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macegee

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Everything posted by macegee

  1. Hm.. It works for me, with 0.3 sec delay, on decoupled craft with RemoteTech command module (Remote Control), but only with RCS on. I haven't tried to go farther away yet tho. Here's the pic. It's 0.3.5. And, again, it has no other command module, just Remote Control.
  2. Uhm.. I'm currently using RemoteTech 0.3.5, and MechJeb works FINE as it is with this mod! Yes, I have to use RCS to make it work (it doesn't use torque for maneuvers somehow), but that's fine with me. The thing is, i don't want to be able to turn local control on when I have MechJeb on board. That's it. I don't need anything else
  3. Uhm.. Not to be picky, but.. Can you make this feature to be easy to disable via config please? I don't really want my unmanned crafts with MechJeb on board to have such capability. They're unmanned for a reason, right? Especially, for those with AR202 no-brain case, if we're talking about roleplay or anything.
  4. Yeah, thanks for the tip. I'll reserve that for my plan B. MMI SP (as of outdated version 1.0) is way better tho, and we'll just wait for this new pack as long as it needed.
  5. Can you reveal us what exactly is going to be in this new SatPack? Me and my partner are planning to make a multiplayer (hot-seating via savegames) expedition which involves using satellites a lot, so we're eagerly waiting for this pack to come out before we can start
  6. Yes, I've also read this from the guide yesterday, and it works! Still would love to know how one can disable mapping feature, so yo can make passive (non-mapping, but still able to see it's possition on the map) part based on ISA MapSat. ADDED: Uhm.. Scratch that. It was only my imagination + some weird bugs.
  7. Wow, really really nice mod base! Hope to see ISA MapSat, MMI Satellite pack, MechJeb (something has to power those brain/AR202 cases!), Remote Tech and other cool mods based on this! Good luck!
  8. Just bumping my post here. Also, a request for the authors of this lovely mod - can you make a static dish for this mod, for those, who doesn't like the way how default one is moving? Or, at least, to make a enable/disable switch or hotkey? Please? Added: Oh, and one other thing. A little box (like AR202 case) that gives you the ability to access the map interface and has the same functionality except mapping itself would be SO great! Please, think about it.
  9. Hello! I have a question. Let's say I want to make another part to work as ISA MapSat dish (I don't really like how the default one rotates and that I can't turn it on/off). What do I do? Would that even work with, for example, some static sat dish model? I mean, from what I see, it doesn't really matter where the default one is looking, it does it's job anyway, right? So, theoretically, it should be simple to make another model (part) to work the same way?
  10. +1! Really, I would kill for some zoom capability! After my first mun orbiter accidentaly found a little (mysterious!) dot on mun's surface, I spent lots of time orbiting with different inclination and zooming out of my ship to try to find some more stuff down there. With cameras + zoom it would be much better, especially, if NOT using ISA MapSat and Muon Detector for such purpose and stick with visual search.
  11. When I first encountered the Arch, I tried to go thru using a jetpack, and all I had was a little "poof". There must be some kinda invisible geometry that you smash against, imo. https://picasaweb.google.com/113746879661497233526/KerbalSpaceProgramStarbuck1MunarJourney
  12. Same thing happens to me once in a while. I'm using attachable red/green light module (cuz I really hate that default glow animation that other modules have). Quicksaving my game frequently helps, but I wish there was a fix.
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