infinite_monkey

Members
  • Content Count

    405
  • Joined

  • Last visited

Community Reputation

78 Excellent

About infinite_monkey

  • Rank
    Sr. Spacecraft Engineer

Recent Profile Visitors

427 profile views
  1. Hello @Nils277, thanks for this awesome mod! I have it installed for a long time now, but just now I found out how awesome the hover engines are. Unfortunately, they don't work on Duna for me, it complains about missing air. On your screenshot, however, I can see it zip around on Duna. Has that been changed or is there some conflicting mod on my side?
  2. infinite_monkey

    [1.6.x] Pathfinder - Space Camping & Geoscience

    Thanks for the hint, didn't know that was possible. Anyway, the SCANsat map still only shows resources from Classic Stock Play Mode.
  3. infinite_monkey

    [1.6.x] Pathfinder - Space Camping & Geoscience

    Since I started MKS first, I use Pathfinder merely for some pretty parts and don't want to use its resources etc. I selected "pristine mode" in the WBI settings, but the resources still show up in the Tracking Station and S.C.A.N. overlay. Is there a way to disable them? Do I need to delete some folder?
  4. Is the gantry at LC-19 supposed to do anything or is it just for decoration?
  5. infinite_monkey

    [1.5+] Kerbal Attachment System (KAS) v1.1

    @Redacted There are no non-legacy harpoons yet. But even when connecting a v1.1 winch to a socket the physics sometimes seem overdone. A little like the legs that tended to make the ship jump higher and higher... Might be a Unity problem?
  6. Someone should write contracts for these
  7. infinite_monkey

    Universal Storage II [1.3.1 and 1.4.5 - 1.6.0]

    Thanks @Paul Kingtiger, the parts on new vessels are now accepted by the contracts. Does someone happen to know what I need to change in the save file? Nevermind, I found it out. I changed it for one of the 2 contracts (added the new names), and somehow the other one worked as well.
  8. Is it possible to change the color of the crosshair indicator somewhere? I recently installed SciFi Visual Enhancements, and on Duna it's REALLY hard to see the indicator in full daylight.
  9. @eskimo22 In addition to Textures Unlimited, you need the default stock config. That's where the additional lines should go. https://spacedock.info/mod/1841/Textures Unlimited Default Stock Config - Unofficial
  10. infinite_monkey

    Universal Storage II [1.3.1 and 1.4.5 - 1.6.0]

    I'm having trouble with a contract that demands having a Magnetometer Boom and a RPWS Antenna on board. The contract doesn't seem to recognize the parts from Universal Storage II.
  11. infinite_monkey

    [1.3] - Modular Kolonization System (MKS)

    Still confused about habitation: documentation says each seat gives 1 month of habitation time, while the Life Support Status windows shows only 0.25 months. Is this calculated in real months? Or has this been changed?
  12. infinite_monkey

    [1.6.1] kOS v1.1.6.3 : kOS Scriptable Autopilot System

    Sorry again Well, things didn't happen before the first post. Only after Blizzy's toolbar was broken I realized that the stock toolbar was working fine. As I mentioned, I didn't find a way to enable the stock icon - there is no setting in kOS and neither in Toolbar Controller. @Gudlifer MechJeb has a landing function (I never used it though, so I might be wrong about how well it works). I isn't accurate enough for landing on a drone ship, but it should be possible to land somewhere near the KSC. As for your problem with controlling separate stages, that's a different problem. As Steven said, you can use FMRS for that. If you don't care about watching your booster land, you could use the Stage Revocery mod. It checks if your booster has enough fuel to land, and then just returns your money. Scott Manley compared them in this video:
  13. infinite_monkey

    [1.3] - Modular Kolonization System (MKS)

    Thanks @DoktorKrogg for your explanation! What about habitation, if I DON'T want to use a converter, but just change the part's BaseKerbalMonths and/or BaseHabMultiplier? Do I still configure that in USILS_HabitationSwapOption and do I still need USI_SwappableBay and USI_Converter for that? And what if I want a recycler as well - do I then need 2 bays?
  14. infinite_monkey

    [1.4.5] Global Construction

    Is this still the case? I can't see workshop info in tooltips on any part that isn't explicitly a workshop.