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cpottinger

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    Rocketeer
  1. As soon as I load up my saved game (1.1.3) I get a screen telling to copy and paste the following: After that I am unable enter some of the facilities (clicking on them or the icons does not work). If I do enter a facility the exit button no longer works and I have to abend the program.
  2. Yeah, nevermind - I figured it out. I had attached wheels incorrectly. Of course, you try, try and try, can't figure out something you know should be simple. And then as soon as you ask for help, pop! there's the answer, grinning at you.
  3. Am I doing something wrong? In 1.1.2, I added the wheels to the body, launched the rover, released the brakes, hit 'Start Your Engines Gentlemen' and have tried every key on the keyboard. No movement when I try to go forward or back, and no response from the wheels to left or right turn controls. It's dead, Jim!
  4. There is a license included with the mod - or do you mean that Antipodes has to indicate the license in the forum post?
  5. I just stumbled across this one while looking through KSPAdmin's list of compatible mods, and I just want to say THANK YOU. I can now take calls from my online friends without having to interrupt my game.
  6. I used to be able to use this mod to put crew into built re-usable craft (e.g. aircraft on the tarmac, Kerbin rovers, etc). This ability seems to be gone. Now when I try to add crew to a craft, the add button is disabled with the message "Kerbal is not available. Current status does not allow any action" - even though the Kerbal is shown as available. It seems that now I can only move crew around - not add them. Has this functionality been removed, or am I just doing something incorrectly?
  7. I didn't have a problem with Red Iron Crown's suggestion. I just said it wasn't quite what I was looking for (as in I would still like to see the thrust percentage). But it is a doable workaround. My other response was to ibanix's suggestion of just burning at 100% according to KER's Time To Manoeuvre Burn display. That one doesn't work for me for the reason given above. However, after re-reading, I am now realize that ibanix suggestion was an addition to Red Iron Crown's: limit the engine thrust and then use KER's burn time. That will work for me. Thanks guys - sorry for any misunderstanding
  8. Thanks for the suggestion RIC, but you are right... it's not quite what I was looking for. - - - Updated - - - Also, thanks, but again, not what I was looking for. The reason your suggestion is not ideal is that when burning at 100% the burn times are shorter and thus more prone to create large errors when one attempts to cut the throttle. By doubling, and quadrupling the burn time, one gains a two- or four-fold increase in accuracy in getting the burn to be just right. This is particularly true when setting up Hohmann transfers with very high eccentricities. The ability to see the thrust percentage would allow me to octuple and even sexdecuple my burn accuracy.
  9. I love this mod and consider it one of my "core" mods that must be available before I upgrade to a new version of KSP. So many thanks for creating/maintaining it. One thing that I would find useful to have added is the current throttle setting expressed as a percentage. When I execute a manoeuvre I will take the displayed burn time of x seconds and begin my burn at t - x @ 50%, or t - 2x @ 25%, or t - 4x @ 12.5%, etc. As it is now, I have to perform the manoeuvre in IVA and get the percentage from a Raster Prop Monitor display, or eyeball the current thrust from the navball for craft with no IVA. Is there any chance this value could be squeezed in to an upcoming version?
  10. Yes, same here. I downloaded the mod from KerbalStuff and I'm finding it very useful. But I've been checking everyday to see if it shows up in CKAN, which it hasn't.
  11. Is that an IISS Scout I see in pictures 5-7? Really? Fantastic!!! I think I gotta try that one out.
  12. Perhaps then, an separate gui button or key-activated dialogue that accepts the text. That text is then used when the next screenshot is taken and then cleared. It may not be elegant, since the user would have to plan what he/she wants to input before taking the screenshot, but at least you would not need to try to pause the game, and quick "snapshots" are still viable, since the input text would be blank in those cases.
  13. First: This looks great - downloading now... Second: How about an <inputtext> placeholder that accepts user input at the time the screenshot is made. That way we can enter descriptive text about the screenshot, so instead of your example pic just saying "Jebediah Kerman", it can say "Jebediah Kerman performing the first ever spacewalk and trying hard to keep his cookies down" Third: CKAN
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