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Persa

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Everything posted by Persa

  1. Thanks for your time and effort. Until now I eyeballed it using long parts such as struts and arms. I even had a subassembly of x,y,z-aligned launch sticks from the sounding rocket's mod for reference. No need for that any more! I was going to suggest ship CoM aligned grid for RCS thruster fine-eyeballingtuning but I found RCS Build Aids displays torque values. I'll leave the idea here anyway in case you implement the translation snap part.
  2. As a newbie it is a bit difficult for me to understand what is going on here. So the situation is: squad is hard-coding most of the game text which becomes inaccessible for others or the game itself to change/translate? Well then this will be more work in the future right? Because they will need to change all the hard-coded stuff to *.lang files or something? Well just remember how 64-bit version got out. If we spread the word and the community favours it, squad might change their priorities. Anyway, I can help with Spanish translation. I may be able to even get them "checked" by an official translator. Sadly I have no programming skills to help in the difficult stuff.
  3. After reading this thread I have come up with a UI tweek to add some of the possibilities mentioned here. Regarding: I think it's better to create stages that are actually AGs. So sticking with your point of view katateochi, I think the best thing would be to bind the AG sets to command pods/modules instead of stages. Then add a hierarchy system that only activates the AGs of the main ship(or you could choose which is the main command pod). So when another thing docks to it, each one preserves their AG sets but only one set would be "active". In the staging system mentioned by Atoning Unifex, an action of a part is added to the staging sequence via the tweakables right-click menu showing all the actions of the part. This also means that Stage 0 can be used for a pre-launch preparation where you can disable upper stage parts such as rover wheels or RCS ports and activate them with their separation stage. Very clever Watson. Very clever indeed. From my share, this I believe would be pretty neat: Yes, this is photoshoped. No, its not a mod I have/will make. (at least for the moment) At the bottom of the action group menu there would be three buttons: Add, Rename & Bind The Add button is self-explanatory. Simply adds a new action group with the default numbering. The Rename button is clicked when an AG is selected to rename it. (Something like renaming the vessels?) The Binding button is clicked when an AG is selected to enter "binding mode", which allows one to assign a key to that action group. Not necessarily 1-0 numbers, any key including joysticks. With the new toolbar system(s) you can have a pop-up list of them in-flight and maybe some edit tools such as deleting or reassigning keys. I personally recomend not to add stuff to AGs unless they are time-dependent. By time-dependent I mean "no time for finding and right-clicking". For example, science that has to be done flying above a certain location. So, for me, solar panels and lights wouldn't go to any action group because you usually interact with these when you finish ascent or landing(A relax moment after all that stress). I won't lie though. I do need more than 10 sometimes. Anyway, it would be nice to have all those solar arrays open at once like a peacock tail with the staging of the main sale.
  4. I remember this was discussed in the dev thread and they would add sort of a "delayed" button that you had to hold for a couple of seconds to work. But I'm not sure how that ended.
  5. I just figured out you can create more presets under TERRAIN{} other than the low, default and high presets. EDIT: What I did was copy the default and high presets and pasted them after the end of the high preset. Then I renamed them to testdef and testhigh so I could tweak them separately without touching the original settings. Here is a pic: (this was before I renamed to testdef)
  6. +1 for this to continue development! I've created my own headset with IR LEDs to use with freetrack!
  7. I think this is pretty clear and understandable but anyway let me structure it a bit: There are three things involved here: 1. CCP Custom Control Pad iOS App. "The App" 2. "The Server" that you need to install on your computer in order to comunicate with "The App". 3. "The KSP plugin" sends data from the game to "The server", and from there to "The App". Now, "The App" has very little to do with KSP as L.J. Silver says above. So you PAY for that. "The server" comes along with "The App". Its FREE and necessary. Without it you are going nowhere. "The KSP plugin" is also FREE. No need to explain why.... You CAN use CCP without this in KSP but some features wont be available.. Hope this helps a bit.
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