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Kerbal space program controls debug menu
Kerbal space program controls debug menu




  1. #Kerbal space program controls debug menu mod
  2. #Kerbal space program controls debug menu full

Also in the window are options to zoom (FOV slider), change map type, or even set a way point, much like the way points added by contracts. Accessing the right click menu of a probe will also show a few other new features. Depending on the antenna equipped, biomes, Easter Eggs, or a height map will be visible in a pop up window. KerbNet is access through the right click menu on a probe body or a capsule. The antennas will also have a new feature called KerbNet. The module also shows you what you are connected to we are directly connected to Kerbin in the case of the image above. Next to the time warp and mission time, you will find a new module displaying your signal strength in very familiar bar form. With the new signal changes, the UI needed some updating to give players a better idea of what the game was doing. Or space, if that is where you find yourself. If the maneuvers are already set up when you lose connection, you will be able to complete them like normal but you will not be able to delete them. As we are already discussing control, despite having small antennas, unmanned command pods will still be dead in the water. Speaking of maneuvers, setting maneuvers will now be something only available to command pods with pilots or connections to command points. Fine control of throttle and direction remain disabled, alongside setting and deleting maneuvers.

#Kerbal space program controls debug menu full

If a probe losses connection, there are still some things that you can do: you can go full throttle, cut throttle, toggle action groups, stage, and point using autopilot settings.

#Kerbal space program controls debug menu mod

This control is another place that the Remote Tech mod is far more brutal than this new stock mechanic. Fail to plan for the range or planetary alignment, and you are going to run into control issues.

kerbal space program controls debug menu

The game will also switch relays or control points if the first one becomes occluded by an orbital body.

kerbal space program controls debug menu

Unlike in Remote Tech, the antenna do not have to be pointing at each other they only have to be within each other’s line of sight and range. The relay antennas will connect to probes to command points, the KSC or Kerbal mentioned before, so long as ends of the signal are visible to the relay point(s). In order to operate probes beyond LOS or signal range, relay antenna networks will have to be established. As a result, there are more antenna choices. When you first fire up the new 1.2 patch, the largest change to your game will be to your use of probes and antennas. Users of the popular Remote Tech mod will find the new probe mechanics familiar, but tweaked to be slightly less punishing and finicky. The now vanilla implementation requires a connection back to the Kerbal Space Center (KSC), or an appropriately equipped Kerbal, in order to function. Probes and command pods will have a small built-in antenna to connect to the new CommNet, but a newly implemented line of sight (LOS) mechanic and signal strength mechanic have been implemented as well.






Kerbal space program controls debug menu