Jump to content

SilverlightPony

Members
  • Posts

    215
  • Joined

  • Last visited

Posts posted by SilverlightPony

  1. Feature requests:

    1. Does the server keep the game clock ticking when no one is connected? If it does, IMHO it shouldn't, and I would like a server option for this.

    2. An option to not sync players to the farthest-future subspace on joining. I want to pick up my missions where I left them off, not fourteen goddamn years in the future.

  2. Toolbar 1.7.3 zip.

    EDIT:

    Copyright © 2013-2014, Maik Schreiber

    All rights reserved.

    Redistribution and use in source and binary forms, with or without modification,

    are permitted provided that the following conditions are met:

    1. Redistributions of source code must retain the above copyright notice, this

    list of conditions and the following disclaimer.

    2. Redistributions in binary form must reproduce the above copyright notice,

    this list of conditions and the following disclaimer in the documentation

    and/or other materials provided with the distribution.

    THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND

    ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED

    WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE

    DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE

    FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL

    DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR

    SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER

    CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,

    OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE

    OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

    Thanks!

    (/10char. >:|)

  3. 1st you need ModuleManager ,then you make new New Text Document paste in this:

    @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]:Final
    {
    MODULE
    {
    name = MechJebCore
    }
    }

    and rename it to something like MJ.cfg and put it in GameData folder.This will add all functionality of MJ to all pods and probes.

    if you whant to integrate carere mode then this is for you:

    @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]:Final
    {
    MODULE
    {
    name = MechJebCore
    MechJebLocalSettings {
    MechJebModuleCustomWindowEditor { unlockTechs = flightControl }
    MechJebModuleSmartASS { unlockTechs = flightControl }
    MechJebModuleManeuverPlanner { unlockTechs = advFlightControl }
    MechJebModuleNodeEditor { unlockTechs = advFlightControl }
    MechJebModuleTranslatron { unlockTechs = advFlightControl }
    MechJebModuleWarpHelper { unlockTechs = advFlightControl }
    MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl }
    MechJebModuleThrustWindow { unlockTechs = advFlightControl }
    MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl }
    MechJebModuleRoverWindow { unlockTechs = fieldScience }
    MechJebModuleAscentGuidance { unlockTechs = unmannedTech }
    MechJebModuleLandingGuidance { unlockTechs = unmannedTech }
    MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech }
    MechJebModuleDockingGuidance { unlockTechs = advUnmanned }
    MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned }
    MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned }
    }
    }

    That did it, thanks!

  4. What happened to having MechJeb functionality without needing special parts? At one point this was added to all the stock "command" parts (probe cores, cockpits, capsules, etc.), and

    (while I can't understand French and have only the faintest idea what he's talking about) clearly shows the MechJeb tab appear in the VAB as soon as he sticks a stock command capsule into the build space--and yet, the only way I can get it to work is with either the Mechanical Jeb Pod or the MechJeb AR202 case. What gives?
  5. I think you forgot to put the part on the ship. Search for the AR202 in the Control category

    I thought they added MechJeb functionality to all the stock control parts (probe cores, cockpits, capsules, etc.) a while back, so that separate parts were no longer needed for MechJeb to function?

  6. I haven't looked through this thread to see if it's been mentioned or not, but has anyone else had issues with struts breaking much easier in 0.22 than in previous versions? I've got some large ships that could at least get most of the way into orbit before that just come apart on the launch pad now. :(

  7. Last Monday, I started the day off planning to use a pre-made Saturn V Apollo analogue I got off the internet to go land on the Mun, just so I could say I've done it.

    Like the real Apollo rockets, the lander is behind the CSM, so you have to flip around and dock with it mid-flight. I forgot to do this on Munshot 1, and docking in low orbit is a royal fecking pain, so I just brought them home.

    Munshot 2 successfully landed! Unfortunately, I missed my intended landing spot just outside a large crater, and instead come down on the inner slope of said crater. The lander slid, upright, halfway down the slope before one of the landing struts broke and it tumbled to a stop. The can was fine, as were the two Kerbals inside. But they weren't getting home on that ship.

    Munshot 3 became a rescue mission. I modified the lander with a remote guidance unit so I could send it down unmanned. It got all the way to Munar orbit before I realized one of the landing struts had gone missing somewhere along the way. Junked the lander, brought the CM home.

    Munshot 4 made it to the Mun intact, but something derped in the landing system, and it came down on the other side of the Mun from the stranded Kerbals. Yeah, real useful there. >_<

    Munshot 5 finally managed to overcome the glitches in the landing guidance computer and land within jetting distance of the stranded Kerbals. After about a month on the Mun, I finally got them safely home. :D

  8. First start the client and after that KSP. Very important step... :P

    Noted, thanks.

    New problem: Finally got more than one other player on my server, and we can chat with them, but they don't show up on the list and we can't see their ships.

    klf-missing-players-bug.png

    [EDIT]

    Turns out at least one of the missing players was chatting from the KLF program window itself, and hadn't even launched KSP yet, which was why he wasn't showing up. Not sure about the other one.

    It would be nice if there was some kind of indicator for this.

  9. Bug report:

    For some reason, the KLF UI is not displaying certain letters in text. I first noticed that d's were missing (seeming replaced by spaces), and later noticed cases of other letters missing as well. Irritating, but not game-breaking.

    Screenshot:

    klf-letter-bug.png

    [EDIT]

    Turns out this may or may not be a problem with KLF; I noticed the same bug in the normal KSP UI. That said, I don't recall seeing it before I installed KLF, so...I'unno.

×
×
  • Create New...