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lincourtl

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Everything posted by lincourtl

  1. Yes, thank you for all your hard work technogeeky, and damny (wherever he might be). ScanSat is essential.
  2. rbray89, this may be related to your mentioning the need to exclude the agencies directory, but otherwise an incredibly minor glitch in 32 bit 3.3.1 Aggressive. Which is performing beautifully I might add. Thanks again, guy.
  3. Thanks for all your hard work stupid_chris. You're one of the people that makes KSP such a joy.
  4. Ah, I came here to post exactly this. Same deal. MJ 2.3.0, 32 bit KSP. I'm not seeing any Mechjeb related errors in the log.
  5. 32 bit Windows Vista Business with only 2GB memory on a 2.5GHz Athlon dual core processor. Aviation Lights works fine for me.
  6. I'm having a similar problem, but with modules I've unlocked. Modules are appearing and disappearing from the toolbar, and the MJ menu. Usually quicksaving, and reloading will solve the problem for a while. On edit: I can't see anything obvious in my log. This is what I'm using for my ModuleManager config: @PART [*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]:Final { MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } }
  7. Thanks Blizzy! For some reason 0.24 seems so much darker all around than 0.23.5. I can't even see my spacecraft around the dark side of planets. This helps a lot.
  8. I'm not sure this is possible, but it'd be really nice to add a part's "Conduct Test" (Run test? I forget the exact string used) button to an action group.
  9. Cool! Thanks, will do. I hadn't even considered it might be compressed data.
  10. I'd hate to see that, but only because my machine has just 2GB of memory. BOSS kills it every time. I took a look at the source code, and I'm having a really hard time understanding how ScanSat gets its data, and then creates a map. That's more a function of me being ignorant about how KSP and Unity works than your source code. What exactly is it querying to get the height data of the surface? How do you decide on which color to use for a region? Are you averaging the heights for the circle enclosed by the base of the observation cone, or just using the center point of that circle as representative of the height of that region? What exactly is being stored in the persistence file, and how is it encoded? Oh, and please don't take my previous list as a set of demands. It's just what I'd like to see. I want axial tilt, Van Allen Belts, and photon pressure too, but that doesn't mean I don't appreciate the game. Thanks for all your work! It's fantastic to see this mod being worked on again.
  11. I just got to try out v6rc1, and it works really well. Great work! I know you're working on just getting a release out, but here's what I'd like to see in upcoming releases... 1) Better coloring as was suggested earlier in the thread. 2) Normalized coloring. For instance, here's the elevation map for Bop, below. There's not a lot of visual information there. If the color maps were normalized to the min and max heights, then the maps would be a lot more useful, visually. 3) The ability to export larger maps than are displayed on screen, perhaps with the ability to specify the exported size in settings. 4) For markers, grids, orbits/groundtracks, and map keys to be included on exported maps. 5) The ability to export map data which could be used with GIS software + [dev] Support for changing what you define as 'sea level'. Compiled to be default (ie, 0). - [dev] Removed all unused declerations + [dev] switched to unix line endings. + [dev] switched to custom, but uniform formatting (for now done by MonoDevelop). - [dev] removed windows commands in .csproj and .sln. + [dev] added unix commands. I will be happy to have both if I can be shown how. + [dev] added debugging and profiling support. Includes dummy executable. + [dev] [requires] that the SCANsat.dll be put directly in place (ie, GameData\SCANsat\.) for debugging to work
  12. This is a really beautiful capsule. I love those interiors.
  13. I never have any luck doing that. I can never right click on the right part. Wouldn't it be easier to use SelectRoot to make the probe core the root part?
  14. No error when decoupling the lander from the rover. It was only an issue of the decoupler and the lander engine being in the same stage.
  15. Monkey Rover issues... 0) (metaissue) 245 parts! That's too many for my system. Launching I had like 5 fps. I wonder if there isn't a way of getting that part count down significantly in the final release version -- perhaps using config "welds"? 1) Spawns with inverted controls, probably because upside down pod is root part 2) (no image) Too little control authority over launcher 3) SRBs collision on separation (I know you said you were adding separation motors) 4) Explodey 5) (Hyperedit test not shown) Using just the pod + rover/lander I hyperedited it into Munar orbit. I separated the pod from the rover/lander and noticed the staging was messed up. If I had staged to activate the lander engine, I would have decoupled the lander from the rover. Other than that, once I cheated the rover onto the Mun's surface, it worked fine. Sorry if I sound hypercritical. These are really minor issues. On edit: You do say, "Disable torque on A.L.C.O.R. pod AND Rover Base before launch. Set "Control Here" on Remote Guidance Unit below rover." I'm not sure how to do that on the launchpad when all that is hidden by the fairings. If the user has Tweakable Everything installed, I believe they can action group "Control from here" on docking ports, but I don't think it can be done on probe cores.
  16. Oh, I forgot to mention, you're linking to the older version of Crew Manifest. Sarbian took that over. Here's the new (as of 0.23) version.
  17. Oh, believe me, it's my pleasure. Once these are done, I may well delete most of my stock parts. They are so beautiful. Haven't tried yet. I assume I can just delete the .dll and the regular Keramzit configs since they're duplicated. Isn't that what Bill's for? We need Jeb to fly the ship, Bob for ballast... Ah! I was just curious what that string was hanging down from the heatshield. If it was intended I was going to suggest putting a label there. "Do not cut under penalty of law of gravity." Well, tipsiness aside, it was really quite nice. I was really surprised at the power. That upper stage got me all the way to a circular Munar orbit, and back to Kerbin. I never even needed the service module engine.
  18. Didn't get what? The weird shadows on the pod and a couple of the tanks? I didn't see them on this go because I added the ATM config in anticipation of having seen them before. I have the latest ATM, GreenSkull ATM configs, and CMES installed. I did delete the previous versions.
  19. I just got to try out your latest version and ran into this problem again... However, I figured out what was going on. I was deleting the Keramzit folder because I already have procedural fairings installed. You might want to move those configs out of the Keramzit folder and into their respective parts packs folders (Structural and Aero?) to avoid confusion for the clueless (like me). I did get to fly the Orion System II. Very nice ride! I flew it all the way to Munar orbit and back and only encountered three problems. 1) It likes to tumble over to 270 on ascent if SAS is off. I did not find it automatically flew a nice parabola with SAS on. 2) I EVA'd Bill, who promptly shot off at a 0 degree tangent to the pod at high velocity. RIP Bill. 3) The parachute cords appear to run through the entire pod (see pic). While this might help with anchoring, I suspect it'd be uncomfortable for the crew, and they'd burn off on reentry anyway. Oh, and could you delineate where the hatch on the pod is more clearly? Just a stylistic preference on my part I'm sure. FYI, for anyone who cares: I use Active Texture Management (Aggressive config) which has trouble with some of the normal maps, particularly the pod. I'm feeling lazy, so for now, I just told ATM to ignore CMES with this config in the BoulderCo folder.
  20. Awesome! Thank you. If you have the time, and you feel like it, could you do a config for Yanfret's Chaka Monkey Exploration System?
  21. Yes, sarbian, just let me add to the chorus here -- all of your work for the KSP community is very much appreciated.
  22. Thanks for checking. I'll try it on a fresh save file too. Just FYI, here's what the ksp.log is showing:
  23. Sad to say, yes. I was just looking through the craft files... Are part names allowed to have spaces in them? This is from the Monkey Launch System/Munar 2X.
  24. Oh! Doh! Nope. I just grabbed the new DLL. I'll go delete my MJ, and grab the full package instead. Thanks.
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