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Papa BullDust

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  1. Duuuude, I just wanted to say that the three videos of the RovoMatic3000 in this thread were delightful. Not only a great showcase of the (in)ability of the wheels, but fun to boot. I particularly like the type of "help" you attached to the rover to "help" it up the hills. Thanks for taking the time to post these
  2. Hi @AFF Sorry for the long wait you've had for a reply; personally I've been away from the forums for a bit. However, I have found the above modification (note the post above yours) to the original mod does still work; I use it myself. In fact it still works even though I've removed the part in my install. This is because of the way the mod (cfg really) works to apply MechJeb 'modules' into each command part rather than looking for the MJ part itself. Short of drastic changes to KSP's vessel module system, or one of the devs renaming something crucial, it should continue to work. Apologies to others for necroing, but I fell others may ask the same question and an answer is better than leaving questions hanging.
  3. Hi @Vanamonde , since you seem to have inherited the dubious task of "The Name Changer", may I request one please? I'd like mine changed to: Papa BullDust Cheers muchly
  4. @Jim DiGrizI specifically came to the forums today to write about this issue, only to find user @dmsilev has nicely summarised the problem with the new Bi-impulsive. It can, in certain situations "waste" dV by performing the plane change at the same time as the acceleration burn whilst deep within a gravity well. I would like to add a simple request to add back into MechJeb the true Hohmann (co-planar) fuctionality. This would allow once again, the plotting of a later plane change manoeuvre at a more optimal time. I realise that this may well clutter up the interface a little, but MechJeb (I would argue) is a learning tool also; it may also encourage new users to seek out the differences between the two modes. TLDR; please add the old Hohmann transfers back in!
  5. You don't need to know much more than anyone does at the outset. There are extensive in-game tutorials to teach you the basics like controlling your craft, taking off, landing and the like; y'know, the gamey aspects of the game. The physics comes in to explain WHY you're doing what you do. Believe it or not, you know more about physics than you realise. Like for example, to get to space you launch upwards. However, in order to stay 'up' you need to know what an orbit is for example (always falling towards the planet, but travelling so fast SIDEWAYS that you always miss), which teaches you WHY rockets lean over more the higher they go; i.e. the physics of it all. Don't worry, you'll pick up loads of tips, just immerse yourself in the game and the community. They're a REALLY helpful bunch Good luck brave adventurer on your (pretty awesome) journey. o7
  6. @Ultimate Steve @RealKerbal3xI'm pretty sure it's when @UomoCapra would have first started writing the message for preview's sake. It wasn't posted until about an hour ago. Argh, sniped! Well played @CobaltWolf
  7. Wow, Better Burn Time and Take Command both obviated?! Tasty To me, that's the highest accolade for a mod; to be included/reworked in the stock game. Nicely done Squad.
  8. Hi Shaun, What you want is to change the FOV (Field of View) rather than the POV (point of view). This thread details firstly the controls to change it, but it doesn't seem to provide a method to save or keep a specific setting from session to session. This thread is quite old, but a cursory glance of a forum search for FOV doesn't seem to unearth much except a newer article pretty much restating the first. It seems you can change it, but can't save it flight to flight.
  9. Since this thread has risen from the proverbial to eat all of our brains, does anyone have a working link to the .pdf originally linked by FellipeC, or the piano transcript mentioned by OrtwinS? Both seem to be down
  10. Had some trouble getting the "free" version (as per Gordon Dry's post above) to work in 1.4.x Having looked through Module Manager documentation, it's all still correct, the problem is that you now have to specify that the newly inserted MechJeb module is running. Therefore, the patch becomes: @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]:Final { MODULE { name = MechJebCore isEnabled = True } } Presumably, the others look like this: @PART[*]:HAS[@MODULE[ModuleCommand]]:NEEDS[MechJeb2]:Final { %MODULE[MechJebCore] { isEnabled = true %MechJebLocalSettings { FOLLOWED BY THE REMAINDER AS LISTED IN OGRDON DRY's POST You might need a '%' sign in front of the 'isEnabled' in the latter case (the edit or create flag to MM)
  11. How are you ever going to become an almighty Scolipede if you give up now? I realise you have fairly short... appendages, which may cause difficulties in the keyboard/mouse department, but building rockets isn't exactly rock... oh. Seriously though, space needs more Pokemon. If you don't feel like you can get there on your own, watch some Twitch my little arthropodic friend. We have a great community with an Academy for learning with Das Valdez and even the CEO of SpaceFedEx, EJ_SA occasionally pays homage to your brethren with the Pokemon theme played during launches (always my favourite!). There are a host of others from dogs to comic-book guys and even YouTube stars popping in for some inpromptu action (I'm looking at you Quill18). You must persist. Just remember, build your rockets entirely out of steel girder segments. Since poison has no effect, your poison can't melt steel beams...
  12. Steam shortcuts do honour Launch options set in steam. I've set the KSP 64-bit with %command% etc and a newly created desktop shortcut launches the 64-bit with Steam overlay. Whilst I agree the 64-bit probably does need to be the default by now, I suspect short of setting that default, the problem lies in the Steam implementation of different launch configurations and the inability in Steam to set a default selection... Citing the 'Play GTA' vs 'Play GTA online'... I never want to play the single player any more! Meanwhile, %command% setting works in every practical way.
  13. Frankly, in my recent-ish trip to Duna (and I'd use the same technique for other planets) I sent a set of three relays for equatorial coverage, along with several other manned ships. However, when doing a mission all in one transfer window, I like to plot the transfers so that the relays arrive first. That way they're in the vicinity and at least not on an escape trajectory by the time the manned vessels enter the SOI. I tend to slightly overkill the dV on board the relays' transfer stage so that they can take a faster less 'efficient' path to the body. Depending on how long til your manned craft arrive, you may even have enough time to set the separation orbits for the relays too.
  14. May I say your mods have been invaluable to so many, many space programs (my own included) and so I thank you sincerely for all your work and effort. I'm also in awe of the example you set in gifting your work into the public domain. Good luck sir. o7 May I also note, that @linuxgurugamer has been an absolute machine as of late when it comes to mod maintenance. So many mods I've known and loved that had fallen by the wayside have been returning en masse with his dedication.
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