clumsypilot Posted March 31, 2016 Share Posted March 31, 2016 Managed to get it running on 1.1 prerelease and can't play without something like this, so I thought I'd share before the author realeases an official build. Use at your own risk: http://s000.tinyupload.com/index.php?file_id=06872778822304319855 SHA256: A159D964D2CB4461258828B1166A7C3BC8A29A998B169DB2A048AD9806277304 Link to comment Share on other sites More sharing options...
blizzy78 Posted March 31, 2016 Author Share Posted March 31, 2016 15 hours ago, Polnoch said: And does it possible to create a little donation for a new version (and for my old very interesting games)? No donation information in first page There is a donation link on the first post just below the download link. Link to comment Share on other sites More sharing options...
Polnoch Posted March 31, 2016 Share Posted March 31, 2016 (edited) Yes, you're right. Thank you for helping with sending a little donation to the author Edited March 31, 2016 by Polnoch Link to comment Share on other sites More sharing options...
Bizz Keryear Posted April 3, 2016 Share Posted April 3, 2016 I have a feature request: since it doesn't seem to work that well withe the vanilla next orbit button (at least it didn't for me in 1.0.5) I'd like to have something like this build into precise node itself. one click on a (new) button behind the time e.g advance it one orbit. calling the vanilla function for it. Link to comment Share on other sites More sharing options...
evileye.x Posted April 3, 2016 Share Posted April 3, 2016 20 minutes ago, Bizz Keryear said: I have a feature request: since it doesn't seem to work that well withe the vanilla next orbit button (at least it didn't for me in 1.0.5) I'd like to have something like this build into precise node itself. one click on a (new) button behind the time e.g advance it one orbit. calling the vanilla function for it. Already there Check options Link to comment Share on other sites More sharing options...
Bizz Keryear Posted April 3, 2016 Share Posted April 3, 2016 1 minute ago, evileye.x said: Already there Check options Sorry, I am totally blind. Where? Link to comment Share on other sites More sharing options...
cantab Posted April 3, 2016 Share Posted April 3, 2016 Select the 10x UT increment option Link to comment Share on other sites More sharing options...
merlinux Posted April 3, 2016 Share Posted April 3, 2016 On 31/03/2016 at 2:11 AM, clumsypilot said: Managed to get it running on 1.1 prerelease and can't play without something like this, so I thought I'd share before the author realeases an official build. Use at your own risk: http://s000.tinyupload.com/index.php?file_id=06872778822304319855 SHA256: A159D964D2CB4461258828B1166A7C3BC8A29A998B169DB2A048AD9806277304 tested your recompile and it works great. thanks for filling the gap before Blizzy updates this at release Link to comment Share on other sites More sharing options...
AG5BPilot Posted April 3, 2016 Share Posted April 3, 2016 (edited) <deleted> Edited April 4, 2016 by AG5BPilot Link to comment Share on other sites More sharing options...
Kurtvw Posted April 3, 2016 Share Posted April 3, 2016 4 hours ago, AG5BPilot said: The 1.1 compatible dev build definitely was working for me (Windows x64 pre-release) earlier, as I was seeing the KJR messages on screen as well as ships being obviously more resilient than the stock limp pasta. However, recently, it appears to have stopped working -- no more KRJ messaging, and the the joints are definitely not reinforced. Something changed. It could be that the newer pre-release code (1174) broke KJR somehow, or some other mod I have loaded is interfering, but it had been working at the beginning of the pre-release but it's not currently functioning. I think you're posting in the wrong topic... This is Precise Node. Link to comment Share on other sites More sharing options...
AG5BPilot Posted April 4, 2016 Share Posted April 4, 2016 1 hour ago, Kurtvw said: I think you're posting in the wrong topic... This is Precise Node. Oops, sorry about that. Link to comment Share on other sites More sharing options...
eddiew Posted April 8, 2016 Share Posted April 8, 2016 I never realised how much I need this mod until I didn't have it anymore... :S Link to comment Share on other sites More sharing options...
Genolution Posted April 8, 2016 Share Posted April 8, 2016 Thank you so much Regex and Blizzy78. This has saved me so much frustration over the past.. Good lord! How many years now?. Please keep up the awesome work. Coffee incoming... Link to comment Share on other sites More sharing options...
theersink Posted April 14, 2016 Share Posted April 14, 2016 One slight problem with the 1.1 build. It leaves the little node star symbol on the screen when you delete the node. Symbols appear in all views as well, not just the map view. Link to comment Share on other sites More sharing options...
symmeclept Posted April 14, 2016 Share Posted April 14, 2016 1 hour ago, theersink said: One slight problem with the 1.1 build. It leaves the little node star symbol on the screen when you delete the node. Symbols appear in all views as well, not just the map view. Seeing this, too. It doesn't happen all the time, can't consistently replicate it. The node markers follow you to the main menu. Link to comment Share on other sites More sharing options...
ibanix Posted April 15, 2016 Share Posted April 15, 2016 You know what would make this even more awesome? The ability to 'lock' dV on a direction (prograde/retrograde, radial/antiradial, etc.). So many times I've been futzing with one of them and pulled another and gone ARGH and had to reset one direction to zero. Link to comment Share on other sites More sharing options...
JWS Posted April 15, 2016 Share Posted April 15, 2016 21 hours ago, symmeclept said: Seeing this, too. It doesn't happen all the time, can't consistently replicate it. The node markers follow you to the main menu. Seems like it happens when I delete any node using 'Delete' button on this mod's GUI. Clicking on 'X' button on the node leaves no marker. Link to comment Share on other sites More sharing options...
blizzy78 Posted April 16, 2016 Author Share Posted April 16, 2016 (edited) On 8.4.2016 at 10:39 PM, Genolution said: Thank you so much Regex and Blizzy78. This has saved me so much frustration over the past.. Good lord! How many years now?. Please keep up the awesome work. Coffee incoming... The first release is from 2013, I believe. Oh, and thanks! Edited April 16, 2016 by blizzy78 Link to comment Share on other sites More sharing options...
gnivler Posted April 16, 2016 Share Posted April 16, 2016 Woohoo! You are the man! Link to comment Share on other sites More sharing options...
Chippy the Space Dog Posted April 17, 2016 Share Posted April 17, 2016 Hi folks! Not sure if I have a fault with my precise node module or if it's by design. I've restarted career mode using different mods, and now my precise node doesn't show apoapsis and periapsis height. There is nothing between eject inclination and conics mode. I need to hover my mouse over the ap node on the projected plot to see how high or low I'll end up. Is this because I haven't unlocked some tech? It seems a needless inconvenience if so, as I have the information, but I have to make an adjustment, move mouse to plot, rinse and repeat (much like with regular node manipulation). I wonder if I've been spoiled by mechjeb for all, but if so, what do I need to unlock/upgrade to get this info back? Or do I have a fault? Link to comment Share on other sites More sharing options...
gnivler Posted April 17, 2016 Share Posted April 17, 2016 8 hours ago, Chippy the Space Dog said: Hi folks! Not sure if I have a fault with my precise node module or if it's by design. I've restarted career mode using different mods, and now my precise node doesn't show apoapsis and periapsis height. There is nothing between eject inclination and conics mode. I need to hover my mouse over the ap node on the projected plot to see how high or low I'll end up. Is this because I haven't unlocked some tech? It seems a needless inconvenience if so, as I have the information, but I have to make an adjustment, move mouse to plot, rinse and repeat (much like with regular node manipulation). I wonder if I've been spoiled by mechjeb for all, but if so, what do I need to unlock/upgrade to get this info back? Or do I have a fault? Yes that sounds normal; you need to upgrade the tracking station and the mission control building to obtain "flight planning". Link to comment Share on other sites More sharing options...
Chippy the Space Dog Posted April 17, 2016 Share Posted April 17, 2016 Thank you Gnivler! Though I should have said although I'm not very far along the tech tree (tier 5) I have level 3 (fully upgraded) tracking station and mission control. Link to comment Share on other sites More sharing options...
blizzy78 Posted April 17, 2016 Author Share Posted April 17, 2016 You need to check "Show orbit information" in the Precise Node options. Link to comment Share on other sites More sharing options...
gnivler Posted April 17, 2016 Share Posted April 17, 2016 6 minutes ago, Chippy the Space Dog said: Thank you Gnivler! Though I should have said although I'm not very far along the tech tree (tier 5) I have level 3 (fully upgraded) tracking station and mission control. Ahh! My fault for not reading that well enough, sorry. I just woke up Looks like you got another reply from a very reputable source! Link to comment Share on other sites More sharing options...
Chippy the Space Dog Posted April 17, 2016 Share Posted April 17, 2016 5 minutes ago, blizzy78 said: You need to check "Show orbit information" in the Precise Node options. Thank you thank you! So I do.. never had to check that before for some reason. Happy space doggy now. Responses appreciated. Link to comment Share on other sites More sharing options...
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