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Boomerang

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Everything posted by Boomerang

  1. Anyone else getting a camera bug when trying to switch to an IVA view when you've got kerbals in the Mk. 2 crew cabin? Camera view seems to switch into the center of mass and gets stuck there?
  2. I really feel like Squad's marketing roots have shown through with this. There wasn't any need for the hype with a super-special-secret-awesome feature in the first place. Announce it or allow us to find it on our own. Preferably the latter. This isn't a bad feature, but in the greater scheme of things, once everyone's had their 45 minutes of crashing things into KSC, it's not going to be a relevant feature for many people outside of video makers. I'm reluctantly willing to buy into the idea that it's putting a framework into the game for something more significant later on, but fine, put it into the game. Don't waste everyone's time drumming up minor features. Unless we're aiming to draw in the demographic who's going play the game for blowing up buildings, which I hope wouldn't be much of the case.
  3. It would be cool if the color settings for the background were persistent from session to session, but I don't know how big of an issue that would be to implement.
  4. Seems like the slides partially work. The only way to get a consistant background color is to have all of the 'Mid Color' settings zero'd out. If you do that, you can adjust the background colors with the other RGB set. If you don't though, you get the off-color lower left quadrant.
  5. Update looks great, the toolbar button makes a big difference. The UI is kinda huge, but my resolution is on the small size, so I can't complain too much. One bug that seems to have cropped up is that the lower left quadrant of the background is perpetually darker than the other three quarters of the background. I tried different crafts and background colors and the problem persisted. I'll upload screenshots if need be.
  6. I try to keep it pretty simple and exact for the sake of cutting down on the number of crafts. Here's my typical Kerbin setup, sans connection lines. Four satellites in semi-synchronous equatorial orbit. At that altitude other craft can get by with using the Communtron 16 rather than the 32 in LKO, which isn't the case if those comsats were in Kerbi-synchronous orbit. Each is also equipped with two short range dishes to maintain coverage upon the Mun and Minmus. The two polar orbits are very heavy comsats with a mid-range dish for each of Moho/Eve/Duna/Active Vessel and a long range for each of Dres/Jool/Eeloo/Active Vessel. The AP of their orbits is around 4000km with a PE of around 95km, synchronized so that as one is reaching PE, the other is reaching AP. That way one is very nearly always visible to anything trying to maintain contact with Kerbin from afar.
  7. Was this uploaded somewhere other than Dropbox or is it just a preview?
  8. Haha, glad I could help! It's nothing like an elegant solution, but it does get the job done
  9. I believe RoverDude (Of Karbonite, etc) had plans to start working on an open license KAS alternative, but I think that's still in early stages, if he's not busy with other things. Other than that, I don't know of anything else that provides that functionality. In a pinch, you could try using the claw to grapple onto crafts that lack docking ports, you can transfer fuel that way as well.
  10. Agreed. Also, it shouldn't have taken me ages of digging around google to figure out how to zoom on a Mac laptop when my MMB broke. It's Shift+Scrolling on the touchpad, but that isn't listed anywhere useful. But at any rate, yes, more extensive function mapping to keyboards and touchpads would be great.
  11. I've looked around as well to no avail. Dropped my mouse a while ago and broke the MMB. The rest works fine and I learned how to zoom in the VAB on OSX without it (Shift+Two Finger Scrolling on the touchpad), but there doesn't seem to be any way to emulate clicking the MMB. So no Whack-a-Kerbal.
  12. http://forum.kerbalspaceprogram.com/threads/64227-0-24-1-27-July-Smart-Parts-V2-0-New-API-and-new-KM-folder-structure
  13. Really love to see some updates for this. Occasionally it locks up my Save/Load buttons even after reverting the exploded view on OSX. Mostly though a button for Blizzy's Toolbar would be awesome.
  14. Eh, I don't care for seeing all the hype silliness, but I'm also an old fuddy-duddy. If the kids are going to keep their fun to a handful of threads, so be it. I'd rather just wake up to an official announcement of the new release some morning without all the attention, but oh well.
  15. I've noticed that when I load an editor, it isn't until I select a part of change to another parts tab that this plugin kicks in. So initially, I'm looking at my command parts list in their native order. It's not a huge problem, but if you're still working on this, maybe something to look into?
  16. Delete him from the persistence file, kill him (preferably with permadeath on), exile him anywhere that isn't right on the runway/launchpad. All accomplish your goal nicely. Or, if you're up for more of a roleplay dynamic, get FinalFrontier and just pick your crew before every launch based on what they've already accomplished.
  17. Any chance of making Karborundum tweakable just for the sake of accurate dV info from KER or the like? I have no idea if you can make it tweakable in the VAB and still have the tanks spawn empty on the pad, but it would be nice.
  18. Sent you a PM, have fun with it and use them however you like!
  19. Also, you can force the game into full screen mode to see the apply button. Cmd+F on OSX or whatever it is for Windows/Linux.
  20. The superb quality of these tiny pieces has finally won me over. The in-situ resource extraction doesn't really play into my saves on any large scale, but I'm a sucker for small parts/crafts. And rather than resize the converters and distillers to fit my tastes, I decided to warm up Photoshop and tinker with your cfgs to make something new. So now I've got a tiny converter and distiller to match the generator. Both nerfed sufficiently that they're useless for all but small probes and such, but still fun.
  21. So I tried out the v1 build on a save that I keep separate for testing new mods and I was really taken with how much nicer the interface is. And I see that the two old parts have been kept I assume to help with compatibility. So what persistence edits would be needed to adapt a save with v0.6 Engineer parts to work with v1?
  22. Yeah, three times now I've downloaded this and the radial engines don't work. Out of the four folders contained within the Gamedata folder of your zip, the only one I had a duplicate of in my actual Gamedata folder was Firespitter. But, I figured, what the hell, so I even replaced the plugin I'd been running with the one you included. I've copied the unzipped folders exactly into my own Gamedata folder. No additions, no admissions, completely as-is, same as any other install. Engines are IntakeAtm deprived because the only intake they have is IntakeAir. I did some digging into your cfgs and I wasn't seeing the micro decoupler was because I've deleted the stock decoupler whose model it requires, so that one is on me.
  23. Yeah, ladders and aesthetics really aren't compatible as it is. The small fixed ladders are so much deeper than the two collapsible ones and while you can usually twist and jockey them about to get the behavior you want, it'll look like a junkyard took a dump on what might be an otherwise good-looking craft. The ability to move forward onto platforms that you described would be helpful, as would more flush fixed ladders
  24. I dunno, I guess I was thick somewhere about downloading it, but twice I've gotten it off the link in the OP and twice I've gotten little engines that refuse to work because the intake is for IntakeAir while the engine requires IntakeAtm. I edited the cfg for the engine so that it intakes IntakeAtm rather than Air and it works fine. I also don't see any sign of a micro decoupler as mentioned in the OP, so I imagine I just managed to download an outdated version or something.
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