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Everything posted by VoidSquid
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KSP Wont Launch
VoidSquid replied to Miguelsgamingch's topic in KSP1 Technical Support (PC, modded installs)
"[LOG 13:33:42.418] MiniAVC-V2 -> System.IO.IOException: Sharing violation" It is known that MiniAVC causes issues, I suggest you get rid of it via the Zero MiniAVC mod. -
Afaik you can't turn it off, unfortunately.
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How to orientate RCS in orbit?
VoidSquid replied to Serenity's topic in KSP1 Gameplay Questions and Tutorials
So, personal abstract from our discussion here: there are no direct means regarding navball to set the camera in a way that W/J is making the craft turn/translate to left etc. etc. in respect to any but the locked camera mode. As workaround, one can focus the camera to hatch/core label. Agreed? -
How to orientate RCS in orbit?
VoidSquid replied to Serenity's topic in KSP1 Gameplay Questions and Tutorials
Here we go again: Question is, save for my workarounds or this (locked camera, camera facing hatch/labeling), how to know your camera is oriented in a way that RCS left is left, pitch is pitching forward, etc. -
How to orientate RCS in orbit?
VoidSquid replied to Serenity's topic in KSP1 Gameplay Questions and Tutorials
Mind to elaborate? A screenshot maybe? -
How to orientate RCS in orbit?
VoidSquid replied to Serenity's topic in KSP1 Gameplay Questions and Tutorials
Don't know if we are talking about the same indicator then? The artificial horizon, the "V" with the dot, that's what I understood. Corresponding to the "heading" reading in the navball. And rolling doesn't change it, does it? -
How to orientate RCS in orbit?
VoidSquid replied to Serenity's topic in KSP1 Gameplay Questions and Tutorials
That's just where your nose is pointing, has nothing to with rotational orentation As I said, I have the same issue, happy if someone can point out howto with the navball. My "workarounds" I already mentioned, workarounds, not true solutions. -
How to orientate RCS in orbit?
VoidSquid replied to Serenity's topic in KSP1 Gameplay Questions and Tutorials
Yes, usually hatch for pods, labeling/writing for cores, that's the reference. I hope this helps? -
How to orientate RCS in orbit?
VoidSquid replied to Serenity's topic in KSP1 Gameplay Questions and Tutorials
Afaik not, at least I haven't figured out until now. Best to see with your own two eyes instead of long text: And I could also show you via Twitch, let me know if you're interested via PM, ok? -
How to orientate RCS in orbit?
VoidSquid replied to Serenity's topic in KSP1 Gameplay Questions and Tutorials
Try the "locked" camera mode, see what happens if you press WSADQE / HNIKJL And yes, did have this issue too myself, took me quite a long time (2 years, actually) to be mostly able to steer the craft as intended, I totally understand you here. It IS difficult to wrap your mind about this, I think. I still suggest you try out the DPAI mode, from crosschecking camera and how your orientation is displayed by DPAI, I got my first basic understanding of this topic. -
How to orientate RCS in orbit?
VoidSquid replied to Serenity's topic in KSP1 Gameplay Questions and Tutorials
In low orbit (e.g. if I'm about to land), I'm using the free camera and roll (retrograde) my craft that the brown part of the navball is on top, the blue part points to the surface. If you do remember the vessel's view in the VAB, the south-pointing part is the reference part I've talking about. I don't use Navhud mod myself, but I can highly recommend the DPAI mod, makes docking a child's play. -
How to orientate RCS in orbit?
VoidSquid replied to Serenity's topic in KSP1 Gameplay Questions and Tutorials
Let the camera face the crew hatch / labeling at the probe core, then you have a match between what you see and the RCS directions.Or use the camera "locked" mode. Or, if you specifically interested in docking, use the Docking Port Alignment Indicator mode. -
A little courtesy and politeness brings you a long way, you know... making demands when asking for help not so much.
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Cannot Load Ships in Sandbox
VoidSquid replied to Joose's topic in KSP1 Technical Support (PC, modded installs)
Can you provide as an example one craft file you're having issues with, e.g. via Dropbox? -
A mod doing what exactly? There are many VAB mods, different purposes.
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One of the most important things for me regarding our forum: people can and do have totally opposite views of certain things, yet, it almost always stays being a civil exchange of opinions. I like that! Thanks to all fellow kerbonauts for this, and thanks in particular to our mods! (And I very much disagree with you, @Lewie, on various points, hehe )
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Hey @DStaal, As I said, take my example of the instruments in a car. I think it was and is a good idea to have the most important displays at central, and 2nd tier displays smaller and not-so-central. Same goes for me for KSP. I think this an argument driven by logic, not by what-I'm-used-to. Reading what @Nate Simpson said, yes, for a beginner it might be better his way, more camera, more visual feedback, less "hard data". For me though, nowadays I rely mostly on instrument readouts, not so much on what the camera shows me. A bit similar to scuba diving maybe, when I began, visuals were most important to me, but the further I progressed, the more the instrument readouts became the important things.
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Thanks again for your time and the explanations, quite interesting I have to say Regarding visibility of the rear end of the rocket, right now (i.e. KSP 1) I can a) adjust the camera (aim at the engine or landing gear for example), b) hide the navball (arrow on its top), c) rely on numerical data (i.e. radar altitude) displayed at the top center. Then, as you said, it probably makes a huge difference if you're a new or an experienced player, true. And regarding "less-cluttered presentation of the navball at the corner", well, for me it's just the other way around, the new UI is cluttered (stuff at wrong, non-intuitive places), the KSP1 way it's way more logical, intuitive. At any rate, thanks again for the explanations and reasoning, as well as giving us the choice!
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Thanks @Nate Simpson for that, much appreciated I'm still asking myself though, where does the idea come from in the first place to put essential core elements of the UI into a corner while putting secondary stuff to the middle? Can't wrap my head around this, sorry. In a car, for example, the central instrument is the speedometer, followed by the 2nd tier instruments like rev meter, fuel gauge, etc. There are good reasons why the speedometer is the biggest and most central display, aren't they? So what gave you the idea to put core displays to a corner of the screen then?
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Thank you @TheDarkBadger for maintaining this great mod! Believe it of not, but at times I'm just sitting here and watch the time passing whilst I watch the starts, the planets, the vessels pass overhead in the night sky: "Hey, there's Duna, we've been visiting you, and we'll be back!"