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Beetlecat

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Everything posted by Beetlecat

  1. Heh. I totally get that --but it wasn't so much a seam, rather an actual mirror image of the clouds that began at a certain point with the clouds to the left being repeated in reverse to the right. very odd. I'll see if I can get a shot.
  2. As for the saved game data, this mod uses separate save information named for the exact name of the current game. If you delete then create a new one with the same name, the mod will have no idea. There is a mechanism to reset the mod history/info, so that's the built-in workaround.
  3. Wait --is that right? I was(am?) sure that the devices doing the transmitting/receiving would need to be within 500k of each other (or whatever the shortest range is). Otherwise, for instance, the built in 3k probe antenna would never lose connection with KSP (as long as line of sight was maintained) since the operating range of Mission Control extends far beyond that.
  4. I love the new cloud layer in 6.6! I was using the 8k NASA clouds by papics, but really liked the look of the default 8k now in the mod. I did notice an odd symmetrical line where the clouds met and the formations simply repeated backwards like a cloud ink blot. Is this intentional? It looks really odd when that zone rolls around. Thank you for the frequent updates. I can't imagine playing without this.
  5. The cone is the display of a dish pointing at an object/area. If you're targeting say... Mun, then you'll see the coverage wedge pointed that way. The icons in the lower right can hide/show connections and coverage area. If there's an X on one of the icons, it's likely the one that will toggle planetary targets.
  6. Maybe the SABRE engines and tweakables are yet to be fixed for .23, but it sounds like the pack works fine in general.
  7. If you've got one of those "T" shaped antennas, I think that's good up to 500km. If not, the probe core only has a 3km range.
  8. And also -- Thank you so much for the "execute node" feature to the flight computer. Doing all the math by hand (and real-time) was a treat/challenge/pain, but at least this method still lets us build the nodes by hand and execute with the proper delay. Still feels like magic, but not entirely auto pilot as with MechJeb. I'm still seeing "unknown target" when aiming a dish at Mission Control. Is this a visual glitch, or are directional dishes not working properly under .23?
  9. Which antenna? And how high an orbit are you trying to reach? The small two-pronged antenna works for a relatively short range. You need to deploy the extending one at some point.
  10. Well --- the drives themselves could be attached to something that leaves the telescope (temporary docked data storage?) and gets sent back home or to a lab... Perhaps if the hard drives could be used to store multiple versions of the same crew report / eva report, etc.
  11. From what time I've spent using ENB(oost), it's tailored to the Havok/Gamebryo/creation engine. The generic ENB does certainly work, but contains none of the memory-handling magic. It sounds like we just need to get Boris interested in playing KSP!
  12. It could be as easy as splitting them out form the other combined goals, yeah? -- Also -- how are the EVA missions affected by the new fuel limit? I added some science to the earlier missions for fun, but now realize it's hardly necessary. I'll take a stab at the docking goals.
  13. That would seem to be WAD --however could try sneaking yet another probe/remote core in the mix and do the "control from here" command before losing the primary one? [edit n/m, I thought you were letting your initial probe core burn up] Perhaps it's assumed that it would always be the primary cockpit / command module. The "root part" seems to have some magical properties for no reason, otherwise.
  14. I think you're misunderstanding this mod. [or having us on...]
  15. In the mean time -- it runs perfectly well. I imagine that at the moment it's discovered that this mod breaks something, or something else causes it to stop working, someone will step in to make the changes. It's simply in a "it ain't broke, so don't fix it" mode at the moment.
  16. Well --- wind could be on the pad as well, but certainly not as strong. yeah.
  17. Well-- that's quite a Point/Counter-point from the last two posts ^^. This mod is largely replaced by actual KSP functionality, but some aspects could be retained as a smaller mod to cover aspects that are yet missing from the stock game. Thank you Synapse86 for building it, and I would look forward to anything you do with it going forward.
  18. @Ghostbird -- I was wondering the same thing about the dual-chute part in the description. In my imagination, I was hoping to simply stack parachutes together and have a drogue + main combo that would be stage-able. In reality, it sounds like we have to "create" our own custom parachuted parts.
  19. I can't imagine that the final game *wouldn't* have any cutscenes in it. The game is still in Alpha state, and that type of material can be plopped in much later. Additionally -- the very first question in the forum once they're included will be "how do I disable/skip the cutscenes?" so there's no rush...
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