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HeadHunter67

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Everything posted by HeadHunter67

  1. Any chance that we could get a way to move the location of the tab? Sometimes it gets in the way of the scrollbar in R&D and other things. Thanks.
  2. Thanks for the hotfix - I just tried the previous version and when it didn't work, came here to see what was going on. I'll give it a try!
  3. I just tried Part Catalog in 0.22 and it does nothing. The tabs are there, but when you click on a tab (or a button on a tab), nothing happens. I'm hoping it gets updated soon, it is one of my go-to plugins for every build. [EDIT: Found the hotfix in the plugin's thread... let's see how it works now.]
  4. I discovered that the hard way today. I think it should check if a mission is completed when the user clicks on Recover, so that players are paid properly. I had to redo a mission today because of that... but the system didn't forget to charge me twice for the rocket, now did it?
  5. Looks great! Just downloaded it, can't wait to try it out. I see you have it set up for Science... but I don't see the lines in the .cfg to place it in the Tech Tree. I see you said it's under discussion so I'm sure you'll include that. For now I'll paste in the node from the Mk2 lander can: TechRequired = largeControl entryCost = 8200
  6. I'd suggest putting it in at Start. If we honestly need to research paint and paintbrushes, something's wrong. I mean, you can already plant your custom flag at that point, why should this take any research?
  7. Seems to be the case for me, as well. In 0.21, load times were slow and scene transitions and SOI changes took far longer than before. So far, I've noticed much faster times in 0.22.
  8. Even if you don't get the other scientific instruments early on, you're not losing any science points! They are still there, waiting to be collected, in all those locations you have previously visited. I seriously doubt that one could spend so much science elsewhere that those nodes would be locked off. There's always somewhere to get more science, just by flying to it, around it, or landing on it. Some play styled will gain science earlier than others, but it all comes down to how you get it and when - the total turns out pretty much the same.
  9. Most early engines have a fuel cell that generates electricity while running. Transmit only while burning and only if you're sure you'll have enough power to finish the job. Extra capsules can function as primitive batteries, but also as primitive reaction wheels for torque and command authority.
  10. That's not a bug - the number shown in blue when you recover a craft is your cumulative unspent Science total. The second craft didn't earn 100 Science, it earned 20 - you can check the totals of the recovered tasks to be sure.
  11. I must second the support of RCS Build Aid. It's an essential plugin that goes into all my game builds. With it, you can make sure your RCS is precisely balanced for the craft, making docking so much smoother and more reliable.
  12. Thanks for fixing that! I had that problem last night, and I guess I wasn't the only one. I'll re-download and try it again.
  13. Appointing oneself as the arbiter of others' fun is even less fun, wouldn't you agree? That said, it's not strictly necessary with MJ and you won't get the most use out of it that way. Several pages back, I explained how the DPAI will let anyone dock manually far faster and more efficiently than an autopilot can anyhow.
  14. Thank you for the updates! I am hoping to see a soil sampler available as a separate component for other craft - it would be a nice feature to integrate into other designs.
  15. Why would continued analysis be "cheating"? What's "reasonable" about thinking that a sample only yields information when studied once? Better tell NASA to leave those Martian rovers alone - wouldn't want them to keep "cheating".
  16. I don't understand why people are so eager to advocate un-fun "features" in games. The usual reason is to make things more "challenging", but I think it's possible to make a game challenging without randomly punishing players even when they do everything right. Would sports be more "challenging" if the refs tossed a coin to see if each goal was allowed? For those who want random failures, feel free to go into your tracking screen at some randomly determined interval and terminate your active craft. But I am thankful that Squad doesn't want this either.
  17. That's what I did last night. Had never travelled beyond Mun or Minmus but I launched a probe to Duna, passing high over Ike before it ran out of fuel. Didn't get the full value of course (no low orbit or surface for Ike) but got 1600-1700-ish points and unlocked quite a bit.
  18. I've always liked the look of these probes and landers - if you are making them so that they can earn Science points (especially remote soil sampling!) I'm definitely going to be keeping an eye on that! Will they be able to transmit sample analysis? I can't imagine it'd be easy for them to return.
  19. No, it doesn't. Most people with parts mod conflicts just have too many mods installed and/or not enough available RAM.
  20. I wish the in-game subassembly system were as easy to use as this. I never had a problem with this plugin, but I can't get the stock subassembly system to do anything useful.
  21. If only it were as simple as you make it sound... I'm well-acquainted with root parts and subassemblies as far as the plugins from previous versions. In 0.22, I made a lifter with a decoupler at the top and saved it as a subassembly. When I tried to attach it to the bottom of my CSM, it simply wouldn't attach. So if this system is supposed to be "intuitive", it's failed miserably.
  22. I'm speaking of all the other stuff in the Interstellar mod. As for this, you mentioned the issues of the antennas not animating properly. As for copying and pasting, I can do that, just didn't understand why the actual .cfg file couldn't be posted rather than highlighting everything, copying it and setting up a new file - and then having the user do the same thing all over again (also, having to edit out all the line numbers that seem to come along with it). Seems like making it harder than it has to be. But I am thankful that someone took the time - I just am not yet confident that it's what I was looking for.
  23. I just don't feel like editing a bunch of .cfg's - I know how to do it but I find myself spending more time tinkering than actually playing lately. So I suppose I'll wait patiently until Zzz or someone else gets the lab module working perfectly. It's too nice to omit from a station, but the suggested .cfg sounds like it has a couple of minor issues still.
  24. My first rocket was called Trailblazer. It was of the same design that Scott Manley used for his Minmus tutorial.
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