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Everything posted by infinite_monkey
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
infinite_monkey replied to Dunbaratu's topic in KSP1 Mod Releases
It is. It happens in the middle of typing a command, which makes it so annoying. The c issue seems to be new, might have to do with probe control room.- 1,361 replies
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
infinite_monkey replied to Dunbaratu's topic in KSP1 Mod Releases
I have an annoying issue, not sure if it can be solved: some keyboard entries are not catched by the kOS terminal and toggle other screens. Most notably, since I just installed probe control coom, "c" switches camera to the control room. Or (on German Keyboard it's Alt Gr + 0) "}" toggles EVE settings. Is there a way to get around this?- 1,361 replies
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Can anyone tell me how to handle samples? I have enough slots in my capsule, and have a mystery goo container and materials bay on board. I took the data from there to the capsule like in stock, but after separation from the service-and-acience module the samples were gone.
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I noticed that the launch stands support fueling. I never used it before, but it made me curious. How does it work - does it just fill all tanks with anything (monopropellant, food...)? Does it cost funds or is it a way to cheat for free fuel? Would it also be possible to empty the tanks?
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
infinite_monkey replied to Thomas P.'s topic in KSP1 Mod Releases
Probably not. Why would you keep 1.9.0 anyway? -
So linear from 1 to 2 times rollout time? Problem is, what you recover is usually just the command capsule plus some minor stuff, so rollout time for that vessel wouldn't be very long. I'd consider rollout time the minimum, plus some additional time if there's crew aboard (say 30 minutes), plus a time that varies with distance. "Helicopter speed" (about 200 km/h) would be a maximum, as helicopters have a limited range, so "ship speed" would be more realistic for longer distances (more than 50 km or so). I'd assume several days (see Falcon 9 booster recovery, Apollo...)
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[1.12.x] Crew R&R - Crew Rest & Rotation
infinite_monkey replied to linuxgurugamer's topic in KSP1 Mod Releases
I set my minimum vacation days to 1 and wondered why Val will be available again in less than 6 hours, where it should be 12 hours in JNSQ. Apparently, day length is fixed to 6 hours instead of the real day length. -
I just realized that the recovery time seems rather unrealistic. It was about 30 minutes, while launchpad is still reconditioning for another day. I think it should be a minimum time of about an hour, plus some time depending on mass and distance. Assuming realistic masses of reentering vessels, it should be done in "helicopter speed" or slower. Exception: vehicles on the launch pad, then it should just be the same as rollback time.
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This! And an option to have this as a flat map, like in SCANsat. So it looks like a real mission control room
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It's from the Field Research contract pack. Another question: how does SCANsat science work? I can see different completeness bars in R&D archives for Kerbin, Mun and Minmus, but all of them are completely scanned.
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<deleted double post>
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
infinite_monkey replied to Ger_space's topic in KSP1 Mod Releases
My launchpads keep closing, have to reopen them in VAB all the time (for 0 funds). What am I doing wrong? -
Does Kerbalism disable surface samples from oceans? It keeps telling me "invalid situation". I can't fulfill a contract
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
infinite_monkey replied to Dunbaratu's topic in KSP1 Mod Releases
It'll be hard for prograde to be EXACTLY (90, 87), but heading shouldn't matter that much for 87 degrees, so I'd suggest this: wait until vang(ship:up:vector, ship:velocity:surface) > 3. lock steering to heading(90, 90 - vang(ship:up:vector, ship:velocity:surface) - 3).- 1,361 replies
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[1.12.x] ShipEffects Continued
infinite_monkey replied to linuxgurugamer's topic in KSP1 Mod Releases
Wow, that update was fast I did some further tests. It happens with the Onion command module (from Making History), but not with the Mk1. Maybe it has nothing to do with ShipEffects and comes from Stock? I don't think it'll be of much help, but here is a logfile. Launch happens near the end with the SoundFXTest vehicle. -
There must be something wrong with your CKAN. I installed Kerbalism 3.7 via CKAN two days ago...
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[1.12.5] Restock - Revamping KSP's art (August 28)
infinite_monkey replied to Nertea's topic in KSP1 Mod Releases
Notepad++ DOES have a filetype mask in the "search in files" tab. -
[1.12.x] ShipEffects Continued
infinite_monkey replied to linuxgurugamer's topic in KSP1 Mod Releases
Staging sound is back I'm not quite sure, but I think it happens when launching the vessel from VAB, but not when it's reloaded.