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Everything posted by TMS
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They are ground-only biomes, I believe.
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[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes
TMS replied to blizzy78's topic in KSP1 Mod Releases
Ah, great news. Look forward to seeing how you handle that. Therein lies the problem. -
[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes
TMS replied to blizzy78's topic in KSP1 Mod Releases
I figured that given that this mod is all about soothing the frustrations of players who are tired of fighting the manoeuvre node/map GUI, I'd ask this question here as it may well be a feature request. Does anyone else sometimes struggle to even place a manoeuvre node? As in, you can't even get a blue orb to show on your patch line to allow a node placement, thus the PreciseNode GUI never gets the opportunity to show up? Typically the problem occurs when patches overlay each other (usually on interplanetary travel) or when you're at the far end of an incoming hyperbolic trajectory. Is there a way to place a node without clicking on the patch line (kOS used to allow you to do this with a command)? Even just arbitrarily placing a node 5 minutes ahead of you ready for dragging/editing would be useful. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
TMS replied to cybutek's topic in KSP1 Mod Releases
Assuming you are in career... Go into R&D screen Identify node with a little number on it (probably the first node, far-left) Click it Click on specific parts in window on right of screen Research as necessary -
Looks interesting!
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
TMS replied to cybutek's topic in KSP1 Mod Releases
I note that here it's suggested that one can select a more compact GUI output... but I can't find a setting to make that possible. Anybody else find a way of getting a mechjeb-like layout, without the padding? Currently using 0.6.2.2. -
A more efficient suggestion process anyone ?
TMS replied to Nemrav's topic in KSP1 Suggestions & Development Discussion
This assumes that the mods know what the devs intentions are, and that the devs actually read this forum. The forum is mostly for playing the "already suggested" game. -
Kerbal Space Program? Nope, Its Kerbal Slideshow Program.
TMS replied to NASAFanboy's topic in KSP1 Discussion
Why does the screenshot look like it was taken from an Atari ST? -
Confirmed. I had PNGs for the planet surface textures and JPGs for the skybox - hence why only the skybox has been failing.
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A couple of points: Physical warp will never be increased to a point where current ion engine burn times become reasonable. Not gonna happen. Automated flight and manoeuvre node execution will not be made stock. On rails execution will not happen. Thus, you can either buff the ion engines for ease of use (they'll still have comparatively long burns for role-play purposes), or leave them as-is so that long-standing players can impress others with their anecdotes of washing the dishes while mechjeb plays the game for them. I'd vote for a buff, because SQUAD won't be overhauling the physics glitches or making an about-face on automation any time soon (read: ever).
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I want mods that are updated with the game.
TMS replied to MagicRik's topic in KSP1 Mods Discussions
I avoid the use of mods that are part-based - precisely because I don't want the hassle of having to wait for updates. For mods that provide functionality via parts (engineer, mechjeb), you can use Module Manager to give stock parts those functions built-in - thus avoiding cluttering up your ships with parts. -
[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes
TMS replied to blizzy78's topic in KSP1 Mod Releases
Not sure if you heard it, but the latest squadcast indicated that 0.24 will bring dynamic conics patch switching, dependant on planetary focus in map mode. Hoping that won't create too many problems? -
Any mods that make the exterior windows transparent?
TMS replied to Dave Kerbin's topic in KSP1 Mods Discussions
I seem to remember that this has been achieved in modded command pods, but not necessarily stock. -
You can rendezvous with a sub-orbital trajectory. Tricky to get the timing right.
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Devs decided that it made the game too interesting, so removed the feature.
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Is Duna and Ike an binary planet system? Should it be?
TMS replied to NASAFanboy's topic in KSP1 Discussion
Best proposal I've ever read regarding this: Barycenters and non-spherical Volumes of Influence (an idea for binary planets/stars) -
I´m circumnavigating Kerbin on a Rover - Completed August 24, 2014
TMS replied to Wooks's topic in KSP1 Mission Reports
Contrary to popular belief, travelling by sea is probably the best route. You can easily make in excess of 250m/s. The original kerbal regatta thread was a very interesting log of the evolution of design ideas for sea travel. Alas, it was lost in the forum crash. I'd be inclined to have some sort of amphibious transporter dropped off in advance at the sea crossing. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
TMS replied to rbray89's topic in KSP1 Mod Releases
I've had the Duna thing as well, a couple of versions ago. It was caused (I think) by adding a layer. I couldn't resolve it and just ended up removing all layers. -
[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes
TMS replied to blizzy78's topic in KSP1 Mod Releases
Yeah, I figured that might be the case. Much appreciation anyway. -
That's great news! Still using your last, very awesome release for UR.
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[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes
TMS replied to blizzy78's topic in KSP1 Mod Releases
I did a return mission from Duna this morning and it worked flawlessly. Can't see any issues resurfacing with the text boxes. Well... it's well-deserved IMO. There's very few mods that I actually consider essential before updating. This, KER and mod-manager are pretty much it. So, in case you don't hear it enough... thankyou. Without wanting to be crass, have you considered taking donations? I'd sling you a few beer tokens.