thecoshman
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Now-defunct-thread-that-should-not-appear-in-google-search.
thecoshman replied to Cilph's topic in KSP1 Mod Releases
I see what you are saying, but when you are talking about the distances the planets are at, targeting a ship, or the body it is orbiting/on is not really any different. Let's say you have a relay network around Duna, say for satellites all with a dish down to the surface, one to the AV and one back to kerbin. Around kerbin you have ring, each with a dish pointing to kerbin, and a dish pointing at AV. When controlling a rover on Duna, those satellites around kerbin will target it, as it is the AV, this means they will be pointing towards Duna, and thus will be able to establish a connection with the ring of satellites around Duna, which can relay back down to your rover. -
Now-defunct-thread-that-should-not-appear-in-google-search.
thecoshman replied to Cilph's topic in KSP1 Mod Releases
Personally, I think the correct thing for RT2 itself to do is cut all engines if the vehicle loses connection. What would be really nice is tight integration with kOS. KOS is a mode that let's your write small scripts, such as 'launch to orbit' scripts, that will be executed on your probe (or manned vessel). It would be nice if there was some way of letting kOS scripts run even if the vessel has no comms connection. Of course the script would have to be started before connection is lost. This does still have the slight issue of what happens if there is a bug in your script that stops it from ever ending, and it keeps the throttle held high and thus unable to change from the vessel... for the sake of game play, might need a way to kill a script... but this is a kOS issue really... -
So, is the recommended way of getting this mod via the Wolf Pack?
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Now-defunct-thread-that-should-not-appear-in-google-search.
thecoshman replied to Cilph's topic in KSP1 Mod Releases
Well, the way I figure it, if you turn off all the dishes on your satellite, you actively chose to do that whilst directly controlling it. If that means you have now closed the final communication channel, so be it. The last thing the satellite was told was that it should no longer communicate. However, it is very easy for you to render a satellite inoperable by doing something to some other satellite, or just passing through a black spot for those few satellites it is set to communicate with. In which case, for me at least, I would like to still be able to tell this now connectionless satellite where to point to to try to get that connection back, and I would rationalise it as saying it is a tiny boot strap program on the satellite but it is easier for the mod to simulate it via having me tell it where to connect to. Now I realise there are some who feel even that is too 'cheaty'. The way I see, there are a few options for how to handle satellites that have no active connection. Tough luck, maybe you should have left that small omni-directional antenna activated Allow 'dead' satellites to have targets set for ACTIVE dishes - this simulates a program running that sweeps for a connection Allow 'dead' satellites to have targets set for ACTIVE dishes - but also impose a distance based delay until the connection actually works again representing the time it takes for the signal to be found Allow 'dead' satellites to have targets set for ANY dish - this simulates a program running that sweeps for a connection Allow 'dead' satellites to have targets set for ANY dish - but also impose a distance based delay until the connection actually works again representing the time it takes for the signal to be found Have a 'dead' satellite automatically sweep for a connection with ACTIVE dishes Have a 'dead' satellite automatically sweep for a connection with ALL dishes Allow dishes to be controlled via EVA, in which case both target can be set and dishes activated Now, I like to think we can start to discuss these possibilities, so if you do want to refer to the options I have presented here, please link back to this post (rather than quoting) so people can see some context. Personally, I think option 8 (allowing EVAs) should be added any way (It might even be, I'm not sure). I can see the appeal of options 1 for most players, it is the most stringent way of dealing with the situation. Options 4, 5 and 7 all allows dishes to be activated, which I think is a bit too much, especially when you consider the last thing you told that satellite was to stop listening for commands. I think 6 is nice ideas from a players point of view, but implementation wise would be too much. So yes, option 2 or 3 is where my money is at, I think that the delay imposed by option 3 would be a PITA to have to deal with, but it would be a fair punishment for not planning things out properly. -
Now-defunct-thread-that-should-not-appear-in-google-search.
thecoshman replied to Cilph's topic in KSP1 Mod Releases
Yes, I agree that you should not be able to activate dishes unless you have control over a probe. I only think you should be able to set the target manually. If you want to have something account for the time the probe would take, perhaps once you set a target, it takes time to actually establish that connection, based on the distance of the connection. This can roughly account for the fact that as you get further away, the area the target would be in becomes smaller and smaller, so you sort of account for it having to sweep for the connection. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
thecoshman replied to TaranisElsu's topic in KSP1 Mod Releases
Thanks man, that fixed it! Seems you need a default 'Texture.*' for the parts vOv Well, the models are just fine, but the default textures are terible yes (sorry TaranisElsu) I suggest you also get the textures that jfjohny5 has made: -
Now-defunct-thread-that-should-not-appear-in-google-search.
thecoshman replied to Cilph's topic in KSP1 Mod Releases
Simple really, let us manually choose a target for a dish even if it is not under control. This allows us the player to act as the automatic program that cycles through all possible connections to find a path home. Best of all, this functionality already exists in the mod. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
thecoshman replied to TaranisElsu's topic in KSP1 Mod Releases
hmm... for some reason jfjojny5 the convertors are not loading there textures... just stark white staring back at me. -
Now-defunct-thread-that-should-not-appear-in-google-search.
thecoshman replied to Cilph's topic in KSP1 Mod Releases
really? I've always been able to do this too. Personally, I like it. It makes sense to me for probes to keep switching targets until they get a signal. Please ~~add it back~~ keep it in as a proper feature -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
thecoshman replied to TaranisElsu's topic in KSP1 Mod Releases
jfjohny5! Those are beautiful! -
[0.25] PartCatalog 3.0 RC8 (2014-10-08)
thecoshman replied to BlackNecro's topic in KSP1 Mod Releases
Hmm... this seems to be giving me chronically low FPS when in the VAB... I don't get any of the mod icons showing up either, and it asks me where to place the bar each time I enter VAB. -
Now-defunct-thread-that-should-not-appear-in-google-search.
thecoshman replied to Cilph's topic in KSP1 Mod Releases
hmm... it could be six... To be honest, never made use of that feature -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
thecoshman replied to TaranisElsu's topic in KSP1 Mod Releases
nice! Any comment regarding the multi-colour 'life support' containers? -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
thecoshman replied to TaranisElsu's topic in KSP1 Mod Releases
They are done members of the community. Look back through the posts, you should find a link to them. Personally as nice as those models are, I like to think Kerbals would put some covers on things.