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artao

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Everything posted by artao

  1. That's what I've done as well. The cool thing is that you can turn on/off the bits of KCT that you want. As such, for this career at least, I've turned off everything but the simulator. It really integrates well with the vanilla game, I think. You have to pay per time-segment, and more complex craft cost more and more. Saves the time and trouble of going into sandbox mode. Now I've turned off revert, and am considering turning off quick-save. I really should turn off quick-save. I think I'll turn off quick-save.
  2. I see. Interesting. Thanks. ... ... I sure hope some work goes in soon to putting together some up-to-date documentation. After the changes that 1.1 will make, of course. One use I DID find for them was to build a make-shift ladder out of two of them so the pilot could get up into the ground-craft after being on the surface that was before I'd unlocked ladders. I put them upside-down so the mounting struts served as ladder rungs. Side Note: o.O .. why are ladders so far up the tech tree? the stock tech tree often makes no sense to me. next game I think I want a modified tech tree with logical progression. starting unmanned and with basic planes. might hafta build it myself tho, cuz I'm not seeing any mods that only alter the tech tree without adding other stuff.
  3. D'OH! I didn't even realize those were buttons. Thx
  4. I would also like to nominate Kerbal Engineer .. or at least the craft building information, in particular. but the other in-flight windows full of important info would be very very nice to have as well. I ALWAYS put Kerbal Engineer Redux and Precise Node in every install of KSP that I have.
  5. As per the thread title. Looking for a tutorial or manual or something that explains the thermal system and radio system. I'm unlocking tech level 5 blocks in my career now, and have several radiator parts, but have yet found no reason to use them. And I'm only vaguely understanding, if at all, how to use them. The same for the antennae. I understand they have ranges and various powers and transmission rates, but is there a more in-depth explanation of how the system works? That's about it really.
  6. As per the title, nothing else to say really. It'd particularly be useful to simply see the keyboard assignments in-game.
  7. I installed and ran it with my current career, and it seems to be working fine. However, it doesn't pick up anything that has previously been done by your Kerbals .. and auto-awards events as Final Frontier sees things. As such, the next Kerbalnaut you put in orbit will receive the First Kerbal in Orbit ribbon, etc. And altho you can assign ribbons yourself, there are some (such as that mentioned) that are not available for manual award. The variety of available ribbons is pretty cool tho, and seems extensive. I'm pretty early in my career, so I was quickly able to go thru and give all my Kerbalnauts an appropriate set of "beginner" medals (such as giving them their Wings for flying a plane in atmospher, or being a Qualified Operator (aka went thru pilot school) etc ... No place to enter manual notes tho .. at least not that I could find. An odd omission is that it doesn't show a Kerbalnauts "class" or skill level. .. Dear Nereid, could you perhaps look into that? of course, YMMV
  8. Now that the game is a full, not beta- 1.x release, I would expect save games to be compatible across releases, yes. It was in beta for so long, I think we all got too used to just re-starting with every new release. But now that it's an official full release, I think we should be able to expect more. Having to re-start a career after putting countless hours into it really can suck .. particularly for people new to the game, that haven't experienced the dev cycle which broke saves. That's acceptable during alpha and beta phases, but I don't think it is after that. That said, the fact that it's switching over to Unity 5 may very well, in and of itself, break game saves. I don't know. If that's the case this time, I'd understand. But once it's in Unity 5, I'd expect saves to remain compatible and stable throughout updates.
  9. I'll just leave this here. Each episode is several hours long, and there's 971 episodes! https://archive.org/details/ote
  10. Loving this addon! Thank you. I'm wondering if there's a way to change the font color or add a background color to the HUD display, as very often -- particularly when flying planes -- the HUD text is un-readable. If not ... pretty please?
  11. Yes. Sorry about that. Somehow in trying to replace the batteries in my keyboard, I accidentally submitted the message prior to inserting a link to the video. I tried to post images linked to my Steam screenshots, but they were FAR too large and got cut off. So I'm working on uploading smaller, friendlier images to post. Soon.
  12. Here's a couple ... cough .. .. uh ... "simulation runs" in my current career in KSP 1.0.4 (my mic is too low, I'm aware -- and i've fixed it in subsequent videos) In the current state of my SPH I'm limited to 30 parts. The plane is built from no higher than tech level 4 parts. All stock. Well, ok .. it contains a MechJeb and Kerbal Engineer. The former to have SAS (Kill ROT) when being used by a non-pilot, the latter for flight-data UI integration. Kerbal Engineer SHOULD be stock IMO, and I think MechJeb is integrated into the Tech Tree pretty darn fairly .. but they still don't change the base gameplay. They're just flight computers for data display, flight planning, and execution) The plane was built to fulfill visual surveys at-altitude, EVA, and surface scan contracts. The career is vanilla, outside of some interface mods -- as you can see. I've installed nothing that changes gameplay, just the UI, some graphics improvements, and community bugfix mod, MechJeb, and Kerbal Engineer. NOTE: I have since modified this plane to correct for the poor take-off and landing performance. It is now MUCH smoother on take off, in particular. No more sudden rotation into flight, with full pitch-back applied. Now it just smoothy interfaces from ground to flight with virtually no input aside from steering So this is quite possibly the most pleasant to fly plane I've ever made in KSP. It prefers a nice, smooth, gentle turn, and automatically wants to softly level back out of a proper turn. However, it also has incredible stall characteristics. In a flat spin it wants to go nose down with wings level, with your hands off the controls, then you just pull out of the dive and crank on the engine. It maintains maneuverability at incredibly low speeds and in incredibly high stall conditions (particularly with MechJeb or a pilot with SAS) Here's the vid of a those "simulation runs" with this plane, in career mode; trying to complete a contract step. Images forthwith. (Yes, my mic is nigh inaudible. Sorry. I've already corrected that, in subsequent vid(s). Jump directly to the beginning of flight to skip all the (inaudible) explanations and configurating .. https://youtu.be/kj0Sx-fymP4?t=14m23s .. And here's the images, as promised. I hope this works better. 800x450 rather than 1920x1080 EDIT: I can't get the images to show up, no matter what I do ... they're only 100k in size. didn't work from either my Google Drive or from Imgbox EDIT EDIT: Thanks Rune for cluing me in in the post below ============================
  13. Hey all. Me again. Fresh back to the 1.0.x KSP, and just starting my first vanilla career, with a few UI mods that I feel are must-haves. Mostly management and information stuff. The Community Bug Fix. So I remember in the past there was a mod that added a history to the Kerbalnauts. How many missions they've been on, what happened on it .. I think it may have even had medals and ribbons for them for various acheivements. Also I seem to recall it having a Memorial Wall, for those Kerbalnauts who didn't make it back. That doesn't change gameplay, it just adds immersion. At least that's what I think I just don't rememember what it was called, and I'm not seeing it in the Community Mods and Plugins Library thread or in numerous pages in the general Add-On Releases thread. I've looked thru several categories at the main KSP Addon sites as well, but haven't seen anything that does that. .. It's probably right there and obvious and I'm oblivious. .. If it doesn't exist, it probably should
  14. WOW that was fast!! Thank you. That's more than I was looking for even. Hadn't considered a few of those options. SWEET!! \o/ EDIT: OH MAN! There it is, right on the very first page in the Add-On releases thread. I'm oblivious. Bonk me.
  15. EDIT: Quote next post, to save scrolling: "There already is http://forum.kerbalspaceprogram.com/...4-July-31-2015" -- RGBPeter consider this thread closed Perhaps this exists, but I haven't found it. If so, please make me aware of such But basically, yeah. it's all in the title there. Presently, if one adds a lot of science experiments to a craft, we either have to assign them to Action Groups or go thru and individually click each one to access its science functions. .. Even click them to see if they're the experiment that already has good science? How transmittable or valuable IS the science I have stored. But all this info, from ALL installed science equipiment, perhaps could be nicely stacked into a flyout menu for overall view, and with buttons to perform an experiment, reset it, store it, transmit the data, and transfer the data (if such mods are installed). Perhaps sortable by science type/component, value, part attached to, etc ... I think that covers it. I hope someone likes the idea and picks it up, cuz it sure isn't something I'm capable of modding in. I could (and might) do parts and/or textures tho ... someday. Thanks for reading.
  16. for the "other" that I clicked, I specifically was thinking of Precise Node, or something similar ..... node editing in stock is ...... touchy, to be nice
  17. Ah, cool. Thanks ... I'd not seen any videos showing that feature.
  18. I'm confused as to whether TweakScale is required. The notice in HUGE letters on the first post, "YOU MUST INSTALL TWEAKSCALE SEPARATELY" implies that TweakScale is required. .. I'm not particularly interested in having TweakScale installed, but very interested in having Infernal Robotics installed. Of course, if I must install TweakScale to get this, I will .. then I can just ignore it for other parts LOL Thanks.
  19. I'm curious if, once I've run KSP once with this mod enabled, and i add no more parts, if I can then remove the mod to save load time. Which is to say, are the compressed textures re-stored as compressed textures, or does this need to re-compress the textures on every game start? Thanks for this, really helps memory useage!
  20. I've watched several videos using RemoteTech. I'm interesting in using it, but from the videos it looks like all the lines showing connections between transmitters/receivers can be rather cluttering if not downright confusing. Is there a way to turn off this display, or even better filter the display of connections?
  21. so TAC over ION for life-support? is that a general consensus? how 'bout stability and bug-levels? ... TAC seems a little overly-complex to me, but I'm open to being swayed =]
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