KingMonkeyNuts
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Everything posted by KingMonkeyNuts
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[1.1.2] Orbital Utility Vehicle v1.2.4
KingMonkeyNuts replied to nli2work's topic in KSP1 Mod Releases
Christmas in July! -
[1.1.2] Orbital Utility Vehicle v1.2.4
KingMonkeyNuts replied to nli2work's topic in KSP1 Mod Releases
Woohoo! I'm seriously missing the radial NV engine, I pretty much use that engine for every lander I can. Thanks for keeping up with this mod! -
Will DRE affect nuclear engines like the NERVA? I've seen the NERVA and my radiators get red hot with a full heat progress bar, but nothing happened. No damage, explosion or otherwise.
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Please don't poke the bears. I think the gentle way to ask about a version update is to ask 'how is this mod working with the new game version'. If the mod-maker is still active, they'll see the post in their forum, and they'll respond. If it's a dead forum, then we can poke around and see if someone is still maintaining the mod. (btw; I'm here checking to see if FAR is working with the new version too)
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Anyone remember a mod with inflatable fuel tanks?
KingMonkeyNuts replied to KingMonkeyNuts's topic in KSP1 Mods Discussions
It was MKS. Thanks for the tip. -
Anyone remember a mod with inflatable fuel tanks?
KingMonkeyNuts replied to KingMonkeyNuts's topic in KSP1 Mods Discussions
They were rectangular, with rounded edges. When they were fully expanded, they sort of looked like an inflated sleeping bag. I think the mod I was using only had this one inflatable part. -
Its a de-cluttering issue. When I rescue a kerbal out of a rename-able pod, I change the name to 'xxx whoever kerbal' and change its type to debris. I have a bunch of active rescue missions going, so it is a pain to differentiate between empty crew pods and pods with Kerbals still in them. Does the 'i' key tell me if there is a Kerbal in the craft that I've selected? Because that would solve the issue for me as well.
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Wind Tunnel Mode
KingMonkeyNuts replied to Jonfliesgoats's topic in KSP1 Suggestions & Development Discussion
You had me at 'Wind Tunnel' I too would like to see a wind tunnel added to the game. -
You appear to be right. Here's a more current map from another forum thread: and this should be an updated map:
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No worries. I think its funny how many KSP budget maps there are relative to maps of our own solar system. I'm afraid someone, someday, is going to accidentally use a KSP map to plan an actual mission from earth...
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Try this link (https://www.reddit.com/r/KerbalSpaceProgram/comments/3c98ur/updated_deltav_map_for_104_from_user_kowgan_on/). If you google 'delta v budget map' you should see many examples.
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ASET Props Pack. v1.5 (for the modders who create IVA)
KingMonkeyNuts replied to alexustas's topic in KSP1 Mod Development
Hiya, I just checked spacedock.info and searched for ASET. I didnt see anything there. @alexustas I'm sure you probably heard, but kerbalstuff is no more, and has been replaced with www.spacedock.info I didnt see a github or curesforge link either, but I may have missed them. I'd like to get this mod back up so KSA IVA Upgrade will work, but I understand if you aren't able to get back to the mod. I really appreciate your work, and hope you can keep updating the mod! Thanks! -
Using RCS only for translation
KingMonkeyNuts replied to Joshua A.C. Newman's topic in KSP1 Gameplay Questions and Tutorials
Also, this mod (RCS build aid) might help too, if you're not using already http://forum.kerbalspaceprogram.com/index.php?/topic/33124-105-rcs-build-aid-v076/ -
I've had a similar issue with a more conventional design, where the pitch controls seem to invert on their own. Reverting the craft to launch. or back to the hangar, and relaunching has sometimes fixed it. It may be that the control surface is getting confused about the craft's center of mass. I've even had the inversion issue happen after the takeoff roll and getting into the air. I have a few mods installed, I don't remember if it happened with both FAR and without.
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Wasn't this weeks devnotes talking about being kid friendly? I hope PEGI doesn't read the forums...
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I just copied this from Porkjet's reddit page. I does indeed sound like the landing gear is sorted for 1.1: https://www.reddit.com/user/porkjet Devnote Tuesday: 100,000 likes by KasperVld in KerbalSpaceProgram [–]Porkjet 15 points 2 hours ago The old landing gear module was the main problem. And the new reworked one was made for unity5. The lights are fully working now, and the small and medium gear bay have steering capabilities.
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Will the new landing gear be steerable? And will they have landing lights? I can see that the current (1.05) medium and large landing gear both have lights on the parts, but they don't seem to seem to do anything.
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How to reset debug values
KingMonkeyNuts replied to NannerManCan's topic in KSP1 Gameplay Questions and Tutorials
Thank you for the quick response! Is there a post somewhere stating what the default values are? Just for reference sake? -
How to reset debug values
KingMonkeyNuts replied to NannerManCan's topic in KSP1 Gameplay Questions and Tutorials
Hi there, long time lurker, first time poster. I am having the same issue. I messed with the thermal settings, and now I don't remember what they were before I changed them. If anyone has a link to share with the default values they could share, I'd appreciate it. THanks!