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Kerbart

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Everything posted by Kerbart

  1. Amazing! Do you mean that for you, deflating stops the spinning, or do you mean that you've managed to set it up in such a way that it stops spinning when you deflate? Also, I noticed that the interior doesn't spin in Porkjet's Centrifuge (when the interior overlay is on). Which makes perfectly sense as there was no such thing as interior overlay when he created it... but something else you want to to add to your test list, if you didn't come up with it yet (but I'm sure you did).
  2. You'll find a MM config somewhere in this thread that allows you to use the Centrifuge without LayeredAnimations. It looks like this: // This gets pasted into centrifuge1.cfg @PART[centrifuge1] { @MODULE[ModuleAnimateGeneric],0 { %layer = 0 } @MODULE[ModuleAnimateGeneric],1 { %layer = 1 } } The only thing is that there's no "stop spin" command available. ...yet...?
  3. I have separate copies for each release and I add the mods (that I want to continue to use) in as they get updated. They rarely get all updated at once, so it's not that big of a deal for me.
  4. That's why I picked all four of them! Anyway, to stay on topic. It is a good idea. I like @Tex_NL's suggestion. Of course, he's Dutch, brilliant ideas come natural with those freaks.
  5. Shadowmage, your mod is one of those tiny little mods that silently works in the background, and you don't realize how good it is until... you see a Kerbal Planetary Base Airlock showing up! Luckily those do come with an airlock, but I'm afraid it's not working as intended in 1.2 Take your time, if it takes a month or even more so be it! But I'm looking forward to the update!
  6. In addition, given that they are check boxes, the first question could be reduced to two check boxes; "I like idea 1, the delay" and "I like idea 2, the cut scene"
  7. Sure, like "not releasing it until it's ready" but I prefer the Nyan Cat in that case.
  8. Even an 8GB USB stick would be faster and they cost next to nothing. Fascinating to have a computer without internet these days.
  9. The 1.2 version is pretty good. Still, weeks of gameplay will ferret out some “easy to fix” bugs and as always there will be some tweaking. So at one point in time there will be a 1.2.1 version. Given the amount of red tape that seems involved in rolling out software on the consoles, it makes sense to assume that at that point, when the 1.2.1 version is rolled out, FT starts with the conversion. I have no clue how the conversion works. Is it (*shudders*) updating a copy of the existing code base, or is it more like writing a script that adds custom software and merges it with the desktop decision (and the conversion process entails creating and updating the custom console code, obviously) I wouldn't expect a 1.2 console release in sync with the desktop one. Hopefully they'll weed out the console-specific problems over time and the updates will just get better and better.
  10. 42. A more shallow answer would be along the lines of “many of the problems associated with 1.2 were caused by faulty components that needed to be replaced by better ones” Of course you can keep your mods in working condition... just stick to 1.1.3. If you feel you miss out on something (until the mod makers have found the time and energy to update those mods for us, free of charge, in their spare time, instead of having fun and actually playing KSP), well... that's the price paid for upgrading. It's annoying at time, but usually worth it. Compromise: stick to 1.1.3 for now, and upgrade a couple of weeks for now. The downside of that is that you'll miss out on the Nyan Cat!
  11. KSC sized space stations, including housing and ship building facilities (may or may not require engineers on-site for that) Real cities and landmarks on Kerbin. There's a few mods for cities but most of them looks squarish and community efforts struggle to develop and maintain organic cities. Also; highways, bridges, other large scale infrastructure Airports with refueling facilities (or SPH to build your own refueling vehicle) I'm not saying none of these can be done by mods—some of them are already, after all—but they can be integrated in the game in a way and scale mods can't, I would think. And I am sure there's much more than that.
  12. With numpy you should be able to get a lot done in Python. Throw in matplotlib and you can have your porkchop plots created for you without any manual input.
  13. Oh yeah. Challenging Sarbian to a dare. Really, really smart move!
  14. NEVER MIND. I was under the impression that 0.3.6 was the 1.2 update, and it's not. It was released before that, and the experimental krpc-0.3.6-16-g7940236.zip works just fine. Thank you @djungelorm!! I hate to be the bearer of bad news, but kRPC is not loading at all on my machine. Using the 1.2 1586 build nothing shows up when playing the game. I did find this in the log: [ERR 10:31:46.551] AssemblyLoader: Exception loading 'KRPC': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'KRPC.Addon' from assembly 'KRPC, Version=0.3.6.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'KRPC.UI.MainWindow' from assembly 'KRPC, Version=0.3.6.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'KRPC.Utils.DocumentationExtensions' from assembly 'KRPC, Version=0.3.6.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'KRPC.Configuration' from assembly 'KRPC, Version=0.3.6.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'KRPC.Utils.ConfigurationStorage' from assembly 'KRPC, Version=0.3.6.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'KRPC.Utils.ConfigurationStorageNode' from assembly 'KRPC, Version=0.3.6.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'KRPC.Utils.ConfigurationStorageNode' from assembly 'KRPC, Version=0.3.6.0, Culture=neutral, PublicKeyToken=null'. And a whole bunch more of loading exceptions for kRPC classes. Removing the mod and replacing it with a fresh copy did not resolve it.
  15. On the plus side, for the weenies like me who play without life support, everything now works and looks great. Thank you @Nils277!!
  16. It looks a bit like the British Black Arrow.
  17. I wouldn't start with ancient astronomy as the class is advertised as being about space flight. The V1 (aside from being unmanned like the V2) had very little to do with spaceflight, but you could start with the rockets that were used in China, or the ones that the Brits used in the Anglo-American was ("star spangled banner"). From there, Tsiolkovsky, Oberth, Goddard, von Braun, and then on to the post-WW2 programs.
  18. Neither did I. I genuinely didn't know what that option was doing until I read the complaint that the Navball disappears when leaving orbit view.
  19. Oooh, is that what the Auto Hide Navball setting (in the settings menu) is doing?
  20. I see room for exploiting shenanigans; put your 2km periapsis just over the landing site and time the flag planting very well = profit!!
  21. Or with the same zip file but in a separate folder. It'd still be optional to install them, but provides “one stop shopping” for those who do need them. Or would that introduce problems with CKAN?
  22. Awesome, that does the trick! Is that something that can be included in the readme or is this a fix until the next update is rolled out?
  23. You're right, they're showing there, too. But I hardly ever use those filters.
  24. In the Planetary Surface Structures category. Pretty much all of them, I think. Do you want/need a list?
  25. Mandatory entitled whiny post "1.2 is released where's my KAC update" Oh wait. Awesome! You, TriggerAU Sir, are amazing!
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