-
Posts
224 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by hawk_za
-
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
hawk_za replied to damny's topic in KSP1 Mod Development
it appears apologies are in order i was indeed an idiot and got the directories incorrect. Again i can only but apologies for my nincumpoopness and wast of you time -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
hawk_za replied to damny's topic in KSP1 Mod Development
hey wow thanks for the amazingly fast response good to hear of the fix i will try the resize trick and see if it works for me also as for scan-sat as i go into the config window and select the scan sat icons to be displayed toolbar plugin and scan sat completely disappear however in map mode the toolbar plugin is still there and all other plugins work with the exception of scan sat again will post relevent feedback as soon as testing is done hope this helps as i really am glad to contribute to the growth of scan sat in any way possible -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
hawk_za replied to damny's topic in KSP1 Mod Development
okay tried scansat with the toolbar 1.7.1 and found that it dose not seem to be compatible icon don't appear and neither do the maps this is after testing toolbar with mechjeb chatterer and kerbal engineer redux hope again this is of use -
intergration of satilite mapping
hawk_za posted a topic in KSP1 Suggestions & Development Discussion
would like to see how much of the community would like to see this feature implemented into the stock version of the game at some point please just +1 a reply so i can start gathering numbers if this feature dose interest you so that i may petition the devs with more than just a request now if i could just figure out how to add a poll -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
hawk_za replied to damny's topic in KSP1 Mod Development
okay after deleting the SCANsatRPM directory and restarting ksp and resetting all map data the big map is still not behaving and is seems to get confused as to which overlay to use. hope this feedback is of use -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
hawk_za replied to damny's topic in KSP1 Mod Development
okay after a reset of all data i thought i was being an idiot as kerbin was appearing fine till i moved over to my duna satellite an i got the below image as you can see on the big map the duna map appears below a set kerbin map p.s when downloaded the v6 had 2 directories that i pasted in the ksp game data directory a scan sat directory and a SCANsatRPM directory could this be causing my issues if so i apologize in advance for my stupidity. -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
hawk_za replied to damny's topic in KSP1 Mod Development
okay just finished scanning with version 6 and it appears the low resolution grey altimeter rectangular and the low resolution grey slope rectangular maps have been mixed up i scanned kerbin but got dunas scans that's all the relevant feed back i have for now will re post if i find other stuffs hope this helps :> -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
hawk_za replied to damny's topic in KSP1 Mod Development
to all involved just small MSG to say a massive thank you continuing this project and renewing its capabilities as it truly is, in my opinion, one of the better plug ins for ksp that expands on playability and content i recently spoke to the devs with regard to integrating it into the main game and mailed the forum moderator at squad this was his reply i will post my original mail as well SO i was thinking about creating a poll to see if indeed there is enough community interest in having this in the current game what is your ideas on this ps just downloaded v.6 and now going to try test it will post on any relevant feedback i find -
Should KSP have a Delta-V readout?
hawk_za replied to bsalis's topic in KSP1 Suggestions & Development Discussion
absolutely yes the time saved by not messing around i also had to go and find out what delta v was to those who say yes but this game is about discovery and learning i agree but i don't think we should hide the text books from people to force them to first go on forums or you tube to discover firstly on delta v existence THEN go learn how it works. I agree it should be in the default game especially now with career mode as failure has attached consequences now that finance is starting to make its way into the game so to fail because you did not have enough fuel because there was no way to tell seems a bit harsh to me. i remember the first time i got to the minmus was only when i had the delta v numbers with the use of kerbal engineer they are crucial since then its become a must have along with mapsat and chatterer i mean by the same logic of discovery lets then remove the center of mass & thrust tools ...i really hope you see the point I'm trying to make here -
the ion engine is way too OP
hawk_za replied to lammatt's topic in KSP1 Suggestions & Development Discussion
As the ion engine was in the old days i hated it and never used its it, as it took to damn long to do anything with it. So i tried it again today and for a tiny probe with a scan sat module and all the small science scanning gear on it (thermometer,gravioli detector etc) and 2 gbig solar panels it still took a 8 min burn to get to the mun. 8 MINUETS of watching a probe burn and managing its power drain that is 8 min REAL TIME, As in stock mode you cant accelerate time when craft is throttled up ...........NO ion engines are not op they are far more fun now but still 8 MIN to watch a screen real time is a long time, ksp is a balance of a game and sim key word balance, NOT just a sim id expect the old ion engines to be in a game like take on mars for now, GO dEVS I'm glad they boosted the ion engines. -
Orbit direction indicator
hawk_za replied to r4pt0r's topic in KSP1 Suggestions & Development Discussion
+1 anything that assists learning and understanding should not be shunned i agree with the original post and would love to see this implemented especially given how easy it is to get confused in space when things are changing all the time and there is no fixed point of reference -
parts you'd like to see
hawk_za replied to Dimetime35c's topic in KSP1 Suggestions & Development Discussion
robotic arm for rover for taking samples and satellite mapping tools -
+ 1 agreed would be nice like the simplicity of electricity needed for a life support module that has longer endurance the higher up the tech tree you go.
-
OK, I hope this is legal...
hawk_za replied to kiwi1960's topic in KSP1 Suggestions & Development Discussion
+1 For the half mast flag good idea no cut scene though. -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
hawk_za replied to damny's topic in KSP1 Mod Development
i would like to suggest or request that a gps degree number please be added to the grid layout & printing options of this plug-inn as it would greatly assist with the planing of future missions if there is a way to do this currently can someone please let me know as im keen to have gps grids for rovers -
Add a "Satellite" category of craft
hawk_za replied to Amaroq's topic in KSP1 Suggestions & Development Discussion
+1 been waiting a while for this idea -
nice idea but wow its allot of work to implement and there is one more issue it doesn't add much to capabilities from very early versions of the game you could get into orbit as you can with the small parts of the current build the only thing that would change is the look would get better but the capability would remain almost the same. and i would image it is quite allot of work to integrate all the old stuff into the current build and add an unlock mechanism I do like the idea of having to build up your space center though.
-
Test of continuing KER developments [0.24.2]
hawk_za replied to Padishar's topic in KSP1 Mod Development
works awesomely for me thank you for your continued support to this mod without it i would still be only getting into orbit and not much further it has added allot to the game. -
i compleatly agree with you but i thought if i could just get one dev to see the logic of the idea then we might have a chance if i get no success on this avenue ill try other avenues but i though id be polite and start here. i do apologize if I'm creating redundant posts but this is something i truly believe in and feel passionately about if i could code id try code a new one and give it to the devs free but ..alas i cant also would be awesome to see map integration into the tracking station but i will gladly settle for integration as it stands at the moment the great thing about it is there is very little work for the devs to do and adds so much it helps counter the development asymptotes spoken about in harvesters blog here. http://forum.kerbalspaceprogram.com/entries/303-A-rant-about-development-asymptotes
-
the counter argument can also be given using the comm dishes as an example the com 16 is cheaper, uses less power and transfers same amount of data faster than the dts-m1 and it is available sooner that the dts-m1 on the tech tree so rendering the dts-m1 useless in career mode and in sand box mode to me that make it over powered the sand box is no longer were the core of the game play is it has mover over to career mode sand box has become a testing station for people who have finished the career mode and wish to try design new things off the bat without having to unlock them first. so what if something is op the tech tree renders that argument null and void as long as the op device comes at the end of the tech tree unlike the com-16
-
NO. The new engines are balanced as they come at late game on the tech tree and by that stage i am sick and tired of building 60 part rockets to get anywhere that is useful. The reason the other parts were balanced against each-other is because there was only sandbox mode up until .23 how boring is it to work your way up the tech tree and gain nothing better might as well not bother having a tech tree then. Sand box is just that and career is were the new game is now. Just my opinion as you called for it. yours in service hawk_za
-
First off let me introduce myself, i am hawk_za and have been around since version .17 as i find forums general are way ahead of anything useful i have to say and so make a point of not posting on them unnecessarily BUT in this case i have to make an exception. I would like to suggest earnestly that the developers seriously consider integrating the mapsat mod from damny into the ksp stock version of the game. http://forum.kerbalspaceprogram.com/threads/55832-PLUGIN-PARTS-WIP-SCANsat-terrain-mapping 1) It allows newer players to rather sacrifice machinery instead of kerbals and also adds more purpose to the in game satellites. 2) It adds game play hours by introducing an intermediate step from getting things into orbit and then landing on a foreign body to get into orbit map it and the land on the damny thing. bad puns not withstanding:sticktongue: 3) As it is currently stands as of date of this post the science reward is very well balance by rewarding you for mapping harder objects and also teaches you about planet axial rotation ....OR the lack there of also a better scanner at a later stage if you want color hi resolution maps. 4) the ability to export to png allows a user to print a map and makes planing tor landings a HELL of a lot easier to do. 5) Not to mention the feeling for accomplishment when mapping a planet successfully. At its heart this mod symbolizes ksp mentality more than any other mod i have found to date as it is by no means over powered and dose not defeat the purpose of the game but enhances the very aspect of it. i understand there are licensing issues with regards to this but I'm sure a company like squad can overcome any such minor issues as this is one of the very few development teams i have noticed that actually cares about their product and reputation with its user base. The main reason i suggest this plug inn over any other is its ability to be used in time warp although i must say kerbal engineer redux is also high on the list as it make the game far more newbie friendly. i hope this post will be read by ksp Dev team and thought given to the points i have tried to raise. yours in service hawk_za