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Stone Blue

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Everything posted by Stone Blue

  1. @aluc24: Option 3: Send a manned mission with the RC-L01 Remote Guidance Unit and required number of crew to the SOI where your rover is landed, so "THEY" can control it locally with no signal delay
  2. Thank YOU, @codepoet, for taking the effort to make sure PWB-FB found a good home, and will continue... Unfortunately, many devs do not... So kudos to you, for making what must have been a difficult decision in giving over the reins, and stepping up...
  3. Yeah, I agree... Doing it by .cfg or MM patches, allows other mod devs to provide support for YOUR mod, in THEIR mod; or even allows just other users to provide the patches, so it can take a lot of the workload off YOU to get as many mods supported as possible... And as DStaal mentioned, yeah, many mods use the DMagicAnimate library, which can actually be installed WITHOUT having to install the full DMagic science mod...
  4. I admit, I really mostly just use PR for the Body Relative Rotation for satellites... Mostly my RemoteTech constellations... And, I hate to bring it up, but that begs another question: RemoteTech ALSO has its own Flight Computer, to add yet another fly in the ointment... I dont beleive I ever use RT without MJ installed, and I always use the MJ flight computer (SmartASS™) over the RT one... I've never had any problems with RT computer interfering with MJ, at least by just being installed... I've never tried using both actively, or switching between them... Also, Markus, are there any specific areas/functions to test out, or to look for problems with?... (I guess mainly related to the use of MJ SmartASS & PR)
  5. Excellent idea... And illustrates another good reason to use/support KSP-Addon Version Checker (KSP-AVC), and/or CKAN...
  6. Dont worry about the Toolbar only being for 1.1.2... It worx fine as-is for 1.1.3...
  7. If I'm understanding correctly, when I have MJ installed (almost always), I always use MJ SmartSAS, and never use stock SAS, so i guess I would be in favor of this... ??
  8. Kewl...:) i have a BUNCH of antenna mods, that I'll try to submit info for...
  9. OMG Malah!... Why have i NOT seen this before?!?... I have to manually check EVERY mod I install, to delete the MiniAVC files... Then I scrub the whole /GameData folder, just to make sure I got them all... Becomes a PIA after a dozen or more mods...
  10. Absolutely! Also, would it be possible to somehow have the option to export a list of all the blocked parts to a .csv, that contains just part "name", part "title", and maybe folder path? This would allow for "blocking" parts you actually want to delete altogether, later, manually...
  11. Hmmm... So with M.O.L.E. making it to 1.0.0 out of beta, does that mean you'll have more time to start a NEW project?
  12. This looks nice... Cant wait to try it... Is there any possibility of making a GUI where the categories could be added/edited/deleted?... And parts switched around between the categories? My thought is geared toward people who need to prune their parts, due to lots of mods... If there was a GUI where you could create a "to be deleted" category, and select and move parts into that category, right from the editor, then be able to go thru and manually cull the parts from there... Its seems the biggest stumbling block to culling parts, is that you have to dig in the cfgs manually to find the part "name", to match to the part "title" in the editor, so you know which files/folders to delete...
  13. Yeah, I hope something gets done, because unfortunately, that site is showing up in the Top 5 to 10 items in almost ANY and ALL, ksp mod google searches that I do... So unfortunately, whatever they are doing seems to be working well, and likely to suck in new players... If not in getting $ from them, at least getting tons of click-traffic
  14. Hmmm...My vote is against using the mystery goo container... Unfortumately, BioMASS is already reusing that for a grow experiment...Might cause possible confusion, if both mods are installed...??
  15. Nice video... Yeah, for the longest time I was using the 2868.75km orbit, when its actually 2863.334km: http://wiki.kerbalspaceprogram.com/wiki/KEO Yeah, that flickering shadows is a known issue: Put a tiny bit of fuel and an ANT engine on your sats, and its not too bad to occasionally correct.. OR, there's this mod, which I guess does station keeping: OR, just wait for 1.2 to drop, as IIRC, in the latest DevNotes, there was mention of redoing the orbital mechanics...
  16. I can verify this is EXACTLY happening to me, also. Now the first time it happens, I know its time to just restart the game, fresh... This COULD just be a KSP, stock thing tho... I've been doing mod dev work, so I've been editing parts, and using the F12 menu to reload the database, a LOT... After maybe a dozen reloads, part edits do not seem to always happen... Again, after maybe a half-dozen times using the menu to reload the database, I usually do a fresh restart...
  17. I believe this is not really true anymore. It looks like SETI-Greenhouse and Munseeker Greenhouse are the only ones left, unless you go with the larger mods. Are there still plans to include in this package, or are there any that I'm missing? There's three mods that I know of that "create" food: BioMASS, Soylent, & Snacks! Keep an eye on BioMASS & Soylent... Hopefully they will both be updated soon: I know @BetaguyGZT and I have both heavily discussed, and planned on making sure support for TAC LS was continued for BioMASS... If @DBowman continues active development of Soylent, we may consider looking at support of that mod as well... Also, BetaGuy is/was considering the possibility of taking over Snacks!... If that happens, you can probably bet support for that mod would also be incorporated into BioMASS...
  18. @VITAS I know nothing about website hosting, but I was a member of a hugely popular website, that was based on sharing/hosting HUGE amounts of data for its users... They soon had issues with copycat sites scraping their databases... Somehow they implemented blocking for these mass requests/scraping, in addition to IP blocking... Since offenders can just use different IPs, it would be like Whack-a-Mole, by only blocking IPs... And the legit users would never need the ability to make such large data requests all at once... Can I assume you have/will implement something similar?...??
  19. Hmmm... Maybe the fact that commercial GPS units are so limited, is why only ONE astronaut seems to have found/logged this geocache... LOL: https://www.geocaching.com/geocache/GC1BE91_international-space-station?guid=611d0635-a1cf-41bc-a0cc-a6038ae288d5
  20. See if THIS works for you (it can be used in regular flight and IVA screens with its own GUI window, but can also be setup for use with MFDs in RPM): @MOARdV any chance you could take a look at that mod, and if it passes muster, possibly consider adding it to the list of recommended mods in the OP?
  21. In that case, just unzip the 1.1.3 package into a different folder than your existing install... You can have a bazillion different installs of KSP going all at the same time, AS LONG AS THEY ARE IN SEPERATE FOLDERS... Theres no overlap... One install wont affect the others... KSP doesnt do a traditional Windows install, using the registry...
  22. For probes, keep an eye on this mod (it's in Beta right now, so be cautious using it in saved games you plan on having awhile):
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