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Glockshna

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Everything posted by Glockshna

  1. Same problem. It calculates correctly on the launch pad but not in the VAB.
  2. Love the plugin! Any chance we can get integration with Blizzy's toolbar API? http://forum.kerbalspaceprogram.com/threads/60863
  3. Awesome, I had a feeling it was on KW's end but wasn't sure! Thanks for the reply At least it calculates correctly on the launch pad which will do as a workaround I suppose. EDIT: The toolbar integration is awesome by the way, thanks for doing that. And thanks to Blizzy for making it. Such a good idea.
  4. This mod is amazing! But I have one question, Is there any way you can integrate this with HullCam to allow you to view your craft from the perspective of cameras mounted on it during playback? Would be amazing for machinima recording.
  5. Would you be able to make it so that you can configure the camera lenses in game, using tweakables perhaps? Like for instance make the FOV of the camera tweakable in the VAB.
  6. Would you be able to add an Angle to Prograde/Retrograde in the Orbital screen? Or did I miss it somewhere?
  7. Any word on the ^V going wonky with KW Rocketry getting fixed?
  8. Are you still working on this project? Would be amazing!
  9. Okay, took a closer look and it looks like while you can access all of the information displayed by the Navball in game, you can't actually get a visual representation of the navball. Are there any plans to add something like that in the future? My use for this mod would be to have all my information accessible on another screen allowing me to hide the UI completely for filming machinima. In and of itself this is an amazing piece of work here. Keep it up!
  10. There seems to be an issue between KW Rocketry's fairings and Kerbal Engineer if you were so inclined to take a look and see if it's on KW's end. Love the parts keep it up!
  11. Still trying to find a workaround for the KW rocketry bugs. Anyone had any luck?
  12. I haven't had this issue with rockets that don't have fairings yet. I also haven't been able to get the calculations to show by replacing the engine either =/
  13. Not sure how to describe this issue but when I start a new ship it works fine for a while but all of the sudden a large majority of stages if not all of them will just show 0 ^v and one or two will show their normal ^v. The rocket will function perfectly fine at launch and the VES tab will show the correct ^v in flight but it breaks in the VAB for some reason. Screenshots: In VAB Same ship on the launch pad. EDIT: So I noticed that the burn time and thrust is listed correctly and it changes if I modify the thrust limit settings. Any ideas? My mods: Kerbal Engineer Kerbal Alarm Clock Precise Node kerbal Joint Reinforcement Editor Tools Atmospheric Sound Enhancement RCS Build Aid Docking Port Alignment HullCam Kethane Robotics KAS RemoteTech KW Rocketry TAC Fuel Balancer Crew Manifest
  14. Seems to be working fine in .23 save for thrust limiting so far as I can tell.
  15. This is really cool! Keep it up. It makes space feel so much more isolated in KSP. I LOVE IT!
  16. Would be nice if you would put at least a short description of what the mod actually does somewhere... That screenshot is too small to see or read.
  17. interesting. Whenever I use that in my scripts it just skips over it as if it doesn't exist. That's not as big of a deal as the stage separation issue I'm having though.
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