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Stone Blue

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Everything posted by Stone Blue

  1. Hmmm...I'm not sure about THAT reasoning.... More bases is going to use up more system resources whether they are stock or a mod...And the way the Squad folder is already overly bloated compared to many mods that do the same thing, in many cases, better, (just look at the Spaces folder...), stock bases wouldnt necessarily mean that much less stress on your system than KerbinSide...Plus, with kerbinSide, you can install just the packs you want...its awesome that its setup with many "small" base packs, rather than everything in one or two large packs...That was some good foresight on the part of the author..
  2. It would be nice to see this come in stock, and I'm thinking it probably will at some point, but I think it a low priority while thhe game is still in beta, and there are many other features still being worked on, and many bugs/issues yet to be solved, so i would think squad's time is better spent on those things right now.... However, there IS at least one mod for this: [Moderator removed defunct website link] While there are issues with some of the physical placement of runways and pads, for the most part, at least most of the sites work...
  3. Kewl...Thank You, lo-fi! I was leaning toward it being something up with the collider....just wanted to make sure before I went through reimporting everything into Unity again... Which is what i did...I guess the collider was slightly too low on the Y axis...Everything seems to be workingas it should now... ... Now I just need to figure out how to make this thing use electricity, and then i should be all set to actually use it...Thanx again!
  4. So, I am an absolute newb, and am trying to get my first ever part working in KSP. First, I got the part to load, with a partial(?) texture in KSP. Everything seemed to work fine, except it was missing some graphics in the texture. I couldnt figure out what was going on, but I'm guessing I had more than one material assigned to it...So I scrapped it and started fresh. NOW, the textures are perfect, but once I surface attach the part, i cant pull it off, and also now the right click menu doesnt appear at all. (Its a GPS antenna, using a module from figaro), which appeared and was functional before.... ??? Also, how big should the collider be?...ie SAME size as the part, slightly smaller, or slightly larger?... Any insight would be muchly appreciated...
  5. That was actually another thing i was thinking would be kewl for someone to do...Whenever i start another round of KSP (sandbox), a KEO comm constellation is usually the first thing I do...Then i'll start on a GPS constellation...Then I have to start thinking of things to do that will actually take advantage of and USE the GPS...lol I've been using RemoteTech sincce i started playing, and same thing...Always trying to think up ways to best utilise it...I've pretty much only played sandbox...But with the new Remotetech contract pack out, I want to give that a try too...
  6. ^^ Yeah, its a little old in the tooth, and has been around since at least 0.17 or 0.18, when i first started KSP'ing, and it hasnt seemed to need much updating since 0.23.5, so I dont think its been really pushed, since back then to where newer people have heard of it...The only place to get it seems to be on Curse, and i think that hasnt been updated since before Spaceport went down...If you read the install instructions, it even lists the OLD method, before /GameData came into being... (It DOES seem to work by placing it into /GameData, as-is, though...) I've recently started re-using the mod, and My OCD has always been a little tingled by having a "hand held" looking receiver surface attached to my ships and rovers... lol I've also gotten interested in seeing how difficult it is to model parts, so I'm working on my first ever 3D model, and decided to do a GPS antenna, to replace the Figaro GPS receiver... Its mostly done, just trying to get the node parameters figured out for it... There is also the Persistent Trails mod that I've been wanting to try, and see how that can be used with Figaro: http://forum.kerbalspaceprogram.com/threads/49216-0-24-2-Persistent-Trails-record-share-and-replay-track-data!-%28Aug-1-V1-1%29 I havent played KSP or been active on the forums for a month or so, but the past couple weeks, i have been thinking it would be awesome to have a RPM screen for IVAs dedicated to full GPS functionality, including Figaro, Persistent Trails, and some kind of waypoint management system, and how difficult it would be to author a plugin for the waypoint management and RPM display so your mod is VERY timely...
  7. Nice...I'll have to check this mod out soon...I wonder if it can be tied in with Kerbal GPS (Figaro) somehow?... Even if only to make this mod dependant upon signals from a working Figaro constellation...???
  8. Too bad you didnt post this last week... I had been hoarding every version since 0.17...I JUST deleted them all last week, while cleaning up lots of old KSP installs, saves, crafts, mods, and all the other junk I ended up collecting... You DO have me thinking i probably should have thrown at least a few of the old versions on DVD, though...
  9. ^^ Yup...Especially for those of us on laptops, or sub-20" monitors... Even on my HUGE 17.3" laptop, i am limited to running a stock, non-modded KSP on a 1368x700 something resolution...Basically only 3/4 of the screen at best...Add mods, and i have to go down to a 1280 or lower...So screen realestate is a real issue... While the stock buttons LOOK nice at full res, and big like that, I am limited to 1/4 or 1/2 res, so my buttons look like so much mush, and are WAY too big for my liking... I hope Squad also is planning on adding some user settings for organizing and rearranging the stock TB...
  10. Take a look at this: http://forum.kerbalspaceprogram.com/threads/90113-WEB-Visual-RemoteTech-Planner-for-MOD-RemoteTech2 While there are different ways to do this, and you will get a ton of different answers, for me, I tried putting 3 sats in KSO, all at once on one launcher...After multiple failed attempts to get everything to my satisfaction, i found it quicker and easier for my abilities, to just shoot each of the three sats into KSO, one at a time, using three separate launches...Boom!...Done! I was using a DP-10, a Comm 32, and 5 KR-7's on each sat....(Seems now it was overkill...) ... The reasoning on the KR-7s was: (Only for the sat above KSC), 1 to target KSC, 1 to target the sat to the left, 1 to target the sat to the right, 1 to target Active Vessel, and 1 spare for future needs... For the two sats NOT above KSC, 1 of the extras either makes the 2nd spare, or, since i use KerbinSide Tracking Stations, I'll have it target either a specific station, or Kerbin, to pick them all up... Then for outside KSO coverage, I put two sats into highly elliptical polar orbits, with periods set as close to 180° apart as I can, with the same antennas as the KSO constellation, but with whatever larger dish I need for further out. These 5 sats are all I seem to need for full coverage...(At least from the Kerbin inner SOI side of things)
  11. So I've had my desktop shortcut for KSP set to use OpenGL and open in a popupwindow. I now am trying to add a 2nd monitor. When KSP launches, the popup is centered between both displays: half on the left display, half on the right...Of course, being borderless I cant just drag it fully onto one of the displays. Is there anyway to do this? Just for giggles, i tried adding the "--show-screen-selector" to see if something would appear where I could get it onto one screen or the other, but adding the argument didnt appear to do anything...??? Help!?
  12. ^^ It does seem the stock icons are pretty big, also...Especially compared to the rest of the stock GUI....???
  13. O....M........G!!!!.... Great, now I have to dig my laptop out of the bottom of the closet, where it scuttled off to in terror, after playing that video for me.... lol (My part limit is MAYBE 300, before KSP overheats my computer, and CTDs... )
  14. Hmmm...with having to fix how the wheels are attached on opposite sides, you may still have to manually toggle the direction of wheel spin in the right-click menu?... (ie one side is rotating forward, while the other side is rotating backward?)
  15. Is someone still supporting v1.4.0_PR15? If NOT, then please just ignore this post... Using PR15 with KSP 0.25: In the Craft tab, I have multiple instances of crafts showing up. Showing "Ships" and "saves" under folder. If the craft is used in multiple saves, an instance will show up for each save. Deleting one, will, of course, not delete the others...???... Only started seeing this in 0.25... Is this a KSP thing, or KSPMA?... I guess if I'm deleteing a craft, I would like it completely gone...BUT, then again, I guess it would be nice to have the option to select which saves to delete it from, if I wish to delete from one game, yet keep in another, IF KSP even allows that, since there is the Ships folder, separate fom the saves...???...Which would lead to a KSPMA feature request for adding in the ability to display WHICH save a craft is in, instead of just displaying "saves" as the folder...??? Off topic: I guess this also led me to wonder why KSP still uses the /KSP_win/Ships folder, in addition to, the folders in the individual save folders...??...Also, some ships are in EITHER folder, but not both..?? I guess I have collected quite a few crafts, as the folder(s) containing them is about 60MB!! ... ... Then add in duplicate folders!!... That adds up to a very sizeable parts pack, like KW, NP, OPT, etc... I play heavily modded, and am always pushing the boundaries of memory limitations, so it would be nice if the game didnt duplicate craft files in multiple folders, AND if it only loaded craft files into RAM, AFTER you select which save you want to play at the main menu, instead of loading them ALL, including the saves you are not currently playing...??? Anyway, I was just wondering about this, as I love using KSPMA to more easily manage my mods, parts, AND crafts..
  16. From what I gather, and probably one of the main reasons why UbioZur's Welding Plugin never really hit the mainstream, and why the concept hasnt been picked up by others to develop, is that welding parts that have modules (ie that use/create resources, move, etc.), can cause LOTS of issues. It has pretty much been limited to just basic, do-nothing-except-offer-structural-support-between-other-parts, parts... Which is NOT a bad thing, when you have a few dozen flat plates, structural I-beams, or trusses all holding something together...
  17. ^^ Would this work?: http://forum.kerbalspaceprogram.com/threads/90113-WEB-Visual-RemoteTech-Planner-for-MOD-RemoteTech2
  18. ^^ Yes...You can....I had almost two dozen buttons in my Blizzy-bar, and it got too big...So I finally split it all up, into two separate bars, only one row of icons each, put one on each side of the stock altimeter at the top edge of the screen, and auto-hid them...Its awesome...I love it!.... I'll be adding more buttons soon, so i think the next step will be doing folders in the bar. This is basically, I think, pretty much the same as what you are talking about with drawers on the stock bar: There is one "folder" icon on the Blizzy-bar...You click it, and whatever icons you have in it, open up in a small, separate bar under the Blizzy-bar.
  19. I'm not a coder, so i have no idea: Do you actually need the source code, or would a copy of the released .zip do?...Cuz I have that, if that would help...
  20. Nice!...Thanx Malah... Thing is, is it 0.25 compatible?....I wont be updating to 0.90 for a while yet... And I like the looks of some of your other "Quick(mods)"... I'll definately try them out once I go Oh-Nine-Oh... Yeah...I'm just thinking if there is a way to tie in a toggle for the stock toolbar icon, to the button for enabling/disabling the Blizzy-bar, in a plugin's settings....I guess it would be an easy thing to forget to think of when adding in support for the Blizzy-bar...
  21. Skykooler made this awhile back to play with: http://forum.kerbalspaceprogram.com/threads/45229
  22. I've been adding more and more plugin mods to my KSP install, lately, and am now up around 50-60 of them. Being as how I only have a laptop (granted, its a 17", but still...), to play KSP on, I am pretty much limited to a sub-1400 screen resolution, and cant play full screen, display real estate is at a premium for me. So of course, I LOVE Blizzy's Toolbar, and how it seems more and more mod authors are including support for it... Only thing is, there are a few mods i have installed, that, while allowing you to enable/disable a thumb in Blizzy's bar, there is NO option to toggle displaying it in the STOCK toolbar, while many others DO have this.... So essentially, not being able to remove it from the stock toolbar, kind of defeats the purpose of adding support for Blizzy's bar, as who wants TWO icons doing the same thing taking up valuable screen real estate? So my request is to all you mod authors out there, past, present and future, who add support for Blizzy's Toolbar, if possible, please remember to add in an option in your "settings", to enable/disable your icon in the stock toolbar, as well... Thanx for all the awesome mods, mod authors!
  23. Just put your KSP_win folders in separate folders. ie C:\KSP 0.23\KSP_win, and say, C:\KSP 0.90\KSP_win, for example...They will not overlap at all... I have had 4 different KSP installs at once: /KSP Stock/KSP_win, /KSP Slightly Modded/KSP_win, /KSP Modded/KSP_win, and /KSP Test/KSP_win .... with no overlap between them
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