might be another example - I don't need a bland version of this feature that I'd simply want to / have to replace with Kerbal Alarm Clock, specially if it conflicts with the mod I already love and use, instead of improving on it. I also toy around with FlightPlan and maneuver nodes, to find the best transfer. And transfer windows are available in AlexMun's transfer window planner, site and mod, with pork chop plot and everything. Science action group I use one of the Custom actions for that, and that's one benefit of unlocking Custom Action Groups. Maybe being able to rename the action groups? I'd definitely name one "Science". More functions/gameplay to science instruments, other than their only use being collect science, yeah that'd be nice. NO!! I don't want instant dV readouts, part of the challenge for me is to make it just right... by calculating those values before and during the mission and every maneuver. TWR only needs to be calculated once, and can be read on the Navball while applying thrust (as acceleration / G forces). Maybe add those to the numbers while in the VAB, as in maximum delta V and min and max TWR, since it'll change as fuel is spent. I like that sometimes Milestones are given as Contracts but you can also discover / complete them "by accident", and they're done forever. I guess it wouldn't hurt to have them all listed from the beginning, but they'd better be available as a progression and not having the end goals available from the start, even if you know you can do them. For example I accidentally escaped Kerbin...and Kerbol while trying to complete the contract for exploring the Mun. But I only had the Mun Fly By as a goal at the time, not even landing on it yet. Strategies are really a thing you buy 3 of and forget about them forever, their usefulness is limited and there's not much gameplay involved. Really needs some more dynamics. Contract Deadlines don't have to be tight, but having them 19 years in the future might be too much, at least for stuff that takes place around Kerbin. The way I play (no warping unless there's nothing else to do), in 1300 hours, I've completed 390 contracts and I'm only around Year 1 d 340. I might need all those years once I start getting contracts to recover stuff from places on the other side of Kerbol, but at first the deadlines have a lot of slack. Requiring some time for research / experiments would add... just a new timer. Tech already takes some effort (at least in the beginning, without labs) and requiring time for research, besides the points, would just delay gratification for the already boring work of collecting science points. Time for construction might be interesting, since it'd make the player push to launch as soon as possible if there's an opportunity in check, like a launch window. But what I really would like is the next item. Make the clock keep ticking while in the VAB / SPH. I used to play my game in my own DarkMultiPlayer server, and the server keeps the clock ticking while you're still building rockets (it warps you to the current time when you leave the VAB). So it added a sense of urgency when the reason for building a rocket was, for example, rescuing a craft that's on a lithobraking course. But It also had the inconvenient of making me skip maneuver times, because as the time wouldn't tick while in the VAB, KAC wouldn't fire its alerts, so I had to keep my eye on the watch, and get out of the VAB now and then (loading). I still haven't toyed with life supports, no mods even, as I'm a bit scared of it because I already have a lot of stuff going (stations and vessels and kerbals all over the place). I don't want my Kerbals to die if I do nothing, or can't do it in time in my current save, specially after putting so much effort in them. But I will, someday. Will need to be toggleable though, so I can turn it on only when ready to start. Habitation mechanics (besides life support) would be cool. From small tweaks like lights going on / off when parts are occupied, or not allowing transferring Kerbals from parts without hatches over fuel tanks, to more complex systems... Like what I think there is in Kerbalism, there's a lot that can be added there. Even more stock habitation parts, the current selection is somewhat limited in variety. But again, stuff that's provided by mods already. In this long career of mine, I haven't even reached Duna yet. I have a few contracts for testing parts, placing satellites and even mining ore from it, but the missions have been going for quite a while in my "almost realtime" mode. I've just accepted a contract to recover a part from a low Kerbol orbit, which is going to require me some breakthroughs, as all I have is a station and Sentinel going for solar orbit at the moment. But I still keep getting contracts for testing parts splashed on Kerbin, for example, even at around 53% reputation, 2 million credits and almost all science tree completed. I think that's a bug related to updates, every time the game updates that progression is pushed a bit back. Or maybe that's just the way it is. and an opportunity to rack up on credits. But those easy, mostly boring survey contracts I keep getting don't add much to my current game, besides giving me -3 reputation if I decline one of them. I don't know when the game is gonna start pushing me past Duna and to other bodies (it already started for asteroids and Kerbol), and what will happen once I start having to timewarp for serious to get to places. But the next 1,000 ingame hours will tell.
  7. https://wiki.kerbalspaceprogram.com/wiki/Kerbin The page content looks broken to me, all the content is inserted inside the infobox to the right of the page, while the whole left is blank. This doesn't happen for e.g. Duna. I've tested in 3 different browsers. I can hear you thinking "it's a wiki, edit it!"... I've even looked at the wiki sources... but couldn't figure out what's wrong. I've looked at the content, Kerbin/Params and Templates. If there's something missing or dangling, that breaks the page, I couldn't spot it. Anybody else that could give it a look?
  8. Indeed I thought the bigger image could be displayed in the details pane instead of the list, so as not to require the line height to be larger. Stock is kinda... Small and incomplete! (besides slow) The Launch Pad window is more useful than the loader in the VAB/SPH, even. Speaking of which, can you also replace the Launch window for the Pad and Runway with yours? Hmmm... The reason I want the manager screen bigger is that it being a manager, the more it fits the better, and I don't need to look at the parts list etc when I have it open anyway. Otherwise I felt like dragging it around sometimes so I could look at the numbers, contracts or other mods. What the stock game does, is replace invalid characters with _. I think it'll (ask to) overwrite a craft if this creates duplicates filenames, but that hardly, if ever, happened in my game. I do feel a pause every time I apply a tag, and I already have a lot of tags and a lot of craft to tag, so improvements to tagging will be very welcome. I thought the tags could be listed in the details pane in an editable text box, separated by commas, as in [airplane, lander, Kerbin, reentry] so I could type / paste them at once and faster than clicking, scrolling then clicking again several times in a drop-down box. Tag categories / grouping or not, this would be the perfect tag filtering!
  9. I'm loving this new feature in 1.4! It's a long wanted feature that I couldn't solve properly with mods. I had installed a mod that was meant to do that one point... Persistent Dynamic Pod Names. But it didn't work well, at least with my designs. The only issue I have, is with craft made / launched before 1.4. They all are given the names of the new craft I dock to them, for the time they remain docked. As I can't edit the vessel naming priorities for in-flight craft, the only way to fix this is to edit the savefile to include a VESSELNAMING structure for them with adequate priorities (e.g. for stations). I don't see a reason why it couldn't be done in flight, but I'm already looking forward for a mod that adds that feature also to the currently active vessel.
  10. I run at 1920x1080, UI scale at 120%. Does the mod use the UI scaling for anything? Looking at it I think some text is bigger than it would, for example the Load and Close buttons I find are rather large, compared to the vessel name in the VAB for example. When I rename a file in Windows, it doesn't touch the timestamp. I see that to fully rename I craft you have to edit it, so I think I'll go about renaming them manually. However, I just found a small bug related to that. The mod doesn't allow me to use characters that would be invalid in filenames (e.g. '/', '|') in ship names, where KSP does (and I do use those). Also, the mod shows the file name in bigger print, and the craft name in brackets (instead of the opposite) when the names don't match,. As is the case with renamed files, and already existing craft with invalid characters in their names. It's useful to have both (helps with the renaming / version tracking) but I don't care much for the filenames, I'd rather read and search by the craft name instead. Keep up the good work!
  11. That's the second thing I hate in the stock system! The load times... Actually I think it's the one I hate the most, since I have hundreds of craft all in a folder - opening the stock window is / was a pain. Auto tags are nice, I'm definitely going to use it! Speaking of interface, yes it looks nice but I think there are 2 points that could be improved: 1) Window resizing (bigger window! Autobots, maximize!!) and 2) Larger thumbnails, if possible - most info about a craft is in the name, tags and description, but a picture is worth a thousand words Minor thing: the mod updates the file modification time when a craft is just renamed from the interface, but otherwise unmodified - I expected it not to. I liked that it shows me the dry / wet weights too, I used to have to write those on the description for payload stages and of course they were always outdated
  12. Looks great! I was just looking for a way to regenerate craft thumbnails because, annoyingly, every KSP update makes the thumbnails vanish from the stock craft screen until I reload every one of them once. Then I found KSP Craft Organizer, and now, this (when browsing CKAN for the former). Having not installed either one yet (just yet), a question arises: how do they compare? Looking at available / presented functionality, both seem to have the same stuff, but this already looks nicer. And it's also a brand new mod out of the oven (I'm hoping this is a good thing :P ) Anyway, gonna install it and see. Kudos for just publishing a mod I needed, but didn't know I did! lol
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