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Stone Blue

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Everything posted by Stone Blue

  1. wait... why would you need the transmitter module *at all on your crewed vessles?* That module is for parts that are actually *on the GPS sats*, that form your constellation... Also, you dont need the :FINAL in the patch
  2. Yiss pleeze Unfortunately.. *nothing*... ..I'm broke... I *did* forget to put a disclaimer, that while i know just aboot anything *can* be coded, I *do* realise there are limits to what is reasonable... :thumbs_up: ok I forgot to mention that I got that warning right out of the gate, also
  3. I would prefer it *is* there... I would prefer the "quick buttons" on the main UI, and just get rid of the original, secondary popup UI... I *do* agree, it should have a 2nd user required "check", to eliminate accidental clicks... maybe a popup with a "Are you *SURE* you want to do this?" with yes/no buttons... vOv I also, just nao see you *can* have it hidden from the main UI quick buttons... :thumbs_up: *My* preference is the exact order LGG showed in the screenie... NOT to say that yours is wrong and mine is right... just that different people are gonna want/prefer different things... Mebbe have the button order user-editable, in the settings? vOv On this we agree... Could easily get cluttered or over-full when using mods with lots of exotic resources... I realise one person's preferences, are another person's aggravation... All we can do, is hope for either a consensus one way or another, or hope the dev/coder agrees to put in the extra work to implement ways to accomodate *many* preferences... Also, one feature request, @linuxgurugamer , on my install at least, when launching and going to the flight scene, TACFB main UI is open by default... could that be changed, pleeze? I havent fully investigated that, so going to reopen KSP and mess around some moar...
  4. @linuxgurugamer YISSSSS.... thats purfect, IMHO
  5. Any chance you could push the model/textures source files to the repo, if you still have them?
  6. I'm sure you've thought of it, but the Tarawa-class is moar in-line with your time-line... vOv ...
  7. I'll take a look at it then. Thats what i was trying to tell you... install Textures Unlimited...
  8. @jpinard Install Textures Unlimited... all you need is the plugin portion If you're anti-modding, then I guess you have to deal with it, or suffer with Dx9 performance. vOv
  9. Unfortunately I do not actually *play* a lot... I pretend I am a mod dev, and dabble in modifying mods... So I spend most of my time in a limited dev install, 99% of the time never leaving Kerbin LKO... Only real glitches I notice forcing Dx11, are the top and bottom rows of part icons being cutoff/overlapping the UI, and the darker, 3/4 cut-off icons of non-command parts when I havent selected a root part yet... i can live with that, for the *HUGE* performance and lower RAM usage I see with Dx9... But this is with Textures Unlimited plugin installed... you'll get blue'd out part icons, and mebbe other *stuff* with Dx11, w/o TU installed... and, no, I dont use the no singlethreaded CLI... I dont remember hearing what it is or does... vOv
  10. Actually, since it mentions parts from *both* KER and MJ, I bet it has something to do with a messed up install of MechJeb and Engineer for All @Iceman9112
  11. Also, if someone really familiar with FAR, is using OPT Legacy, and has their own working FAR patch for Legacy, we'ld most likely be happy to look at it and add it in, in the next update... (No promises tho, Jade is the head cheese that has final say on whether stuff gets added, or is ready to be added... ) Anyone notice a pattern here, of how the buck seems to always get passed to Jade?
  12. Thanx for reporting that @Failer Jade would probably have to be the one to look at that... he's the Master at that stuff... I did make note of it on our to do list, tho, along with several other compatability patches I'd like to look into and add/update as needed. Right now, we're looking into possibly doing some behind the scenes reorganization and optimizing of Legacy... so depending on what Jade finds/decides, it may/may not make it into the next update, if its actually a current issue... but at least its on our radar to look into
  13. Nice mod.. cant believe I havent seen this yet... I am *constantly* adjusting throttle, watching TWR to maintain within a good a range, during ascent... (I usually overbuild rockets... dont spend much time testing and fine tuning them) I dont know if its just me imagining it, or KSP aero really does take into consideration, MaxQ... vOv but I've found (in stock scale), that throttling down between ~7.5km to 9, 10km, along with switching SAS to follow prograde during this part of ascent (or just letting off on pushing AoA changes, and go to prograde manually), seems to help prevent rocket flipping, or sudden pitch changes... vOv I also try to work similar strategy during side-booster sep... (at least the following prograde, and having 0° AoA during sep)... it seems to help keep booster/core collisions from happening... So, my question is, if KSP aero does indeed consider/model MaxQ, and I am not really crazy imagining this, would it possible/within scope of the mod, to add in automatically adjusting thrust level/TWR based on *pressure* measurement? vOv
  14. Yes, it is, unfortunately... And it *will* be, until Squad finally decides to give up on Dx9, and re-codes the game, as may be needed... (infinitesimally smoll chance of this *ever* happening...) Or, until Squad decides to upgrade Unity to or newer than 2017.3, which dropped Dx9 support... (smoll chance of *this* ever happening... but mebbe a tiny bit better than above...) So I would get used to planning on needing to force Dx11 on KSP, at least until KSP 2.0 comes along :rofl:
  15. Dang... I was thinking about that after I posted, if the DLC surface experiment parts would be affected, too...
  16. Hmm.. I wonder if this is why Telemachus hasnt been able to display readings from the 4 stock science instruments? :thinking:
  17. @TheKurgan just shotgunning here, but do you have anything from WBI installed?... if so, check in there
  18. Just FYI, I think Jade might be at a modder's rehab facility vacation resort for a few days this weekend... So we might not hear from him till next week. Hope youre enjoying the respit, @JadeOfMaar ... You've earned a well-deserved, nice little vacay from KSP...
  19. @vossiewulf theres this mod, too... vOv
  20. I hear KSP modding will do that... :rofl:
  21. Man, would be *sweet* if Cinebox came b a c c from the d e d, and remade the BG surface experiments in this style for ReStock+ ... *...Just sayin'...*
  22. Choice of LS, especially USI, depends on your main suite of chosen parts... USI-LS, is of course probably best with USI mods... For those *not* running USI mods, the other LS mods out there probably work better. Snacks is a nice standalone, and from what i hear, its getting expanded with a really nice set of optional features, that keep it available as the nice, simple LS it always has been, and now up to an optionally fully-featured LS comparable with TAC or USI, so you can choose the *level/difficulty* of the LS to suit your play style. And I'm sure it integrates nicely with the WildBlue suite of mods. I'm very happy that Angel is making *sure* it supports and plays nicely with JNSQ... The next time I actually *play* KSP, it will most definately be with Snacks and JNSQ. Thanx @Angel-125 and @Galileo
  23. moar details needed... also, post a screenshot of the contents of your /GameData folder
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