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cpottinger

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Everything posted by cpottinger

  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
  14. I am only using the orbital decay portion of this mod. It seems to be working just fine with 0.90. Perhaps NonWonderDog's problem is the toolbar - not sure. I am using Blizzy's toolbar and it is working just fine for me.
  15. To Khatharr and AetherGoddess... Have you looked at the community maintained list on the KSP forums? http://forum.kerbalspaceprogram.com/threads/55401-Community-Mods-and-Plugins-Library Perhaps this is a step towards what you wanted?
  16. I had this issue too. It seems to be caused by the fact the Squad changed the names of the folders in which part models are stored. To fix it I went into \GameData\StationScience\Parts\StnSciAttachOTron\part.cfg and changed the following lines: In the first MODEL section model = Squad/Parts/Utility/dockingPortLarge/model becomes model = Squad/Parts/Utility/dockingPortSr/model In the second MODEL section model = Squad/Parts/Command/sasModule/model becomes model = Squad/Parts/Command/inlineAdvancedStabilizer/model In the third MODEL section model = Squad/Parts/Utility/dockingPort2/model becomes model = Squad/Parts/Utility/dockingPort/model I hope that helps.
  17. First, I wanted to say that I love this mod. I only just started using it this week, and though I find that the landing spot drifts a lot when descending into Kerbin's atmosphere, it works fine for landing on Mun and Minmus (I just saw the post about mounting a probe backwards, so I will try that and see if it fixes my Kerbin descent). One suggestion: A feature that would be useful would be to see the altitude of a point on a trajectory. Would it be possible to add a key-activated toggle that displays the altitude of when the mouse touches a trajectory or orbit line in map view? This would make it possible to see, for example, where my returning craft will be when the chutes auto-deploy at 20,000m.
  18. I like the ideas you presented. No science rewards for contracts - this is trivial to accomplish. I could release a stand-alone dll that would implement this now. This makes perfect sense in the context of the full mod. However it is not something I would be interested in as a standalone implementation. I admit, I haven't gotten far in the my 0.24.2 campaign (just at the 90-funds teir), but are there really any significant science gains from fulfilling contracts? I haven't seen more that a few science points given for any contract I fulfilled. Is it really worth eliminating? Funds displayed on the funds widget will be a budget amount, not a stockpile amount. Building and launching rockets will not deplete the amount, but a rocket that costs more than the budget amount cannot be launched. (I've implemented a rough version of this. It works, but it's slightly buggy still.) This also sound good. The fund budget can be increased by increasing reputation and by earning science. (This mechanism is still a bit hazy and will be the most difficult to balance.) Still sounding good. Part recovery will not earn extra funds. (I've got this implemented and working, but it's buggy and confusing in how it's presented to the user.) Hmm. I kind of agree with Rockstar04 here. Why remove the game's rewarding people for conservation and reusing? Instead, could this be handled by reducing the funds payed for recovering parts? Or restricting the rewards to only certain part types? Or by rewarding the player with reputation rather than funds? I just don't like the idea that making recoverable parts counts for nothing. There will be no reputation reward for recovering kerbals safely, but a large penalty for killing one. This is to encourage the use of non-crewed vessels when possible, and to make science acquisition a bit more difficult. I disagree with this. It smacks of trying to make the user play the way you want them to and not they the way they want. If one wants to use only manned craft in one's space program, then one should not be penalized for doing so (beyond the current inherent penalties: cost of parts and weight of ships). Not everyone wants to use unmanned craft - I can even see someone thinking it is boring ("Where's the cute green guy?"). Just my 0.02 funds worth.
  19. Thank you, Metalsand. That is exactly the behaviour I experienced (except that I didn't have any ships already launched with RT2 parts). And, a re-install did fix the error. I am now seeing the RT2 parts and my comm sats are operational - I had to launch a manned mission to dock with each one and extend the communotron, but it works now.
  20. RemoteTech2 works with 0.23.5? That hasn't been my experience. I don't see any of the communication dishes in the VAB and I can't get any communications to unmanned craft. Even if I send up one docked to a manned craft: as soon as I undock the other craft becomes uncontrollable. Is there something I have missed?
  21. Glad to help. As I said, this tool is essential: I use it everyday, whether I end up having a KSP session that day or not. Can I throw in one small request? One thing that always bothers me is that when I click on the Backup saves button to initiate a backup, there is no indication in the status box at the bottom that the backup has started or is in progress. Since I backup to a NAS device over a wireless connection it can take a few minutes. Sometimes it is hard to tell whether I actually started a backup or not. I would like to request a "backup started..." message to confirm that the action is in progress. Again, thanks so much for this tool.
  22. I wanted to say how glad I am to see that this tool is being progressed. It is an essential part of my KSP setup. I haven't had too much luck with the V1.4.0.9 version in a number of areas, but I do realise it is still under development. In particular, the tool has not been able to download from forum sites. The closest to success that I have managed was this morning when I tried to download the Science Library. The tool asked "Please select on(sic) of the following links where the mod could be downloaded", but only presented an option for "(Collection)". When I selected "(Collection)", I received the error message "Unable to cast object of type 'System.Collections.Generic.List'1[system.String]' to type 'System.String'" I hope that helps you in getting this great tool closer to release. Many thanks, and keep up the good work
  23. T = 2 * pi * ( a^3 / mu )^.5 a = ( ra + rp ) / 2 where T = Period a = semi-major axis mu = gravitational parameter ra = apoapsis measured from the centre of the body rp = periapsis measured from the centre of the body Therefore a = ( ( T / ( 2 * pi ) ^2 * mu )^(1/3) so rp = ( 2 * ( ( T / ( 2 * pi ) ^2 * mu )^(1/3) ) - ra
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