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KSP2 Release Notes
Everything posted by ronillon
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Yes, this is definitelly YMMV kind of thing. It depends on what you want and how you do things. Admitedly I'm in the process of figuring out my KSP GUI layout, so things are pretty much in constant flux. What does not change is I'm constantly running out of space to put all the information on my screen and still be able to control my crafts. Currently I'm solving this by toggling MJ windows depending on situation. Yes I could use MJ drop-down list for that, but: The tick fields are small and there is many of them (specially when you add custom windows), most of which I do not need. Plus the menu is sliding in and out, which takes time. Instead I have created multiple custom toolbars (size, position, shown depending on scene I'm in), sometimes containing just one button to quickly toggle certain windows on and off with single click. That is why I mentioned it in my reply to @chd
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[1.12.x] Malah's Quick Mods - ZEROMINIAVC in new thread
ronillon replied to linuxgurugamer's topic in KSP1 Mod Releases
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MechJeb saves the window settings in two ways. Globally and for individual crafts. You can find these settings in: KSP\GameData\MechJeb2\Plugins\PluginData\MechJeb2\ The global settings are stored in file named: mechjeb_settings_global.cfg The individual craft settings are stored in files named like this: mechjeb_settings_type_NameOfYourCraft.cfg EDITED (after some testing): When you are leaving a craft (You switch to another craft, using [ and ] or switch scene, to for example Space Center or Tracking Station) all your current MJ settings (ex. RCS Balancer) are saved to "mechjeb_settings_global.cfg" and to "mechjeb_settings_type_NameOfYourCraft.cfg" When you load (by Launching it, or just Switching to it from Tracking Station or different craft) a craft (ex. "NameOfYourCraftNumber-1") MJ looks for corresponding settings file (ex. "mechjeb_settings_type_NameOfYourCraftNumber-1.cfg".) if the file is found, settings are loaded from it. If the corresponding file it is not found, settings are loaded from "mechjeb_settings_global.cfg" and saved to "mechjeb_settings_type_NameOfYourCraftNumber-2.cfg". At least that is how it appears to be from my testing. I'm not sure if this applies to all settings or just some, or whether they are overwritten from global settings in same cases/situations. In theory you could use same craft name for repetitive launches and have a mechjeb preset like this. I admit, that I'm a bit confused about this myself. Further experimentation is in order, but I have kerbals returning from Minmus now, so it has to wait. If anyone knows more, please correct me. I'm using individual buttons on blizzy KSP Toolbar to quickly open and close certain MJ windows (Maneuver node, Editing maneuver node, Smart SAS, etc.)
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First, let me thank you @m4v and @linuxgurugamer for this very useful mod. This does not seem to work. Pressing the shortcut has no visible effect. It is a minor issue though, juste letting you know. VERSION:0,2,3,0 | KSP:1.10.0.2917 x64 | OS:Windows10 x64 The counter stays visible after hiding GUI elements by pressing F2. Not sure if this is intended. Again, minor issue. Could you please add a way to lock the position of the counter? I seem to drag it all over the place by accident. An option in settings.cfg perhaps?
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[1.12.*] MOAR [x] Science! - KSP Science report and checklist
ronillon replied to linuxgurugamer's topic in KSP1 Mod Releases
Thank you for clarification. I got following warnings in the log, so I assumed both 'KSP_Log' and 'SpaceTuxUtility' are mods and went looking for them. Looks like those are in fact names of libraries, which often correspond with names of mods (Makes sense to name the main library the same as mod now I think about it.) KSPLogger had similar enough name and you as author, so I thought that was the right thing. My mistake, should have read the thread to full before installation. Sorry for taking your time. But now I know more, thank you. P.S.: Is "KSP.log" the same thing as "Player.log" ? In case I find any issues during testing and want to submit them. -
[1.12.*] MOAR [x] Science! - KSP Science report and checklist
ronillon replied to linuxgurugamer's topic in KSP1 Mod Releases
Hello, thank you for supporting this mod. Just installed it and got missing dependency error: After installing KSPLogger [x]_Science! loaded without issues. Just thought I let you know. I loaded my main career save (with lots of Kerbin and Mun science done) and although [x]_Science! window opened, it did not seem to track my previously finished science. So I started new career save (default settings), performed Crew report on Launchpad and it was tracking fine. Then I switched back to my main career save and checked [x]_Science! again, now all experiments seem to be tracked fine. After writing this, I noticed this in features, so I guess that is the reason? OS: Windows 10 Pro Version 1709 Build 16299.1087 KSP: 1.10.0.2917 x64 en-us [1.10.0 Making History] [1.5.0 Breaking Ground -
[Question] Change background image and menu fonts
ronillon replied to SpaceCarmelo's topic in KSP1 Mods Discussions
Hi, I'm not sure about modifying the menu backgrounds, but you can modify the loading screens, at least a bit. You can add your custom loading screens, just put files in the folder "KSP/UserLoadingScreens" try some from the loading screen contest. I found this mod, it shows compatibility with 1.6.0 but might be compatible with the new versions or might not be hard to make it compatible. I have not tried the official mission making GUI yet, but you can modify and restrict which scenes user has access to in the save files. That is how "scenarios" and "training" missions (in the save folder) are done. Used to create mine in the past this way. For example: To really modify the game menu, I suppose you could load the game files in some IDE editor, like MS visual studio, but that is way beyond my expertise. -
Hello everyone. First just a simple question, to see if this is actually a bug, a feature or just I want something to work certain way. I like to have SAS "Stability Assist" ON pretty much all the time. When doing orbital maneuvers, MechJeb switches SAS OFF and performs a maneuver. But it leaves SAS OFF, instead of switching it back ON. Is this behaviour normal? Is it possible to make MechJeb turn SAS back ON, after performing the maneuver? Game version: 1.10.0.2917 MechJeb version: 2.11.0.0 Thanks in advance for replies
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[1.9.x] RCS Build Aid Continued - New Dependencies
ronillon replied to linuxgurugamer's topic in KSP1 Mod Releases
Thank you for the reply and information you provided. Although the implications are rather stressful. I worked under the assumption, that using "Toggle Snap" with "Tool: move" would center the part. While in reality it centers it "almost" perfect, like 99,9%. As you can imagine I was very surprised and subsequently enraged after finding this out. It was a core assumption and with it broken, all theory falls apart. I wonder whether this "imperfection" is a bug or feature in KSP. My conclusion at this point is, that the only way of producing crafts with perfect centering and symmetry is editing the .craft files. Either that or some mod that would allow placing parts in exact positions, preferably by punching numbers in and not just sliders. Or perhaps is there another way? P.S.: Initially I wanted to balance my space station by putting the CoM in the precise center of my central HubMax node. But after a while I knew eyeballing was not going to cut it. As RCSBA was already part of Realism Overhaul, I decided to try it and see whether it could help me with this problem. Seems it is not what I was looking for, but at least it exposed a problem I was not even aware of. That being said, if there is a mod, that would show how much is CoM offset from certain part, that would help me a lot. Or maybe I just suck at building crafts in KSP after all those years. -
[1.9.x] RCS Build Aid Continued - New Dependencies
ronillon replied to linuxgurugamer's topic in KSP1 Mod Releases
Hi, I recently started playing KSP again. This time with Realism Overhaul, which contains RCS Build Aid Continued. At first, this mod seemed pretty useful. But it looks like it is either broken or there is something wrong on my side. In short, the numbers do not seem to make sense. Craft file and screenshots are included in the .zip file. To be sure, I tested this also with stock KSP (Only RCS Build Aid installed through CKAN.) but got the same results. Game version: 1.3.1.1891_en-us_x64 Premise: The craft Im using for this test (.craft file included) should be symmetrical in all 3 axis, including the RCS placement. In such a case the numbers shown and effects of RCS should be the same for all uses, be it attitude or translation control. Questions: - Attitude 1) Why does ROLL-LEFT and ROLL-RIGHT show DIFFERENT "Torque" values? 2) Why does YAW-LEFT and YAW-RIGHT show DIFFERENT "Torque" values? 3) Why does PITCH-UP and PITCH-DOWN show SAME "Torque" values? Translation Why PORT and STARBOARD are the only ones with non-zero torque? Is it perhaps because the calculations are done for Ground level at Kerbin and it takes into account gravity and atmosphere? This archive contains screenshots and test .craft file. http://kuncos.uvadi.cz/Games/KSP/RCS-AID-TEST.zip