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infinite_monkey

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Everything posted by infinite_monkey

  1. Are clouds generated randomly or is there some underlying system? Would it be possible to create chemcontrails?
  2. I just switched from pure JNSQ to Ad Astra, and the ocean definitely didn't look that green before.
  3. You could try this, but it's not compatible with Parallax 2 yet, as far as I know.
  4. I just did a resource scan on Kerbin (JNSQ), and I'm wondering why oceans have less than 5% water. The highest amount of water seems to be in the ice caps. Is this supposed to represent fresh water under ground?
  5. Got it! A debug setting of FAR was active: FARc button during flight -> FAR debug -> Show Vessel Bounds
  6. Is anyone else getting this logspam? And I get this in EVERY situation - administration building, paused game... Why is FAR even doing anything in these situations?
  7. I don't know if it's missing transparency or something else, but the volumetric clouds seem unnatural somehow. Especially from far away, they remind me of a moldy fruit or something like that.
  8. Is Kerbalism supposed to be compatible with Tarsier? I found this closed issue on github, so I guess Kerbalism shouldn't interfere with Tarsier (except of taking time for data transmission). However, every picture I take seems to be the same experiment "Space Telescope". No science gain for pictures of different bodies.
  9. The AVC version checker plugin is telling me that I should update this mod to version 2.0.6.0, which doesn't exist
  10. @linuxgurugamer: As mentioned in the Janitor's Closet thread mentioned by @wreckreation, this is NOT the mod with the button issue. I was using another mod with the same name, and as far as I know that one has no forum thread. The other one is affected, I never used this one.
  11. I have a weird green box around my active vessel/Kerbal: I guess it comes form some mod or a debug setting, but I have no idea how to turn it off.
  12. Does this only affect Kerbals or other parts as well? I was thinking of using some elevators for unloading cargo from ships, so I'd prefer it not to explode...
  13. This should get you an idea: What's important to understand is that the elevator sits in the base, but the car is initially somewhere high up. You adjust the height when you're done building your tower and know the height you need. Check out the other videos on the channel, especially the newest one about elevator hatches: while you can just put a Kerbal on the platform and send it up and down, Kerbals keep to sink into it and then get bumped back up, but sometimes they just fall through, or the Kraken might eat you. That's what the hatches are for.
  14. Yeah, I got the same error, it can't find GameData\KIS\Plugins\MiniAVC-V2.dll. But are you sure it's coming from Universal Storage? Uninstalling KIS fixed it for me. On something completely different: I got a mission to perform a "Visual Camera Observation" experiment. It seems to come from UniversalStorage2/ScienceDefs.cfg, but how do I execute it?
  15. Are the docking ports supposed to be compatible with stock docking ports? I keep bouncing off...
  16. Both links I provided (Spacedock, github) refer to the mod I'm using. Apparently, the author didn't know how to add buttons and so he implemented it in a problematic way. This is Overloader's mod with the same name, I never used it.
  17. Oooooh wait, so this is not your mod? https://spacedock.info/mod/2643/Kerbal Telemetry is what I'm using. I didn't realize these were different mods... And the other one doesn't seem to have a forum entry. @linuxgurugamer I noticed there are already bug reports about both my issues on Kerbal Telemetry's github. I still think it's also a bug in Janitor's closet, because it's JC's handling of the multiplying button which turns a minor issue into one that makes the game unplayable.
  18. Kerbal Telemetry is now standalone and doesn't need Telemachus. It has its own button, titled "Kerbal Telemetry", for enabling the web server. And it's that button that keeps getting instantiated again and again.
  19. Nah, I like the parts to have crew capacity. CKAN (search for Rescue Pod Fix!) says the mod is compatible with 1.12, so I'll give it a try. Thanks for the hint! Also, I really enjoy the micro launch base! Is it going to be officially released soon or are you still working on something? The only thing that's bugging me is that the micro strongback tower is double the height of the mini strongback tower Maybe there'll be a shorter version of the micro tower? I guess it fits the Electron rocket from Dodo Labs. I use it for Tundra Exploration's Mothra (i.e. Falcon 1), though, which is shorter.
  20. Is there a way to prevent these parts from being used in rescue contracts? Most of the time, I get some launch tower floating in space as my target, which is, you know, kinda weird
  21. How do these clouds look from space? Does the usual static image take over above a certain altitude? I once saw clouds from space that seemed to really change (appear/disappear) in a video by @ShadowZone, but he didn't specify what mod that was.
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