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TomatoSoup

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Everything posted by TomatoSoup

  1. I've gotta say, I'm very concerned about how this requests the trees from the net. It's extremely nontransparent. Not to mention that it gives me three trees to select from (when the page claims there should only be one), and the Majiir one doesn't seem any different except for a single added string? I'm also not a fan of the implied incompatibilities of KSP Interstellar if it requires that we use that dedicated tree. There's also zero mention of the kspmodders.com, which seems like a ghost town (and a tad bit sketchy) to me. And I also, when using the only tree that is actually described by this thread, get a Lithium canister from KSP interstellar in the first node.
  2. I'm not sure where you're seeing nerd rage. I only see you making fun of someone who (correctly) points out that IE is, historically, the slowest, least compliant, and easiest to exploit browser.
  3. Is it not possible that the least standards-compliant browser might have trouble displaying webpages?
  4. I suppose that the integration of science could be implemented very easily. Just make literally NOTHING on the ship controllable unless you're in range. How will you open the science panel if you can't hit any buttons?
  5. Admittedly, I tried that and managed to ruin my save file by using the cheat menu to reload the part entries while in the R&D screen. Now I have two sets of fairing parts, one purchased and the other unpurchasable. And I can't use them. So don't do what I did.
  6. Why are you visiting them while playing Kerbal if you're already so strapped for RAM?
  7. Adding the passive signal processor (contingent on having Kerbals aboard the vessel and being the active vessel) seems like the best solution to me. Moving antennas to Stayputnik tier would make early game research a chore. And it's just inelegant to always require a stayputnik (or equivalent) to report back to base.
  8. That would be an AMAZING feature. But let's make sure it doesn't break FAR, right?
  9. From the bad version of 9.6.3 I deleted the xml and the cfg, which made it really funky. So then I deleted the entire folder and redownloaded FAR after you made the post to just redownload. No dice. Actually, looking at that folder now, the .cfg doesn't seem to have regenerated even though I played with the new version installed.
  10. Personally, I just tossed it all under the first Aerodynamics node. But I suppose one of the rocketry nodes might be better suited.
  11. @ferram4 I installed the latest version and I'm glad to report that earlier problems with things being unclickable are gone! However, my VAB/SPH no longer has the FAR menu. I did a completely fresh install, no dice.
  12. Well that's handy! I didn't realize that the internal names were so close to the display names. Edit: Actually, it seems all instances of "Advanced" should be just "adv"
  13. If you intend to have Remote Command parts, it could cause a mistake where the research is returned without actually being able to reach KSC? Other than this, which is just another line of code (loop through entities in chain, check if KSC is there), this sounds like a great idea. Especially now that the communotrons and stuff actually have uses.
  14. Is there a complete list of nodes handy? And is there an easy way to add new nodes at present?
  15. I eagerly await the integration to Career mode! Incidentally, at the very least it seems easy enough to add these to existing groups. Quickly opening a cockpit I found this line in the code: TechRequired = advFlightControl A quick search does not, however, find that string defined anywhere besides in parts. While I suppose the existing nodes may be defined in code, I cannot find an existing, user-editable file that can be easily accessed.
  16. Most important to me is the line of sight requirement. That's what made this mod really interesting; having to carefully arrange constellations of satellites. Signal delay is nice, but definitely can go if it'll stop the mod as a whole from being released. As a compromise, perhaps let other mods ask RemoteTech what the signal delay for a particular ship is currently? Then we can just go bug our favorite autopilot author to implement compatibility, regardless of if it's MechJeb or kOS or whatever.
  17. A very nice addition, but the problem here is most people will take one look at this and go "Neat. Code. What the hell am I supposed to do with this?" It's much more polite if you package it for people.
  18. I decided to reinstall FAR and just learn how to work with it. Unfortunately, I've hit a rather peculiar bug that is forcing me to uninstall it. After a launch and return to the space center, none of the buildings are clickable. Although the back button is clickable, returning to the main menu and then to the space center doesn't fix the problem. I have to restart each time. Is this a problem with a known fix, or is there any information I should forward you?
  19. Fair enough, I suppose. That's just so much less elegant, you know? Especially for aerocaptures where the periapsis burn is done months in advance. As I understand it, MechJeb loses the ability to predict aerobraking because you set all the default drag values to (pretty much) zero. Is there any way you can have an option to briefly restore those when not in atmosphere? Imagine that I intend to blast through the atmosphere while pointing prograde the entire time. I hit this button while pointing prograde in space and it tells me what my drag will be so long as I'm prograde. Then when I enter the atmosphere, it goes back to regular FAR aerodynamics and the accuracy of the prediction depends on my ability to hold the rocket prograde. Because, honestly, even more than making FAR toggleable, I'd rather it have compatibility.
  20. I'm not asking for it to be any easier to land. I just want to be able to aerobrake with the old drag model. That's the exact thing: I don't want those to generate lift.
  21. Is there any way I can toggle this mod on and off while ingame? I love it for planes, but it really throws me off for aerobraking, especially because it seems to break Mechjeb's aerobraking prediction. Unless that's been fixed with a recent version, I haven't checked in a while.
  22. Having seen all these delightful warnings about pipes, what exactly do they do differently from normal winches and cables? Also, may I request that a small fuel tank, such as the Oscar B or the toroidal one, be added to the available container parts? I've already modified mine to do so, but I think that should be a part of the mod itself and it'd be nice if I don't have to worry about always reverting it.
  23. Indeed, the problem was I was using a version of MM that seemed to be more recent but wasn't. Thanks!
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