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Everything posted by diomedea
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@ redde: Great. I had the same idea, but no time to make new icons. Thanks for sharing.
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Protractor - Rendezvous Plugin - Under New Management!
diomedea replied to mrenigma03's topic in KSP1 Mod Releases
@ mrenigma03: Happy to see you are still taking care for this fine mod. I have a (humble) request, could you consider to release a version where the activating button sticks to a button toolbar, as designed by this plugin? -
[0.23] ActionGroupManager (AGM) 1.3.2.0 (29/01/2014) : bugfixes
diomedea replied to SirJulio's topic in KSP1 Mod Releases
@ Sir Julio: many thanks for the fix. You did it real fast! I am happy with this version, however I see why others may find difficulties. What about defining "modes" with the window, so as to switch from "view mode" to "edit mode" (and perhaps open to other modes if need be in future?). Even if it adds another button to the window to select modes, it may be worth the effort. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
diomedea replied to TaranisElsu's topic in KSP1 Mod Releases
IMHO, stick to units per Kerbal per day. After all, it is just the amount displayed that has to make sense for a purpose, not the raw amount itself. Raw quantities may be used internally, and it is about those quantities where all different mods should get together. But to players, and Jeb, making hurdles to calculate from raw quantities is an inferior design. -
Optional MechJeb Modules for FAR, NEAR & km_Gimbal 2/3 (July 16)
diomedea replied to sarbian's topic in KSP1 Mod Releases
For me, that new version has solved the issue with the main MJ button. Many thanks. -
+1. Please release an update compatible with toolbar mod.
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SteamGauges Beta release 1.6.1b [27 Dec]
diomedea replied to Trueborn's topic in KSP1 Mod Development
Another good reason to NOT "upgrade" to 8.1. I continue to read of all sort of issues with 8.1 and continue to dismiss the "offer" to move, wish I could turn that offer out once and for all. -
[0.23] ActionGroupManager (AGM) 1.3.2.0 (29/01/2014) : bugfixes
diomedea replied to SirJulio's topic in KSP1 Mod Releases
Great. Many thanks for your attention. I really hope you'll find a way to make that work again. -
[0.23] ActionGroupManager (AGM) 1.3.2.0 (29/01/2014) : bugfixes
diomedea replied to SirJulio's topic in KSP1 Mod Releases
I feel one functionality was lost with the update from ver. 1.0.0.0. to ver. 1.1.0.0., that is the ability to check what actions are currently associated with any of the AG buttons. At least, I can't find an easy way to do that now. Those buttons in the lower part of the window would do nicely, if only they were active when I open the window, and not only when I select one AG from the parts. Unfortunately for me, that single functionality was the most important with this tool. -
Optional MechJeb Modules for FAR, NEAR & km_Gimbal 2/3 (July 16)
diomedea replied to sarbian's topic in KSP1 Mod Releases
Similar, to an extent, to the issue I am experiencing. I have MJ main button along with a few MJ's modules buttons (and other mods) on the toolbar. I repeatedly had the main MJ button disappear from the toolbar (only that one button, all others stay fit) when I move a vessel to the launchpad. Sometimes the button is present but not functional (no MJ main window works), but then the button itself disappears during ascent. If I then switch to the same vessel after launch, everything works as expected. -
[WIP] ActionGroupManager (AGM) initial release
diomedea replied to SirJulio's topic in KSP1 Mod Development
@ Sir Julio: please know I found an issue with version 1.1.0.0, while switching ships the window of your plugin opens (here). That didn't happen as of version 1.0.0.0. Can't say if it is related to the toolbar plugin or yours, but in case, could you take a moment to consider what may be the cause? -
Many thanks. I guess I may find somthing useful to isolate the issue, maybe in output_log.txt. Or from the KSP debug window (Alt-F12). But I don't really know what to look for, there is too much activity going on during a vessel switch. Maybe tracing events related to the different plugins will do, but need to run a specific version of those plugins with tracing active. If that's a sensible way to proceed in your opinion, and want me to conduct specific tests with yours, wilco!
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KSPMM Reloaded - Beta #2 - Functioning Modpacks!
diomedea replied to ROFLCopter64bit's topic in KSP1 Tools and Applications
What kind of designs are you thinking about? If you mean like software designs (http://en.wikipedia.org/wiki/Software_design), it is a very broad subject. Something like software modeling, perhaps (as done e.g. with UML, http://en.wikipedia.org/wiki/Unified_Modeling_Language) ? -
@ blizzy78: I have a (minor) annoyance with Toolbar_plugin (ver. 1.1.0) in relation to other mods. Everytime I switch from one to another ship, the main window of some mods opens (the window normally opened by pressing their button on the toolbar) if that mod was inactive before. Being a common issue, I suspect it could be a bug with the toolbar, or more than one mod author did introduce the same bug with their mod. This is verified with Steamgauges by Trueborn and ActionGroupManager by Sir Julio. I also have a different annoyance, but that is with MechJeb only so I can't say where the bug may lie: the main MechJeb button disappears from the toolbar during launch or ascent (making MJ's main window not activable). Can't say if the two annoyances may be related.
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I have one suggestion. Hope to be able to make it clear enough, however. In most "strategy" games, the game designer puts some sort of "elastic ribbon" mechanic, to allow players with different styles of play to use different strategies but without getting too far from the "correct path" or the game may get to absurd values. The same concept should be applied with KSP career mode. If it isn't there already, it is because Squad has not developed the mode enough to have to calibrate it correctly, therefore no such mechanic exists. However you are going to fill this gap, so you need something. In general, any "elastic ribbon" will be conceived so as to exchange one resources with another (both resources being needed to proceed). In KSP I can actually devise 3 basic "resources": science (of course), time, and money (not yet really implemented). Using time and science, you could allow the tech tree to cost less with passing time. Very experienced players may be very good at researching new techs, and do so in a very short time: but then subsequent steps in the tech tree will cost more than usual. On the contrary, beginners may take more time, but the cost of each new tech will decrease thus allowing to get eventually to that without too much further effort. In case one gets stuck due to no more research available, eventually the tech tree will diminish in cost to the point that one new tech will become available without taking more science.
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Now-defunct-thread-that-should-not-appear-in-google-search.
diomedea replied to Cilph's topic in KSP1 Mod Releases
I don't know how you get those figures. However: 1) You can use the omni antenna (Communotron 32) with 5000Km range: that has way more range than required as you can sit your satellites just outside of Mun's SOI at 2429.56 Km. However I would prefer to use dishes, so don't have even that range restriction. 2) With any satellite while at a distance of 2429.56 from Mun's center, you have visibility of 45.89% of the surface. Two such satellites on (almost) opposite sides cover 91.77 % of the surface (they don't have to be exactly opposite, as the angle each of them has between Mun's center and the tangent to the surface is 4.72°, they may be at an angle of 4.72° in relation to the Mun's center). Of course, the more distant the satellite, the larger the surface covered. At 5000 Km from Mun's center, Mun's radius is seen at an angle of 2.29°, each satellite covers 48.0% of the surface, and two such satellites 96.0 %. -
Absolutely! Love that idea of yours.
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KSPMM Reloaded - Beta #2 - Functioning Modpacks!
diomedea replied to ROFLCopter64bit's topic in KSP1 Tools and Applications
Must say, up to now I never found the need to use a mod manager with KSP. I have some knowledge about very simple mod managers with other games, and those games really need something or no mod would work. But with KSP, up to now I just have to put the mod directory within gamedata and that's all. However, that may easily change if I consider mod dependencies. The only required plugin up to now is modulemanager, so it is eay enough to keep updated. Another one becoming increasingly useful is the toolbar plugin by Blizzy78. But already a few mods are actually based on other mods: Realism Overhaul by Nathankell probably the most known, but I could name another 3-4. Therefore, one needed feature out of your Kerbal mod manager would be to check dependencies, applying a sort of "configuration control" with mods. If you feel really serious, such "configuration control" may be extended to the mod versions in respect to KSP, I mean to check what mods can be considered compatible with the stock KSP version installed. -
Now-defunct-thread-that-should-not-appear-in-google-search.
diomedea replied to Cilph's topic in KSP1 Mod Releases
Hi, I can't point you to that picture (I don't think to have seen that), however I know how to make as you described. I call it "faking the use of the lagrangian points L4 and L5" (http://en.wikipedia.org/wiki/Lagrangian_point), as in reality one could use L4 and L5 to station vessels in a stable orbit, but in KSP (thanks to its simpler calculation of gravity, always restricted to two-bodies) you can do the same by just entering the same orbit of the secondary body, just keeping outside the sphere of influence of that body is enough. According to the KSP Wiki, Mun's SOI is 2429.56 Km, so if you get in a circular orbit @ 11400 Km altitude from Kerbin, almost 0° inclination, at a distance just a little more than the Mun's SOI, you are in the perfect position. One satellite forward (L4), one satellite behind (L5), both with dishes pointed at Mun: voilà. BTW, once you reach the orbit, the most important value to match is the orbital period, has to be the same as Mun's: 1 d 14 h 36 m 24.4 s (you don't need exact matches instead for apoapsis/periapsis nor eccentricity=0). -
Good idea. I remember to have seen this functionality as part of another mod, but I didn't really want to install that (could have been a large one, or not updated). Therefore, I like to have the possibility to move resources around thanks to this. Just to brainstorm now: it makes sense to move liquid or gas resources from one to another tank, as long as they are connected. Easy enough to move electric charge among accumulators. It would be gamey to move solid resources, though. Also, it would be an improvement over the stock game to limit the connections between tanks: most often, in reality, tanks belonging to different stages are not connected. What about if your mod could simulate pumps and valves and electric switches, as used to control the connections between tanks/accumulators? Maybe to devise a sort of "control panel" where these devices can be activated?
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[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes
diomedea replied to blizzy78's topic in KSP1 Mod Releases
I can test as well, both on my very heavily modded main install and on a test environment where I can setup any combination of mods. Make me know if you want. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
diomedea replied to TriggerAu's topic in KSP1 Mod Releases
That video shows the functionality with KAC, and it is fine with me. Now, I really want to have that functionality in game, therefore I can't wait to find where to download a version of KAC that includes that. If it takes too long to have that new version, I see a first practical use of Codeplex as I will download the dev source and try a compile. I like those opportunities from Codeplex, but I'm OK with keeping here all discussions. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
diomedea replied to TriggerAu's topic in KSP1 Mod Releases
I have no issues if a future KAC download includes or not the toolbar plugin. I already have that plugin, and in case, I will actively search for updated versions of it. To me is however important that KAC integrates the button functionality provided by that toolbar. As for the Codeplex move, fine. I like a lot the possibility to see what is going on, think that is a very nice touch to the interested users. Only thing is, I have to register with codeplex myself to vote or discuss changes. You may be amused about that, but codeplex is the 4th code repository site I will have an account with, and I am beginning to get confused about where I put my own things... BTW, thanks about the alarm sound. If I find any good sounds, I will certainly let you know. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
diomedea replied to TriggerAu's topic in KSP1 Mod Releases
@ Trigger Au: sorry if I am querying about something already debated, but I can't read all 45 pages on this thread to find about it. It makes me wonder why, of all the settings in KAC, there is none to set some audio file to play when an alarm goes off. I would consider such a feature much easier to implement than most of those already with KAC. Would like any simple answer, just one as "don't like/don't bother/don't want/will do next/shelved" will be enough. -
Orbital Mechanics Textbooks - suggestions
diomedea replied to S4qFBxkFFg's topic in Science & Spaceflight
If you want to add a fine book to your bookshelf, certainly go to the library. But not many libraries hold good books on the subject, best ones are those selling to university students. If you are interested to learn the subject, I believe you will find everything you need on this online book http://astrowww.phys.uvic.ca/~tatum/celmechs.html and save some money. It is pretty intense with math, but for anybody with couple engineering degrees should not be a problem.