Jump to content

Schneider21

Members
  • Posts

    33
  • Joined

  • Last visited

Everything posted by Schneider21

  1. Oh, wow! That looks fantastic, @cfloutier! Can't wait to give it a spin!
  2. @kspkat Might be useful to share your craft and K2 Lift settings. As a general rule, you'll want something with a good bit of TWR (nothing lower than 1.5 ATM and 2.0 or higher for vac) for launching and getting to orbit. You'll need ~3500 dV to get there.
  3. @kspkat That UI is from Micro Engineer, and while it's not reasonable to expect a mod author to work with ALL other mods, I wonder if @Falki would be able to offer any advice on how one might be able to use community standards to increase compatibility.
  4. Yeah, I encountered that as well, but after I got my 3 kerbs onto a rover. Saving and reloading fixed the issue once, but when it occurred again shortly after I ended up disabling the setting to hide portraits and restarting the game. The button on the app bar is pretty inconsistent with when it shows up, but I can't seem to find any sort of pattern for when it does or doesn't appear.
  5. That's a great start! While this makes sense to me that it would avoid interference in a real-world setting, what's the advantage to using different bands in game? Does the range vary based on band? I thought I recalled you saying number of antennae doesn't increase range, so I'm curious what else might.
  6. This is awesome, but like... is there a guide or something that explains how to work at this level of complexity? Or maybe how the ComNet stuff even works in the vanilla game?
  7. I love that K2-D2 saves settings between loads and reverts, and even that it does so between launches. I'm guessing this is because the settings are being serialized to disk or something. It does confuse things when I accidentally set the max throttle lower during flight, and then the next time I launch I don't see that the throttle is still limited (because max throttle isn't available pre-launch). Maybe max-throttle could be exposed prior to launching? Even better, maybe we could have a default settings we can set and then that settings profile would be loaded with the ship on the landing pad?
  8. Oh wow, I saw this appear on CKAN and just installed it without thinking. Discovered the planetary occlusion but had no idea about the report functionality, which looks fantastic! Great job with this, and thanks for sharing it!
  9. Yeah, I noticed no difference after disabling K2. I've had the "vessel randomly spinning when switching to" issue previously, but doing what you said (or flicking time warp on briefly) has resolved it. When I try controlling a station from anything other than its anchor assembly, it seems, even having SAS lock on seems to start triggering an accelerating spin and no amount of input will reign it in.
  10. I'm having this now, too, which is making docking impossible. On top of that, right-clicking parts in Flight view no longer brings up the Part Manager (nor are they highlighted) and I can't target other vessels. F5/F9 makes most of the issues go away for a moment, but as soon as I start trying to control from docking ports or anything it starts back up again. I've got a whole pile of mods installed, but I suspect K2-D2 is heavily involved as it's the only thing I have that really tries to assume control of the vehicle. Gonna try running with that disabled and see what happens.
  11. Are you using CKAN? I was confused where to start, but once I had CKAN up everything was simple. https://github.com/KSP-CKAN/CKAN/releases
  12. Oh yeah, I forgot the overlay applies in map mode, too! I'll give it a try. Thanks!
  13. How much effort might it be to add lat/long or inclination lines to the map (or hashmarks on the side). When trying to set orbits to pass through specific regions, it'd be super useful to be able to see where things are. Also, any chance of projecting your orbit onto the map, along with any planned maneuver paths? Again, would make collecting all the science for various surveys much more doable. Loving the mod thoroughly, though! It's a fun and relaxing way to engage with the game and still progress the Science tree.
  14. The DELUGE of power alerts for my distant craft (that, when switching to them, clearly still HAVE power) is something I'd love to see addressed with either a bug fix or a mod that suppresses certain message types.
  15. I put a mapping probe around Jool and got a lot o' Science. But when I went to send it home, I saw there was "No Connection" next to the items in the Research Inventory. I play with "Probes Require Signal to Control" off, so I figured the restriction was still in place for sending reports, which is cool! So I built a few comsats to connect the probe back home. Using the ComNet Utils mod, I can visually see that the chain of crafts should be able to communicate with each other, so why am I not able to transmit from the craft closest to Jool? Do certain antennae need to be used for ship to operate as a relay? I was able to transmit a report from the comsat itself.
  16. @linuxgurugamer Would you have any interest in porting this mod to KSP2? If not, would you mind if I took a shot at bringing it over?
  17. Does Ike take an extraordinary amount of time to map, or am I orbiting it wrong somehow? I'm in a 90 deg polar orbit at ideal altitude, and just hit 75% scanned 13 years into this satellite's mission. Granted, some of that early part was me not launching during a good window, but this craft has been in orbit around Ike scanning for at least half that time. Duna's already fully scanned and I started that one after, but it's obviously larger with a different orbit for its scanner.
  18. Lol, how would one even go about doing that on accident?
  19. @cfloutier I've finally managed to successfully dock a few times, thanks to Flight Plan and K2-D2. Thank you! That said, I used up WAY more propellent than I should have, and it had me thinking... Is there any chance K2-D2 could utilize the Docking Alignment Display mod to automate docking entirely? I imagine it would sit pretty low on the priority list anyway, but just curious if it could be possible.
  20. I've only noticed this issue when making nodes and executing them from Flight Plan. It sits waiting to turn but doesn't seem capable of actually turning the vehicle, so nothing happens. Once I was sure I got it working again by opening Maneuver Node Controller and deleting the existing node, then creating a new one, but I've since been unable to recreate it. For the record, @cfloutier, K2-D2 is amazing and lets me enjoy KSP the way I like to, so thanks for all the work on the mod!
×
×
  • Create New...