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TranceaddicT

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Everything posted by TranceaddicT

  1. Exactly, on the scrolling images. Hover stops the scrolling and enlarges the image. Nothing ostentatious; just something a bit larger so you can actually discern text. Then, if I want, I can click the image and get it is all it's glory (or not, depending on what the modder has uploaded). Just my 0.02,but in reality, everything is up to you. It's your baby and you should always have final say. (You really gotta keep the image scroll trick.)
  2. SirCmpwn, Well done, Sir. Well done. <clap, clap> I did not know of Curse before the recent implementation, but have come to dislike it's approach. You, sir, have found the niche. Registration, a quick, simple two-stage process - check. Personal Profile, private by default - check. Presentation, aesthetically pleasing minimalism - check. Relevant Information, available at a glance - check. Updating, contact users - check Suggestions: I have read through this entire thread, something I rarely do (just search, generally) and a couple of points have been raised that I tend to agree with. Mamma always said, "Never come to a party with a problem unless you have a solution". Presentation: I do like the implementation of the background images being shown as the page is scrolled. How you managed to do that with different images and multiple listings is, personally, amazing. Love it. DON'T LOOSE IT. The layout you have at the homepage I find a bit less than desirable, but only in that there is sooo much of so little. Let me explain, I've large resolution monitors (3x). I'm sure there are many individuals out there still using 1024 displays so having multiple columns might not work for them. But, for those of us above 1600, the excess real estate can be a bit off-putting; drowning almost. Is there a chance (I'm sure there's a way) to allow for multiple columns if the resolution supports it? Even just splitting the screen would make it easier on the eyes. On the 'Browse' page it would also make getting to the desired section just a little bit easier. Menu: Speaking of navigation, it was mentioned before that the menu had been removed. I would suggest that you bring it back; having to scroll to the bottom to reach 'Top Mods' can be a bit tedious. You could just make the 'Kerbal Stuff' link a drop-down menu linking to the section header. It stays with the minimalism aesthetic and won't clutter the design. As the site grows, you'll probably want to do something like this anyway, but going out to a separate page as the many mods with make scrolling gods-awful. The 'Browse' page you do have should stay. Keep the list of the most active in each category. Maybe even exclude a listing from the other two if it is already present in one category. Featured should definitely be on a rotating timer of some sort, but weighted to favor those mods not listed in 'Top Mods'. Newest should also incorporate some kind of timer on it and maybe, if enough time has passed there are no "newest". Top Mods are just that and if you don't make a mod that players MUST have well, ya kinda won't be front-page news now will ya. Though I imagine you have something up your sleeve for all that. P.S. Notch up the count to eight, it's more auspicious. (It's a Feng-Shui thing, okay.) Mod Page Images: Again, mentioned before, the images should expand. Really, they need to expand on mouse-over. Having to click on a image and having to click-back (or close a tab) to the mod is painful. If I want to see a FULL-sized image, then I'll click. Until then, I just want a, slightly bigger, image; probably about twice the size shown. I do like the automated scrolling and the external source (YouTube, Imgur, ...) incorporation. Opinions are like nipples, everybody has them. Some have firm points, others are barely discernible through layers, and some are displayed at every opportunity regardless of whether the audience has stated "I am interested in your nipples" or not.
  3. Arrowstar, One more thing, I agree with diomedea about the versioning thing. I'd recommend going to a 4-digit sequencing: ##.##.##.####. This will eliminate someone wondering if they have the "latest'n'greatest" and allow you more freedom with your revisions.
  4. 1.3 When I click to zoom, regardless as to where on the plot, it will zoom to a different location. It would seem this was an isolated glitch. I replicated it multiple times, but now .. no dice. Maybe system restart cleared something. Who knows; it's gone. 2.2 Entering the Earliest X Time: The enter-key does not function; you must click 'OK'. Yes, that box. Right-click EDT gets menu: Enter UT as Date/Time -or- Get UT from KSP. Select Enter UT as Date/Time. Enter values and hit enter-key. Result: input not accepted. Click 'OK'; result: input accepted. 2.3 Synodic Periods: somewhere around 9-10 things go hinkey. Disregard. Looks like it was associated with the click-zoom problem. Can't replicate. 2.4 Computing plots for Duna (I've only done this specific plot series; no others.), Using a 3 synodic period plot with my current time (EDT:1y 71d 07:11:~~,EAT:1y 71d 07:12:~~) give me the following: Better local minimum at the second location is probably right. Unfortunately, I can't replicate this one either. I think a full system restart is best practice after installing any new KSPTOT. 3.1 Plot tip box: Color me blonde. 3.2 Transfer Duration: Sure, don't see why not. It's another two lines of code. Thank you. While you are in there, could you swap the locations of Orbit Normal Delta-V (drop the 'Orbit' part it's distracting) and Radial Delta-V. Making the Departure Information - DV Maneuver Information window flow with MechJeb (Ordered: Prograde, Radial, Normal)? Can't tell you how many times I've entered Normal from you as Radial in MJ and vice versa. 3.3 Output Log: Better logging is something I keep meaning to do and keep putting off because it's tedious. But yes, some day. Duly noted. I'll make a calendar entry to pummel you next year. Good News: I now have: Moho1 in a stable orbit. Dres1 is on it's way. Eve1 is ready for launch. THANK YOU ARROWSTAR
  5. Arrowstar, Thank you. Your update schedule is a testament to what can be done when a developer wants to: You da man! I'm sure there are many more among us who are greatly appreciative. Now, go grab a beer. Order some pizza. Sit back and, well ... enjoy ... or whatever. If the image inserts don't work the album is here: ScreenShots 1.0 Bugs/Quirks/Oopsies: 1.1 If the cursor is present in the Results window during the first calculation, output only displays under area covered by 'Right-click to clear status window'. Click-drag highlighting restores display. 1.2 During the plot calculation, there is a moment during the optimization period where there is a NaN. It happens EVERY time a plot is computed. Item #2 1.3 When I click to zoom, regardless as to where on the plot, it will zoom to a different location. It's a bizarre thing too, it only happens on plots as below (I haven't tried the moons): Moho - 94,99 Eve - functions perfectly Duna - functions almost as expected, not centered Dres - functions as expected Jool - 144,269 Eeloo - 90,270 (Coordinates are clicks performed directly on the optimal point; can vary depending on where in the entire plot click occurs.) 1.4 Error: PROBLEM structure should have a non-empty XO field. I'm sure it has something to do with EAT occurring before EDT. Item #3 2.0 Observations (personal idiosyncrasies): 2.1 Plot Tip Box: Tends to be obscured by elements outside the plot area. Item #1 2.2 Entering the Earliest X Time: The enter-key does not function; you must click 'OK'. 2.3 Synodic Periods: somewhere around 9-10 things go hinkey. 2.4 Computing plots for Duna (I've only done this specific plot series; no others.), Using a 3 synodic period plot with my current time (EDT:1y 71d 07:11:~~,EAT:1y 71d 07:12:~~) give me the following: Porkchop Plot Results - 21-May-2014 00:11:40 -------------------------------------------- Optimal Kerbin Departure: Year 2, Day 152 20:59:47.027 (44657987.0274 sec UT) Optimal Duna Arrival: Year 2, Day 229 21:27:18.214 (51312438.2136 sec UT) Departure + Arrival Delta-V: 1.7338 km/s Using: EDT:1y 250d ,EAT:1y 300d gets me this: Porkchop Plot Results - 21-May-2014 00:12:39 -------------------------------------------- Optimal Kerbin Departure: Year 1, Day 290 00:39:00.423 (24971940.4226 sec UT) Optimal Duna Arrival: Year 1, Day 359 16:42:42.262 (30991362.2622 sec UT) Departure + Arrival Delta-V: 1.7388 km/s Don't understand what is happening here. 3.0 Requests: 3.1 Plot tip box: Can you make it so the tip box in the plot can be moved? Sometimes it blocks a portion of the plot that can help with future calculations. See example. 3.2 Transfer Duration: Can you include this in the Plot Results Printout? (Yes, friends it's mimple sath, but it's so convenient too!) <think mitaveatamegevin Yes, I know I'm dating myself. For the deprived youth among us, start at 9:50: http://www.tv.com/shows/i-love-lucy/lucy-does-a-tv-commercial-15110/> 3.3 Output Log: Would it be possible to have any Optimization results output to a log? 4.0 Usage Note: For those having problems acquiring a valid date pair for the next available window: Edit:Options:Synodic Period Change this to 10. Recompute from EDT:1,1 0:0:0; EAT:1,1 0:0:0. (Or, use last good window as starting point.) Find the date-pair you want. Reset Synodic Period in Options to 1 Set date-pair to above. Recalculate. You'll have a perfect resolution for the date-pair you chose.
  6. Arrowstar, Just found this and I think what it does is amazing. Unfortunately, I seem to have a chair-keyboard interface error. If I grab an 'Earliest Departure Time' directly from KSP and enter an 'Earliest Arrival Time' approx. 30d later, should I not get a plot that has a departure time after my original departure? However, I'm getting Optimal Departure time which occurs BEFORE the date I have entered as 'Earliest Departure Time', and the graphic displays the exact same date/time as was entered. Example: http://www.screencourier.com/image/00xkeaevtncowlgs0hpfft3hew
  7. drtedastro, I was having the same problem and figured out a work-around: Set your trajectory to put the end point well past your desired LZ. Once near over the LZ, you lateral burn to slow your surface velocity to near zero. (Map view helps with placement.) Then, in MJ, click 'ADV' (far right) and set for 'SURFACE_VELOCITY' and 'BACK'. Burn as necessary to slow your descent and MJ will vector you in perfectly.
  8. Great to hear, MedievalNerd. Been both sides of that fence far too many times. But, eh, who needs work when you have kerbals to keep you company. Seriously, congrats.
  9. Running into a problem with RO. All the RCS changes cause the load to enter into a NullReferenceException loop. I've systematicall removed the associated .cfg files one by one : RCS_AIES RCS_KW RCS_RLA RCS_Squad Each time the load process proceeds until the next RCS_. Each one begins as below and initiates only at the first RCS mod in the RO .cfg. [LOG 13:38:24.047] PartLoader: Compiling Part 'RLA_Stockalike/Parts/RCS/RCS/probercs/RLA_rcs_micro' [EXC 13:38:24.052] InvalidCastException: Cannot cast from source type to destination type. [EXC 13:38:24.056] InvalidCastException: Cannot cast from source type to destination type. [EXC 13:38:24.066] NullReferenceException: Object reference not set to an instance of an object Any ideas?
  10. I'm having a problem with the latest build (3.7). Seem like the .dll isn't loading. I've re-d/l'd it twice to no avail. Even tried replacing with the 3.6 .dll. [LOG 13:35:34.530] Load(Assembly): ExtraplanetaryLaunchpads/Launchpad [LOG 13:35:34.531] AssemblyLoader: Loading assembly at C:\Games\Kerbal Space Program\GameData\ExtraplanetaryLaunchpads\Launchpad.dll [ERR 13:35:34.533] Failed to load assembly C:\Games\Kerbal Space Program\GameData\ExtraplanetaryLaunchpads\Launchpad.dll: System.BadImageFormatException: Format of the executable (.exe) or library (.dll) is invalid. at Mono.Cecil.PE.ImageReader.ReadImage () [0x00000] in <filename unknown>:0 at Mono.Cecil.PE.ImageReader.ReadImageFrom (System.IO.Stream stream) [0x00000] in <filename unknown>:0 at Mono.Cecil.ModuleDefinition.ReadModule (System.IO.Stream stream, Mono.Cecil.ReaderParameters parameters) [0x00000] in <filename unknown>:0 at Mono.Cecil.ModuleDefinition.ReadModule (System.String fileName, Mono.Cecil.ReaderParameters parameters) [0x00000] in <filename unknown>:0 at Mono.Cecil.ModuleDefinition.ReadModule (System.String fileName) [0x00000] in <filename unknown>:0 at AssemblyLoader.ScanForBadTypeRefs (System.String file) [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadExternalAssembly (System.String file) [0x00000] in <filename unknown>:0 [LOG 13:35:34.536] Load(Assembly): ExtraplanetaryLaunchpads/Plugins/Launchpad
  11. You might want to do something about the multiple ModuleManager copies. I get 1.0, 1.5.5 & 1.5.6 when bundling is complete. If you can't filter it out you might want to add a warning a the end to check for duplicate dll files.
  12. Some other things that would probably be good are the texture reduction packs for: B-9 Aerospace http://kerbalspaceprogram.com/b9texturereductionpack/ KW Rocketry http://kerbalspaceprogram.com/kw-rocketry-texture-reduction-pack-0-1a/ NovaPunch http://kerbalspaceprogram.com/novapunch-2-03a-texture-reduction-pack-extreme/ Squad http://kerbalspaceprogram.com/shrinkalater-0-21-1a-stock/ -- OR -- (at the very least) (the ever-fab) Active Texture Management [sTABLE-BASIC] https://github.com/waka324/TextureCo...tag/2-15-basic [sTABLE-AGGRESSIVE] https://github.com/waka324/TextureCo...-15-aggressive
  13. I've not used KSPMA for a while (Found that not all files were moved.), and am giving it another go. Is there a way to link the currently installed mods? I've tried the Zip Source>Select new source for all mods & selected mods, but nothing links to the d/l mod.
  14. blizzy, Thanks for bringing all the extras under one roof. Makes for a much cleaner screen. Would it be possible to get a skin that mimics the Squad layout at the top?
  15. @taniwha I'm getting the following errors in my KSP.log When I review the mod folder the actual hierarchy is \GameData\ExtraplanetaryLaunchpads\Parts\SphericalTanks\. I've reviewed the folder, d/l and re-d/l. There are no model### present in the folder. Line 3172: [ERR 01:43:42.277] PartCompiler: Cannot clone model 'ModsByTal/Parts/FuelTank/TAL_HalfSphericalTankMedium/model' as model does not exist Line 3173: [ERR 01:43:42.278] PartCompiler: Model was not compiled correctly Line 3174: [ERR 01:43:42.278] PartCompiler: Cannot compile model Line 3175: [ERR 01:43:42.279] PartCompiler: Cannot compile part Line 3177: [ERR 01:43:42.280] PartCompiler: Cannot clone model 'ModsByTal/Parts/FuelTank/TAL_HalfSphericalTankMedium/model' as model does not exist Line 3178: [ERR 01:43:42.280] PartCompiler: Model was not compiled correctly Line 3179: [ERR 01:43:42.281] PartCompiler: Cannot compile model Line 3180: [ERR 01:43:42.281] PartCompiler: Cannot compile part Line 3182: [ERR 01:43:42.282] PartCompiler: Cannot clone model 'ModsByTal/Parts/FuelTank/TAL_HalfSphericalTankMedium/model' as model does not exist Line 3183: [ERR 01:43:42.283] PartCompiler: Model was not compiled correctly Line 3184: [ERR 01:43:42.283] PartCompiler: Cannot compile model Line 3185: [ERR 01:43:42.284] PartCompiler: Cannot compile part Line 3187: [ERR 01:43:42.285] PartCompiler: Cannot clone model 'ModsByTal/Parts/FuelTank/TAL_HalfSphericalTankSmall/model' as model does not exist Line 3188: [ERR 01:43:42.285] PartCompiler: Model was not compiled correctly Line 3189: [ERR 01:43:42.286] PartCompiler: Cannot compile model Line 3190: [ERR 01:43:42.286] PartCompiler: Cannot compile part Line 3192: [ERR 01:43:42.287] PartCompiler: Cannot clone model 'ModsByTal/Parts/FuelTank/TAL_HalfSphericalTankSmall/model' as model does not exist Line 3193: [ERR 01:43:42.288] PartCompiler: Model was not compiled correctly Line 3194: [ERR 01:43:42.288] PartCompiler: Cannot compile model Line 3195: [ERR 01:43:42.288] PartCompiler: Cannot compile part Line 3197: [ERR 01:43:42.290] PartCompiler: Cannot clone model 'ModsByTal/Parts/FuelTank/TAL_HalfSphericalTankSmall/model' as model does not exist Line 3198: [ERR 01:43:42.290] PartCompiler: Model was not compiled correctly Line 3199: [ERR 01:43:42.291] PartCompiler: Cannot compile model Line 3200: [ERR 01:43:42.291] PartCompiler: Cannot compile part Line 3202: [ERR 01:43:42.292] PartCompiler: Cannot clone model 'ModsByTal/Parts/FuelTank/TAL_SphericalTankLarge/model' as model does not exist Line 3203: [ERR 01:43:42.293] PartCompiler: Model was not compiled correctly Line 3204: [ERR 01:43:42.293] PartCompiler: Cannot compile model Line 3205: [ERR 01:43:42.293] PartCompiler: Cannot compile part Line 3207: [ERR 01:43:42.295] PartCompiler: Cannot clone model 'ModsByTal/Parts/FuelTank/TAL_SphericalTankLarge/model' as model does not exist Line 3208: [ERR 01:43:42.295] PartCompiler: Model was not compiled correctly Line 3209: [ERR 01:43:42.296] PartCompiler: Cannot compile model Line 3210: [ERR 01:43:42.296] PartCompiler: Cannot compile part Line 3212: [ERR 01:43:42.297] PartCompiler: Cannot clone model 'ModsByTal/Parts/FuelTank/TAL_SphericalTankLarge/model' as model does not exist Line 3213: [ERR 01:43:42.298] PartCompiler: Model was not compiled correctly Line 3214: [ERR 01:43:42.298] PartCompiler: Cannot compile model Line 3215: [ERR 01:43:42.298] PartCompiler: Cannot compile part Line 3217: [ERR 01:43:42.300] PartCompiler: Cannot clone model 'ModsByTal/Parts/FuelTank/TAL_SphericalTankMedium/model' as model does not exist Line 3218: [ERR 01:43:42.300] PartCompiler: Model was not compiled correctly Line 3219: [ERR 01:43:42.300] PartCompiler: Cannot compile model Line 3220: [ERR 01:43:42.301] PartCompiler: Cannot compile part Line 3222: [ERR 01:43:42.302] PartCompiler: Cannot clone model 'ModsByTal/Parts/FuelTank/TAL_SphericalTankMedium/model' as model does not exist Line 3223: [ERR 01:43:42.302] PartCompiler: Model was not compiled correctly Line 3224: [ERR 01:43:42.303] PartCompiler: Cannot compile model Line 3225: [ERR 01:43:42.303] PartCompiler: Cannot compile part Line 3227: [ERR 01:43:42.304] PartCompiler: Cannot clone model 'ModsByTal/Parts/FuelTank/TAL_SphericalTankMedium/model' as model does not exist Line 3228: [ERR 01:43:42.305] PartCompiler: Model was not compiled correctly Line 3229: [ERR 01:43:42.305] PartCompiler: Cannot compile model Line 3230: [ERR 01:43:42.306] PartCompiler: Cannot compile part Line 3232: [ERR 01:43:42.307] PartCompiler: Cannot clone model 'ModsByTal/Parts/FuelTank/TAL_SphericalTankSmall/model' as model does not exist Line 3233: [ERR 01:43:42.307] PartCompiler: Model was not compiled correctly Line 3234: [ERR 01:43:42.308] PartCompiler: Cannot compile model Line 3235: [ERR 01:43:42.308] PartCompiler: Cannot compile part Line 3237: [ERR 01:43:42.309] PartCompiler: Cannot clone model 'ModsByTal/Parts/FuelTank/TAL_SphericalTankSmall/model' as model does not exist Line 3238: [ERR 01:43:42.310] PartCompiler: Model was not compiled correctly Line 3239: [ERR 01:43:42.310] PartCompiler: Cannot compile model Line 3240: [ERR 01:43:42.311] PartCompiler: Cannot compile part Line 3242: [ERR 01:43:42.312] PartCompiler: Cannot clone model 'ModsByTal/Parts/FuelTank/TAL_SphericalTankSmall/model' as model does not exist Line 3243: [ERR 01:43:42.312] PartCompiler: Model was not compiled correctly Line 3244: [ERR 01:43:42.313] PartCompiler: Cannot compile model Line 3245: [ERR 01:43:42.313] PartCompiler: Cannot compile part
  16. Some parts are not being found during the load process. I've checked the d/l file and even re-d/l. I still have no texture for the radial drill nor the 1m tank. Is something missing from the d/l package or am I missing something in the head? [ERR 01:43:36.219] Texture 'Kethane/Parts/kethane_radialDrill/model000' not found! [ERR 01:43:36.219] Texture 'Kethane/Parts/kethane_radialDrill/model001' not found! [LOG 01:43:36.233] Load(Model): Kethane/Parts/kethane_sensor_1m/model [LOG 01:43:36.249] Load(Model): Kethane/Parts/kethane_smallDrill/model [LOG 01:43:36.267] Load(Model): Kethane/Parts/kethane_tank1mLarge/model [ERR 01:43:36.269] Texture 'Kethane/Parts/kethane_tank1mLarge/model000' not found! [ERR 01:43:36.269] Texture 'Kethane/Parts/kethane_tank1mLarge/model001' not found! (Don't answer the second half.)
  17. There are a few things I find ... less than optimal. Any mod manager should have: 1) Drag/drop functionality. Currently, every mod has to be individual loaded via the 'add mod' button. Example: I maintain all my mods in a d/l folder (E:\VideoGames\KerbalSpaceProgram\Mods). KSP.exe is here: C:\Games\KerbalSpaceProgram. I should be able to drag from E to KSPMM and have the mod added to C. 2) Mods should retain the zip-package name when imported. Ex: B9-Aerospace-Pack-R4-0c.zip load as 'GameData, Ships, Source, Textures_Reduced changelog.txt, readme.txt' It should all stay bundled under B9-Aerospace-Pack-R4-0c. 3) Mod names should be customizable. Ex: I should be able to change B9-Aerospace-Pack-R4-0c to B9 Aerospace Pack R4.0c 4) Mods should remain persistent in the mod manager.
  18. Okay guys. I've installed this grouping of mods and have a few problems. 1) no shrouds for any engines. Does this come later in the tech progression? 2) Modular Fuels is messing with Stretchy. I can't get the fuel type to change when MFS is in place. Take it out and Stretchy fuels change, but then I can't launch ... no boom in the boom stick; fuel just leaks out the bottom. 3) For some craft configurations I can't control the vehicle. It looks good, but once I put it on the pad I can't launch. (Ex; Stayputnik Mk2 with MJ and FE.) I also have a problem with engines not linking to the tanks. i.e., Liquid Engines no recognizing Liquid fuel. (I know this because FAR and MechJeb don't generate any deltaV values when the engine is attached.) I'd really like to use this as I enjoy the added "realism", but after a day of struggling to get it working I'm at wits end. I'm sure it's just something silly I've overlooked. Fresh install. Each Mod install as from Spaceport or forum link. No duplication of dlls. MMSarbian and ModuleManager not loaded. ModuleManager _1_5 is. MODS: All Essential and additional listed in post #1. Also have TextureCompressor (This is a must have saves about 750Mb. 3.8Gb>3.1Gb)
  19. And why exactly do you require 1) a login & 2) me to create an account?
  20. Suggestion: Proved a column which lists the .zip/.rar filename the mod is loaded from. Many times the creator will name the download file something that has no obvious relation to the mod created. Example: Impossible Innovations has a download file named Current-II-Release10.zip. If you want to accurately know what mod you are dealing with in KSPMA you: 1) have to remember which mod the d/l filename corresponds to or 2) rename the d/l file I choose #2 ... most times. But, there are times I rush to add and gloss over this process. After that I have to hunt for the file or hit the SpacePort to identify the d/l.
  21. I pull it for a while. Ended up getting frustrated; I'm sure it's just me. I'll try again tomorrow to dissect the situation. RE: non-SpacePort hosting. If you have it, drop it in Google Drive or Dropbox. If you don't, I'd be happy to host it on my GDrive.
  22. Yeah, but it's kinda irritating that I can't even cobble together a contraption which, even if viewed from the opposite end of the runway, more-or-less approximates a Wright Bros-style plane.
  23. Suggestion: Would it be possible/reasonable to add configurable sort fields? Something like the tags GMail uses for classifying mail. EDIT: Also, there is a brand-new mod by kevmo314 specifically addressing versionable (?word? It is now. :-) ) updating. You guys should get together and mod it out.
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