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KSP2 Release Notes
Everything posted by Romfarer
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Yes this is normal. And the plugins are put where they are supposed to go ;-) Let me know if you find any in-game issues.
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Changelog v27 (May 24): KSP 0.20 Compatibility enabled All plugins updated. Available here http://kerbalspaceprogram.com/?s=%20&author_name=Romfarer Enjoy!
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are launch clamps still following you????
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Im aiming at getting the 0.20 update out today.
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lazor version 27 is coming soon and it will use all the fancy stuff added in 0.20 it's possible that the launch clamps will not explode anymore. Anyone sad to see that feature go?
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Is it throwing exceptions when this happends? What os are you on? Do you have a ton of vessels within the loading range? What have you set the loading range to?
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I realize that tractor beams are sci-fi, but at the same time i would like them to be realistic within their context. I'd velcome suggestions on how to make them more realistic. What should the power constumption be? I've been working on some new tools for modders that's coming KSP 0.20. (It's no secret but it's also technical stuff only modders would appreciate). Anyways, lazor will take advantage of those new tools and it should help with the performance. It's hard to say what is causing your extended loading times since i have little idea what exactly you are loading up and if you got a lot of vessels with lazor on them in range.
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If i knew what the problem was, sure i could fix it. So if you could describe the issue in detail, that would be helpful.
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This is an installation issue, looks like you are missing the plugin files. The EVA lazors are activated by the number keys (1, 2, 3, 0). It is a bug that it can be activated when the Lazor EVA menu is not visible. Not sure how to say this, but yes, when you turn off lazor guided flight, your plane will be at the mercy of whatever non-lazor control which remains active.
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they will only show up when your orbit is more or less circular, beyond a certain point, they won't have any meaning anyways so they are removed then
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Set the loading distance in the LazorPowered menu to default. That should fix this issue. I might actually have it set to default, err, by default as it is only the missile systems that require more range.
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I'll be running through this scenario and try to iron out that bug, i was half way aware this could happen so i'm keen on fixin it. This is a bug. It's on my high-priority fix list.
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The launch clamp explosion thing will be improved/fixed. The eva stuff will be available on all lazor powered plugins. (i'll probably add a "cheat" option so you can enable it without having lazor system on the vessel)
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Just set the loading distance to default. You won't get that kind of lag then.
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Allright i see what is going on here with the lazor on the helmet. It appears to be hidden but still available just by having any of my lazor powered plugins installed. It was actually meant to only be available when lazor system is installed on the vessel. anyways i now know about this bug and will correct it. In the mean time if you want to make sure that the gui is available, send your eva's out of a lazor system vessel. Yes i have done this many times but allthough i can see how it can fail i need steps to reproduce this bug.
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Max range is 95 km. The docking cam aligns itself with the part it is attached to and follows the convention in the stock docking ports. The only way to change this is to 1. I add options in the cfg to set the alignment with a vector. Or 2. you ask the KAS creator to align the part "properly".
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I like the LAGS idea, kudos for the nice paint drawing. I've been wanting to do something like this with the lidar system for a long time, actually i'm not sure why i haven't made it yet. ;-) It does sound complicated to use though. I'm thinking the green lazors could be used to augument the welding lazor here, so having that system enabled would show up the grid lines on the parts you are trying to weld together and would enable the parts to snap together like they do in the VAB.
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The small lazors don't do anything unless controlled by the main module. For that reason they are programmed to self destruct.
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Unofficially, i have found a way to solve it.
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Wow you guys are fast If you ask the creators of those mods nicely, they will probably add that capability by default. The module "line" in .cfg shouldn't interfere with anything if the Romfarer.dll is not installed anyways. That said, nobody is permitted to re-distribute Romfarer.dll as that has lead to a lot of versioning headaches in the past.
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Just install the latest version of lazor system and the cat's dissapear.
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This would be why.
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I think this is an installation issue. So first you should reinstall the plugins. If that doesn't work, you'll have to send me your output_log.txt Very cool! I didn't really anticipate the system being used for bringing other mods onto vessels already in orbit. Tbh. i never left the launchpad area while building and testing this feature. My original idea behind this was to have it work as a system to build improvised structures/bases and possibly also to move parts around on space station (for example if you had your solar panels set up in bad positions). Anyways, i really appreciate the feedback regarding the weld/detach systems and i'm curious how the vessels you assamble in flight behave once re-assembled. I't might be necessary to implement some snapping functions similar to what is used in the VAB/SPH. I'm also concerned that re-assambling may lead to vessels that are, how do i put it, "wrong" in the sense that their part hierarchies are messed up (i'e the couplings are placed wrong so when you disconnect parts again, some parts may be floating in space while still being part of the vessel).
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I did read your suggestions. Fire and Forget is definately something i would implement the next time i add something to the missile systems. The other suggestions you had build upon the remote control system, i think that whole system is poorly understood and also a bit complicated to operate effectively. Adding those features would complicate it even more so im thinking about ways to make the control easier. But as you know, lately i have been focusing on adding features you can use to take apart and re-assemble vessels in flight using the robotic arms and the decouple/weld functions on the eva suit. I'm a bit dissapointed that i haven't gotten more feedback about those systems. Is it because it is working perfectly or it is too complicated?
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You are right. I really do appreciate what you have done here and i would like to see more of this.