shachar2like
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
shachar2like replied to Thomas P.'s topic in KSP1 Mod Releases
I just removed the mod entirely, deleting the file didn't help since it was recreated and I wasn't sure how to edit the file to make the game use the stock solar panels (even with the instructions in the file). -
I can only see it in the tracking station, and even then it's not working as expected although it MIGHT be me. I can't see my WHOLE network (with all of the probes/ships/whatever) but it's still a nice thing to have. I have a 4k resolution with scaling (not sure but maybe that's what causing the issue?) and I'm not sure what logs or where to find them. still better then nothing having it in the tracking station. oh and my game crashes once in a while although I'm not sure what mod causes it (as a wild guess I'll take aim at complicated visual mods and the like)
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what button did I press by accident that opened up a menu with all of the decals to choose from (meaning it had a window with all types: numbers, letters etc to choose from)? couldn't find the explanation here
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I really don't want to repeat everything I said but I'll try to summarize it up: 1. people are stupid, what's why you use a user friendly OS like windows and not something else 2. stupid people not realizing and not being sure what went wrong will load and repeat the same process again, wasting time. (and not being user friendly when you could just told them: "hey stupid! you're an idiot and you're going to crash!" 3. while most of the time you'll have no other choice some people might have other choices be it other turned off engines, abort systems, ejecting Kerbals or whatever 4. the last point being is that it's more user friendly when something tells you you're going to crash instead of giving you a bunch of numbers: calculate weight/what you have left to get the twr * your velocity * your height * your new height / you're not dead
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I have a bit of background in programming (a very tiny bit, basic from the 80ies). I assume then that you cannot simply take the current path from the game and use that... What I would have done is done the suicide burn calculation with say something like +100 height elevation and let people deal with the rest. that keeps your job simple. if you need to compute the TWR and all of the other "curses" from scratch then I'll simply ditch the warning idea although I do suspect you can do a simple one with the current code and maybe change the text warning to something more along the line of "check thrust" I've read some of your other posts and you do seem to be an experienced programmer. you don't have to do everything perfectly, if you can't get the current course from the game then that's simply too much of a job, you're basically writing a small engine to predict stuff...
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
shachar2like replied to Thomas P.'s topic in KSP1 Mod Releases
Have the same issue, found a solution online that involves disabling Kopernicus's version of the solar panels. original link: original explanation: I'm using Kopernicus and I didn't wanted to uninstall it. So I placed this file in GameData/Kopernicus/Config/Kopernicus.cfg and now Solar Panels (Photovoltaic) are working again. // Why we are disabling the Kopernicus custom module implementing their multi-star fix: // - we can't leverage it for background simulation // - warp fixer de-facto replace their computations anyway // - a lot of our code assume a single star, multiple stars support is planned for a future release // - lack of time to further investigate the interactions @PART:HAS[@MODULE[ModuleDeployableSolarPanel]]:NEEDS[Kopernicus]:FOR[Kerbalism] { @MODULE[ModuleDeployableSolarPanel] { %useKopernicusSolarPanels = false } } -
[1.7.3] Graphics Enhancements Assembly (GEA)
shachar2like replied to Davian Lin's topic in KSP1 Mod Releases
well I did manage to get SOME mod to work by using CKAN (stock enhancement whatever). I didn't find GEA on CKAN. while it's your problem I did find it very convenient to download everything in one package although I do believe I had LoadingScreenManager already which might have caused conflict with itself. It might be worth checking it out -
Let's start from the start: issue 1: I was trying a mun landing with an experimental lv-atomic engine. the engine weights 3.5 tons and has a thrust of 60kn. when coming in for landing the burn time was at 45 or 47 seconds, when trying to burn when I had 45-47 seconds to (impact) the burn time remained the same all the way to impact. so I've tried again, I believe I've tried only once or twice because I've already figured out it might not be enough but still. I've tried burning when I had a lot more time to (impact? I don't remember the phrasing you've used) and then I figured out that it's not enough thrust because the timer remained the same all the way to impact (it even increased by a bit) a little change to detect such a situation would have been nice, something to notify me that I'm dump and should think of another solution quickly before collision/impact... issue 2: I do not completely understand the burn time and how to use it. you've indicated to wait a bit (I assumed a second) before starting to burn (which again I assumed to reach touch down). is the burn time calculated to "land" you at 100m from the ground or something like it? this would make people understand it better. as for issue 1. while I had a single engine and no alternative other people MIGHT have more engines which are turned off or an emergency abort rocket or something. just an indication that I don't have enough thrust or some other indication would have been enough. although I had no other course of action it would have been a nice indication to know that (hey! you're dumb and you're going to crash!). I've already tried a couple of (unsuccessful) mun landing because of various issues, it would have been nice to know the issue from the first try and at least not have to repeat it...
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I have a problem with the time-to-impact timer. 1. when engine power was insufficient I didn't get a warning (a red text warning or blinking red "time to crash" would be nice. edit: thinking about this more an advance warning version would have a warning sound. real airplanes that I've seen on the discovery channel for example have two warning beeps then a "pull up!" voice. I'm thinking more of a voice warning in the background {two beeps like in a plane or an alarm sound} along with text and a voice, something like "crash imminent" or "rapid disassembly, imminent" ) 2. the timer is incorrect by a large margin, I was under the assumption that this is an exact timer now I'm guessing that I should burn at halfway to impact AFTER the deadline... if I were to see the same timer on a planet with atmosphere, how would that effect the result? you might put an option to enable it for planets with atmosphere saying that it's incorrect or a beta feature
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[1.7.3] Graphics Enhancements Assembly (GEA)
shachar2like replied to Davian Lin's topic in KSP1 Mod Releases
disabling scatterer mod gives me the stock visuals. with the mod I get a white sky/water no matter what mod I force the game into (open gl, dx11 etc). any clue? -
[1.7.x] ReCoupler - Monocouple your bicouplers!
shachar2like replied to Booots's topic in KSP1 Mod Development
I'm a bit confused. Can I "recouple"/connect two rocket parts in space using this mod <without> a docking port? sort of like recoupling a big reusable refuelable engine to take you from planet to planet