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Ruedii

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Everything posted by Ruedii

  1. I had an issue where the my S2-based shuttle had all it's fuel disappear in the latest update. (I don't know if this is a bug in B9 or CKAN) Is this a known issue, is there a way to fix it easily or should I just go and finish the mission with infinate fuel hack?
  2. A few ideas, more in the spirit of crowd-sourcing ideas than requests. HL2 Headcrab Handsome Jack Mask Bottle rocket (can be held, worn on back or placed on the ground, or attached to objects. Can be lit any time acting as a mini booster for physics fun.) Other fireworks (Makes particle streams for fun, can "accidentally" activate other fireworks, bottle rockets and boosters for even more fun.) Companion Cube (can be carried and presumably loved)
  3. I think the idea here is to make a universal controller to mark large clumps of items debris or delete. A quick "mark as debris" button would be VERY useful in the the Space Center, and a prompt regarding nearby objects would be useful as well. I don't know how many times it takes me far to long to clear a debris field of parts marked as probes or pods, and I don't know how many times it takes me too long to recover similar debris fields left littering the surface of Kerbin.
  4. As a note, if the blocks are aerodynamically optimized with separate forward and backwards design, you may need separate designs for forward and backwards facing ports. If they are designed with identical forwards and backwards design this is moot as you can simply turn around the block. As a note, you should add a set for inline RCS hubs. These can't effectively provide nominal and anti-nominal jets (unless they are designed to extend beyond the surface) but they can provide radial in tangent arrangements.
  5. Normally I don't complain, about these things, and don't get me wrong, I'm greatful for all the work put towards this mod, but it seems the CKAN database hasn't had it's Kerbal Inventory Version updated yet.
  6. I understand how legal worded statements can sound like an accusation when regarding trademarks. Many lawyers are not trained in PR work, and only a few are trained in mediation skills with laypersons. This is a problem I feel the law community strongly needs to address, and is a problem of the entire socioeconomic system of this crazy planet called Earth, not Squad's fault. This incident was just another situation in a long line of ones caused by the problem, and the problem is way to big for a small company like Squad to take on in any way beyond possibly providing some helpful interviews to someone wants to do a case study. Squad's job here was to insure that KerbalStuff was using the trade name "Kerbal" under Fair Use, and not asserting the trademark "Kerbal" as their own. This was a very important if Squad was to trademark the word "Kerbal."
  7. I'm presuming this mod still works with 1.0.5 BTW, can we get an update for CKAN on it?
  8. Maybe KerbalStuff 2.0 can support linking to other sites, such as GitHub for download of larger mods, and set up a mirror network system for smaller mods. (A mirror network system is the most effective option given the state of the Internet and the expense of monolithic web sites.) If people could donate download bandwidth from their small personal servers by making a KerbalStuff download mirror, it could help, especially if a system is installed to allow download mirror owners to control how much their mirror is used. It's too bad Kerbal mods evolve so quickly, because that keeps P2P options like Torrent from being a practical solution. The average mod release has a life span of less than a month, reducing the gain provided by torrents.
  9. Is there a way we could make CKAN use a list of mirrors instead of just one source package. I find it annoying that if one of the download sites goes down a bunch of the mods can't be installed.
  10. I like the idea of auto-detecting mods. Is there a way you could detect FS_Fueswitch and FS_Meshswitch and change them to their KSPI equivilants? A lot of mods of this type seem to create a conflict with FS_Fueswitch parts. Additionally, if you could auto-detect parts that have fuel-types that you don't have and remove those fuel types, that would be extremely useful to improving mods.
  11. Is there a way this could be extended to all physics, to make things like Mechjeb better cooperate with other mods? That is presuming the mods can add code to feedback their expected behavior to Mechjeb and other control mods. Such a hook could easily be integrated (control response curves.)
  12. Inline RCS thrusters! Thank, You! I've wanted a mod that did this for SO long! p.s. Is there a way you can make a pack with just the in-line RCS ones?
  13. Does this cover all objects or just ones with visual assets (wireframes, meshes, textures)
  14. Yes. I'd also like to see a better recovery GUI. For instance, it should prompt you if you want to recover nearby vessels, Kerbals and debris (a nice check list). This should indicate vessel type, whether the parts are manned, how many seats they have and if they have a probe core, so you can quickly identify the thing(s) you want to recover, and leave anything you want to keep out there (such as a base or a flag). This would save a lot of time recovering debris of a vessel that suffered an unplanned disassembly during lithobreaking.
  15. Is there a way you could add a value to adjust the atmosphere density curve as well as the atmosphere height?
  16. Is there a way this could be made to be 1/2 the size or 1/4 the size instead of 1/10th the size? 1/10th the size is so small it excessively messes with a lot of scale such as runway sizes. p.s. is there a way I can add this with a config hack? Maybe donate it back to your source repo for this project as a second config option?
  17. This needs to be modified to not apply if Interstellar fuel switch is enabled on the part.
  18. Looking pretty good. The colors and textures could be adjusted to better match that of stock. It also looks too clean and perfect. It needs more character. As of the shape and design of the exterior, It is beautiful. It could definitely use some of the mod packs to improve it's IVA, especially RPM. However, I really like the idea of keeping a stock IVA avaiable. Don't forget about the IVA widgets in the new stock space-plane cockpits. Those will definitely make designing a nice IVA easier.
  19. [quote name='IRnifty']If there is anyone that runs KSP on Linux, I'm looking for someone to assist me in making KCE cross-platform. There are some things I need to know about Linux's KSP installation to continue. Message me if you're interested in helping.[/QUOTE] I do. I can tell you how to make it run easily on Linux as well. Simply get it to run under Mono Runtime for Windows, and it will run on Linux and Mac as well. You should try to see if you can get it to work under the latest 2.x branch of Mono for added compatability. The Mono project also ships a utility called "Moma" that can check for compatibility and tell you what library calls are likely the problem. It can basically tell you exactly what libraries you are using, which ones you need to ship with your program for mono compatability, and which ones won't run on Mono at all. You can take a look at the list of the .Net libraries supported under Mono at the Mono website. As a note, when building C# assemblies Unity games, the Mono Compiler and Mono version of Mono-Develop are actually a lot better than the obsolete versions that ship with Unity, and some would argue they might be better than Microsoft Studio, but both Mono and Microsoft Studio have strong-points in both their compiler and IDE so it's debatable there.
  20. The best solution for the thou shall not role-play rule is to put make a specific thread for it. This is what be done at most forum's I've been on that have had problems with excessive role-playing cluttering up threads. This utilizes the classic solution of isolating a problem you can't eliminate. You may want to make two threads, one for creative fan works (single party role-playing) and one for group works (would be a subcategory of one of the goof-off / social sections.)
  21. Could we get this updated for 1.0.5 (likely just needs an updated version file now that KAS/KIS and other mods are updated.)
  22. Since water is now useful as ballast for balancing seagoing vessels, is there a way we can get a water pump part included with this to pump and filter water from bodies of (mostly) water into tanks, and then pump water out of the tanks when we no longer need it?
  23. [quote name='ObsessedWithKSP']Yes, no plugins are needed or included.[/QUOTE] Yes, but they are standard community plugins, and thus can have their updated versions installed.
  24. Am I correct in assuming this mostly works with 1.0.5. I presume emissives are messed up due to stock changes there, and possibly exhaust. Also, I suspect PorkJet will be working on switching these over to core heat.
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