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citizen13

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  1. I would like to suggest an additional option in the audio settings tab to specifically select an audio output device. This would allow a player to output game sound to a device separately from their default device selected in the operating system settings. There are several use cases why this would be very helpful. Most importantly for myself, it would allow me to isolate game sound for recording and streaming, so that alert sounds from other applications, streams I may be watching, or external voice chat does not get recorded. I expect that it may be useful in some home theater PC setups, or for people who have multiple speakers/headphones. While there are some workarounds in this area that can sometimes work, in a case where a person wants to handle two different applications' audio separately, and both those applications do not have discrete devices options, there is no way to separate their audio. I know linux systems have better OS audio handling, perhaps macs as well, but windows is not capable of per-application audio output device settings in the OS itself. I would love for KSP to be one of the good, quality applications that don't cause issues in this area.
  2. I had an odd issue with this mod when I installed last night. I achieved encounters with both Inaccessable and the Sentar system. After getting into the SOI, there were no planets visible from either view. Also, in order to get a circularized orbit, I had to get my indicated orbit speed down to almost 0 m/s. Quite odd. I think there may have been an interaction with the clouds mod suggested in the release page. I installed it fresh with the planets, though, so I have no idea if it needed config or anything, not familiar with it. Once I restarted to uninstall clouds, the Sentar system at least showed up and acted normally. May have just been the game restart, so I'm not entirely sure, but it's something to keep an eye on at least.
  3. I use the VOID addon that has a display for current biome. There's a comment on a biome related function in the tools.cs file that seems pertinent: Perhaps this may be useful to you in some way? Seems the author has reused code from other addons with permission, so would probably be open to a discussion if you wanted to go that route. VOID on Spaceport: http://kerbalspaceprogram.com/void/ VOID on forums: http://forum.kerbalspaceprogram.com/threads/54533-0-22-VOID-Vessel-Orbital-Informational-Display Also, just to echo everyone else, your work is impressive. This is a fantastic addon.
  4. I've seen the same issue. From what I can tell, the lack of power comes from the pod draining first, then being refilled from external battery capacity. If you watch the pod power directly you can see it being depleted rapidly to zero even though you have plenty of total electricity on the whole ship. I actually started using the TAC Fuel Balancer mod configured to transfer electricity into the pod, since it seems to do it at a faster rate than the default game. I'm fairly certain my antennas are usually connected directly to the pod, so the question of connecting to a battery remains, but I suspect it won't matter. Many of the science/transmit mechanics are tied to the pod. I also don't know how multiple pods would behave, since I usually just use one. That would be an interesting experiment as well, since there is only one "real" pod in command no matter how many you have. Also, to best replicate this, try using the Mk1 pod with multiple high-draw antennas and spam a few large science transmits quickly.
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