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SpaceMoose

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Everything posted by SpaceMoose

  1. Does this fix the ground anchor drift bug? I was in the middle of recreating the Jamestown base on the Mun (from For All Mankind) and abandoned my game out of frustration because the ground anchor kept drifting up.
  2. Thanks for the quick response. Unfortunately, I built an elaborate Mun base while I was running 1.10 and can't revert back to an old KSP 1.9 save without losing my base. It's only after I built my base that I noticed the RealChute parts were broken. It's no biggie. I'll simply rebuild my Duna/Laythe landers with stock parachutes and will HyperEdit them to the same orbital parameters as my old landers. I'll then transfer the crews and delete the old landers as if they never existed. Like I mentioned previously, I (re)learned my lesson about letting Steam auto-update my KSP installation! Thanks again for all your work.
  3. First of all, thank you stupid_chris (and all contributors) for this mod! Is there a temporary hack I can do to get RealChute to work with KSP 1.10? I can't revert my KSP back to 1.09 with my current save (not compatible), so I'm stuck with 1.10. I have vessels enroute to Duna and Laythe with RealChute parts, so I have no way to land them without cheating. I should clarify that those vessels were launched before Steam auto-updated my KSP installation. I've (re)learned my lesson about letting Steam auto-update my KSP installation in the middle of a campaign! Worse case is that I rebuild my landers with stock parachutes and HyperEdit them to the same orbit/position as my old vessels. I can then transfer the crews and delete the old vessels as if they never existed. Please note that is not a demand to update RealChute for KSP 1.10. I just want to know if there's a quick fix I can do myself to get it working again (I know this is possible with other mods).
  4. The MM patch didn't seem to work for the Eve probe contract I had already accepted, but I was able to remove the "Return Home" parameter from my persistent.sfs file. I can now stop banging my head against the wall, trying to get a return vessel landed on Eve without burning-up on atmospheric entry (I haven't yet unlocked the inflatable heat shield and I don't feel like grinding more science out of the Mun/Minmus to get it). P.S. I like everything else so far about this mod. Thanks again!
  5. I decided to do a little research on how ContactConfigurator works, and it seems I need to do this if I want your patch to work only for Eve: @CONTRACT_TYPE:HAS[#agent[KARA],@PARAMETER:HAS[#type[VesselIsType],#vesselType[Probe],#targetBody[Eve]]]
  6. Thanks! Will this take effect on a contract I already accepted? How do I tweak it so that it only removes the return requirement for Eve?
  7. Thank you for this mod, I'm having great fun with it. Please consider removing the "return home" part of the Eve Probes contract. While landing a probe on Eve can be done early in a career, having it return to Kerbin certainly is not.
  8. My suggestion was for the instruments on the external and map views, but I also agree with you about the arrangement of instruments in IVA.
  9. More information on standard flight instrument arrangements: https://en.wikipedia.org/wiki/Flight_instruments#Layout As you can see in the images in the Wikipedia article, the pilot doesn't have to constantly look above and below the windshield to monitor his/her airspeed, altitude, vertical speed, and attitude. The instruments that are above the windshield don't involve the direct piloting of the aircraft: they would be autopilot controls, environmental controls, circuit breakers, etc. I don't know about instruments on actual spacecraft, but I'm pretty sure they would follow the same principle that the primary instruments are clustered together.
  10. With this mod, is it possible to drag the altimeter to the bottom of the screen, so that it's alongside the navball? I tried, and can only drag it along the top edge of the screen. I'd like to cluster all my primary instruments together like in an airplane, in order to minimise my eye movements while scanning my instruments.
  11. Having the altimeter at the top and the navball at the bottom of the screen is a poor decision in terms of human factors. In an airplane, the primary instruments (attitude indicator, altimeter, VSI, compass, etc), are all clustered closely together so that the pilot can scan them all quickly at a glance, with very small eye movements from one instrument to another. Please make it so that the altimeter/VSI and navball UIs can be clustered together at the bottom. In the meantime, is there a mod out there would allow me to move the altimeter down to the bottom of the screen? I tried "Draggable Altimeter", but it only lets me drag the altimeter along the top edge of the screen.
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