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Damocles

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    Bottle Rocketeer

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  1. I started fumbling around with modding just today, so there might be an easy answer for this. I really would like to run my code after the player recovers a vessel. I don't care if it runs before the science calculations, or right after it. I tried using the OnInactive() method of a part, but it seems that's only gets called when the part blows up. I checked, and can't find anything recovery related neither around the vessel or the staging API. It probably wouldn't be impossible for me to work around this, and try to figure out if a recovery just happened when the player reaches the spacecenter view, but I'd rather not do that if not necessary.
  2. This is a really simple suggestion, and I wouldn't be surprised if I wasn't the first to come up with this. When I first started playing I barely knew anything about orbital mechanics, and I've seen a couple of people trying to play the game with even less understanding. I think that it would help people learn how movement works in space if they had a clear indication on the map on the direction of their movement. I know that once you understand stuff, this would be a pretty much a useless feature. If you really don't remember which way you were going, and don't want to time accelerate, you can still check the time it takes to reach a node. Maybe to some of you it's hard to even imagine how could anyone be so lost to think they are moving the opposite direction, so here are a couple of examples. Guy 1 is trying to get his first rocket onto orbit. He doesn't know what he's doing, burns in all sorts of directions, then checks the map, and when he sees that his apo is over 200km, he thinks he's on the right path. In reality, he did everything wrong, he's heading in the opposite direction, never even leaving the atmosphere, he just managed to push up his apo behind himself. Guy 2 can already go to obit, and is trying to get to the Mun. He manages to get a trajectory that gets into Muns SOI, when a bunch of different colored lines pop up, some of them going in all sorts of different orbits. He doesn't understand what's all that, and is getting scared. In reality everything is fine, and the weirdest line is probably just the trajectory that would happen if he won't make a burn to enter Munar orbit. I think that if the new players had the ability to see the direction of movement, they could trace the orbital lines much easier, and maybe learn the game faster. Guy 3 actually makes it to Muns SOI, then when the SOI change happens he thinks that the game bugged out on him, and reloads. This is an actual youtube video I saw. Maybe constantly seeing the direction of movement, would help, especially if the movement of the Mun were also apparent. Maybe there could be some clear(er) indication of what will happen when the SOI change happens, and why the lines are not connecting. Guy 4 (this was me) sends out his first couple of rockets doing the gravity turn in random directions. This is how he manages to get his first kerbal stranded in an almost polar orbit. Then he mounts a rescue mission, only missing it by a 180 degree. I was laughing so hard, when I realized that the best I could do was a 4000 m/s high five...
  3. Right now there are different kethane seed values stored in your save file, one for every moon and planet. If you really want to recreate the kethane deposits of someones save, I assume, you can do that. I haven't actually tried it, because honestly, I don't think there is much point in that.
  4. I have no idea why he included the models and such, because all he changed were the config files... Technically he could have just written the lines he added, straight into his forum post... Anyways... my problem with the bugged out Minmus kethane overlay got solved by terminating my only flag on the surface of Minmus. I have no idea, why that flag was a problem, it took me hours to figure it out... I don't even care any more, I'm just glad it works now.
  5. Nope. I'm new to KSP, never had any other installs than .22. Similarly, never had any old versions of Kethane, or any other mod either.
  6. I have this exact problem with the current version: https://github.com/Majiir/Kethane/issues/135 The Kethane overlay works perfectly on Kerbin, but it doesn't show up at Minmus. The only way I can make it appear, is to zoom out, but the overlay only lasts for a fraction of a second, and it's sized way bigger than Minmus. As far as I understand, the old issue was blamed on MechJeb, but I've never ever used that. I even tried removing every other plugins I had, but even with just Kethane, the bug remains. Are there any solutions?
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