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Poppa Wheelie

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    Working some 100% IVA missions

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  1. Look at the section called "Imbed a Link In Some of the Text, or In an Image" in this tutorial:
  2. @Vanamonde, the dark blue of your "Lead Moderator" text is unreadable in dark mode - not enough color contrast. I'm OK with it if you are. Just wanted to make sure you were aware.
  3. Yes, perfect! Thanks. At least Scott's time of 30:14 is a benchmark that shows what's doable. A time to shoot for.
  4. I can't read the "Racer" badge text in dark mode. Cool contest. Might give it a go someday. Reminds me of this Scott Manley video. He did a speed run to the Mun and back. At minute 11:25 in the video he touches the Mun at just over 30 minutes of mission time. So, he might have an honorary 1st place in your contest.
  5. Thanks again. I understand everything going on here, except the "colorName = _Color" bit. What's this for?
  6. Thanks, @vulkans. I don't think I know how to do that. I'm looking for a way to highlight one of several digitalindicator props at a time. I'll think of another method to do this.
  7. Here's a mod idea. I would find it useful if I could set a limit on how many stages I see (and have to deal with) in both the VAB and in flight. Or, one step further, what if I could group my stages, and name these groups, and only open the groups that I want to deal with at any particular time. For example, I could have the "Launch to Orbit" group, the "Flight to Jool" group, the "Tylo Lander" group, etc.
  8. My understanding is that "it can't be done". The issue is that you are trying to make a "loop", or a closed circle, of parts. There are many, many things I would like to build with a closed circle of parts, but, unfortunately, the system does not work that way. Visually, if you still want to do this (or to build anything else with a closed circle of parts), the only solution I'm aware of is to use struts (hidden struts if you can make that work) to "fake it".
  9. If one of these satellites has an actual period of 1h4m9.50000000, and another has an actual period of 1h4m10.499999999 seconds, then the game would display the same 1h4m10s period, even though the periods are almost 1 second apart. In 60 orbits they will have drifted almost 1 minute apart. How long ago (game-years) were they launched? I don't know if this could account for the entirety of what you're seeing, but this is one version of how the floating point error might be occurring. Actually, this is more about rounding error than floating point error. My understanding is that it is not possible to avoid drift over time in this game, just as it's not possible in real life. Get them the way you want them initially, declare victory, then periodically cheat them back to where you want them.
  10. Aha! Problem solved. Turns out this wasn't something strange like atypical characters in the pathname. Instead, it was user error on my part. I had a mismatch between the path specified in the PW_Scripts.cfg file (which described where to find the .lua files) and their actual location. Once I corrected that cfg, everything worked as expected. Thanks for your help, @vulkans!
  11. Multiplayer: I want a different kind of multiplayer. I want to have a friend sit in the command pod seat next to mine in IVA - a second (or even a third) kerbonaut on the same mission. Maybe this capability provides a way to connect up a second keyboard, mouse, HOTAS, and a second view on a second monitor. Or maybe it's done by two (or more) different computers accessing the game running on one of them as a server. Landing Trajectory: I like that the landing trajectory tools available now show the red arc of the trajectory, and then show a mark where the vehicle will impact the planetary body. What I want next is a dotted line from this impact point, westward along the planetary body surface, to another mark at the geographic location that will be the actual impact point once the spacecraft actually reaches the surface.
  12. I don't see that error in the ksp.log. Here are updated logs. Maybe something else pops up. ksp log: KSP 20250114 1638.log Player log: Player 20250114 1638.log
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