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Sade

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  1. @LittleBitMore for what it's worth, I agree with your OP, and I thank you for the initiative.
  2. I'm ready to receive those 0.2.2 fixes. So thanks for waiting for me, but you can release it now.
  3. Hmm, strange, let me verify [edit] so I checked, and I can confirm, everything works as it should. I'm sorry for the distraction, dunno what I did wrong when I was checking the behavior.
  4. Awesome stuff guys, I can imaging that these "cosmetic" (pun intended) changes can take much more effort than is shown on the surface, and clickthrough blocker, very nice indeed.
  5. I'm guessing they are talking about DAD: Which if true, the manual is in the opening post, inside a "reveal" box.
  6. Very nice update, this small group of modders is showing this game some true luv. One small remark: The arrow buttons are rather small, if they could be slightly wider that would be nice. They work very well tho. Now, in the light of constructive criticism, do not feel obliged to consider this. But, when I have FP, MNC, K2D2, and ME open, they are fighting a bit for screen space real-estate, so condensing them slightly does help. In that respect I have two propositions: There are twice 3 lines in MNC that can be combined into one with only a modest amount of squeezing, I've mocked-up a little example (see below). The lines are the Prograde, Normal and Radial values and controls. Putting the current set value (top 3 lines) in the middle of the controls (2nd 3 lines) is kind of natural. You can even make the value editable such that you don't need the Abs button anymore. I know I cheated a bit, cause the value currently has the short 0.00 m/s string which does need more space for larger dVs, so the <, << buttons may need a little shrinking. The bottom information, "Previous Orbit" and "Next Orbit" can be a fold-out panel, such that one can open it when required.
  7. Sade

    K2-D2

    The issue is the bug in KSP2, I would not like automated gear extension, k2d2, doesn't know about all the possible wild crafts that can be made, who knows where there will be landing gear in the vehicle. Give the user some responsibility to extend the gear. When the bug is solved upstream, the issue will go away.
  8. It's not a maybe, they said the want this. The reason they gave for postponing is that they want to have some sort of visualization to with it to inform the gamer. It is this visualization that needs more time. That said, most KSP2 players today are pretty hardcore, so an option could be to just activate the occlusion and develop the visualization later. (Don't know if you are aware, but your comments read quite salty and grumpy, a bit infantile, I'm assuming that this is just my interpretation)
  9. Can't wait for tuesday, that's at least 6 items crossed from the list!
  10. I have the same issue, I've also tilted my wheel slightly, but I don't have the impression that this was the issue. The rover was driving fine for 5-ish km and then got stuck. I've tried many different routes and every time I get stuck somewhere. It feels like it is an issue with the terrain more than the rover, as when I try to continue on foot, the kerbal gets stuck too sometimes, like it is floating above the terrain.
  11. Sade

    K2-D2

    Is there some reasoning behind k2d2 switching to "stabalize" sas mode, instead of "manouver" sas mode, when it starts the burn? should I leave on stabalize? if I have a slightly asymmetric ship, the manouver sas seems to be more stable (pun intended).
  12. Yes, I would like this. Related, I don't think the 2x is useful, going from 1x to 4x to 10x is granular enough. There are two near log sequences I like to use in some of my code: 1,3,10,30,100,... 1,2,5,10,20,50,100,... these sequences give a good feel, as they are close to log, but still have human readable numbers. Note, how the 2nd is used for Euro currency for the same reason.
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