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waffleface

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Everything posted by waffleface

  1. I thought this was how it already worked? I noticed I keep getting "Launch a new Kerbin station" missions and very little maintenance missions, even with 2 cores from previous contracts in orbit.
  2. Followup: Is there a way to hide the GUI? Even with 000_toolbar I can't seem to minimize/hide the biome menu
  3. This may be a dumb question, but does this work with SCANSAT's biome mapping if i have both installed? If not, is there a way to get them to work together?
  4. The mk2 cargo holds start out closed for me in the SPH, and I can't seem to open them from the SPH in order to place anything in them. Any suggestions?
  5. For 0.12 camera prop, maybe you could use the one from the ALCOR lander pack? Those new MK1 IVA's look sweet as hell.
  6. For some reason, with the latest MechJeb dev build, and no SCANSAT installed, the latest version of RasterPropMonitor seems to make my game 'hang' for a while every time I re-enter a Mk1 cockpit from EVA. Has anyone else encountered this?
  7. I'd like to, but I think I'd run out of memory since I have a bunch of mods running. Guess I'll have to try!
  8. Ah, didn't notice the default is already 4k . 8k matte kerbin with clouds is gorgeous though, I'm using the 4k pack for everything else.
  9. Is 'the 4k' pack mushroomman's cloud pack? Or did I miss some other bunch of 4k textures?
  10. Are there any plans to allow telemachus to send data to a remote server and/or split up the plugin with the webserver? I'd like to host the webpage(s) on a seperate device than my gaming desktop.
  11. When you make new versions of Damned's hinges, please also add small version . I've been trying to make a folding platform for a tiny rover to drive off of, but the huge hinge part makes it look unsightly. Being able to configure starting angle from VAB would be great too.
  12. Can't wait for those solar panels to be fixed, they're some of my favourites and it was always disappointing to have to re-deploy them.
  13. Yeah, that's what I did, and its a significant performance improvement. Even then though, these parts seem to cause a lot of load on lowpart stations when others don't. My station core made up up only Fustek is < 50 parts and i'm getting ~10fps. A B9 200+ parts station meanwhile does great on 30+fps.I havent ruled out if its specific parts (the cupola seems to cause a lot of load), but it's significant nonetheless. Don't get me wrong, I love the parts - but there's something about them that makes them very performance-heavy, even in the VAB compared to similar parts. Dragging an 8+ fustek part station in the VAB takes way longer and is choppier than dragging anything with 10 times the parts. This thing for instance takes several seconds to 'load' when dragging and is at < 10fps while it's selected. It's 45 parts total. A 120+ other station is much faster to drag/edit.
  14. Having Mechjeb in each module seems to accrue a lot of CPU usage - even a small 60part station with mostly fustek will induce a way higher CPU load/fps compared to the same station where I edited out all the mechjeb modules.
  15. Could you make the 'Detach' function on grappling hooks a toggle mode? Right now it seems like 'detach' only works for a while, but after that the hooks will still attach to any surface. As a practical example I have a rover that uses radial winches with grappling hooks to stabilize itself as its a construction rover. I have action groups set up to first detach all hooks, and then retract cable. What happens is that one set will do it properly, because it's closer to the ground, but retracting the other set takes longer, and the hooks will re-attach to the ground, literally pulling the rover underground into destruction. Since action groups don't allow repeated commands, this is kind of a downer. To test: Put a KAS winch on any body, and put another at a higher altitude on some struts. Set both to the same action group for 'eject', and another action group for 'detach' and 'retract cable'. The lower ones will work fine, the higher altitude ones will detach, start to retract, and at some point the hooks will re-attach to the ground.
  16. Is there a keyboard toggle to show the geodesic formations? For some reasons it doesn't show when toggling to existing kethane scanner probes.
  17. Is there a particular reason why S2 cargo bays are surface attachable (eg: for rovers) and the wide body / HL ones aren't? S2 bays have 1,1,1,1,0 for attach rules, and HL/S2 wide are all 1,0,1,1,0
  18. Offhand Suggestions, regardless of feasibility that I'd love to see for this kind of part: - Resource indicators - similar to the 'Resources' tab, like a bar graph - Readouts of any 'scientific' parts attached to the vessel (eg temperature)
  19. Can't wait for the plugin. I already love this mod for space stations. Along with the Hexagonal struts parts, it makes for good looking low-partcount stations:
  20. Turns out Kerbin captured a passing asteroid as a rogue moon in in accentric polar orbit, and KerbinX are currently setting up mining operations without our knowing. A manned mission will soon rendezvous with this operation to gauge their intentions. An unmanned probe made some visual images shortly before an unanticipated lifetime event closure. Further diplomatic events are pending a future docking mission to this station.
  21. Everytime I come to this thread, there's a new part. I dig that they work together with the stock parts so well.
  22. Any chance of making the lobby have skylights on both sides? I'm a stickler for symmetry. Alternatively, adding a placeable window (like the peekaboo) that's radially placeable, identical to the one used by the lobby skylights?
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