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Everything posted by infinite_monkey
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There's a small issue with light positions at launchpads 5 and 6: Instead of coming from the light posts, the light seems to come from nowhere. Btw, I really like the new launch pads Building my own small space center, as my career progresses.
- 392 replies
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- kerbalkonstructs
- lc-40
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[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
infinite_monkey replied to Galileo's topic in KSP1 Mod Releases
Yes, this is it, thank you! So nothing wrong with JNSQ. After watching some videos of splashing down in KSP, I'm not sure what I mean either I was convinced that there are some water spray effects around a splashed down vehicle or a swimming Kerbal, similar to those in the moment of splashdown. But I haven't seen any in the videos as well, so my mind is probably playing tricks on me... -
[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
infinite_monkey replied to Galileo's topic in KSP1 Mod Releases
Yesterday I had a Kerbal run up a hill on Kerbin. He kept going underground up to his hips, then I had to hit F in order to climb and stand on the surface again. This keeps repeating every few meters. Is this normal? Also the oceans are not "splashy" around a splashed craft. Everything is just transparent. -
[1.12.x] ShipEffects Continued
infinite_monkey replied to linuxgurugamer's topic in KSP1 Mod Releases
First I also didn't think the mod wouldn't work - I didn't realize it only plays the sounds in IVA, which I don't use very often. Now I tried it, and it's frikkin' terrifying - I love it Would it be possible to enable it also in external view? One thing that irritated me though was a constant (i.e. every second or so) staging sound - is that normal? EDIT: seemed to be a temporary issue... -
[Old] KSC Extended - v2.2 - Expanding your KSC in style!
infinite_monkey replied to Damon's topic in KSP1 Mod Releases
Is TSC new or did I just never notice it before? looks very nice I like to modify my KSC-Ext a bit. Is there a way to preserve the changes? Everything was reset after the update. Also, there seem to be some setting issues with the textures, at least in JNSQ. Not sure if the problems come from TSC, KSC Extended, OSS, KK or JNSQ (probably a combination of them): the roads and other OSS structures have the right color (or very close to it), but almost no texture (I guess OSS is to blame, IIRC there were changes in KK) the launch pads from TSC have the right texture, but the wrong color. This can be fixed in KK's editor using the JNSQ KSC preset, although the color then is still a little different from the stock launch pad.- 403 replies
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- totm march 2020
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[Old] KSC Extended - v2.2 - Expanding your KSC in style!
infinite_monkey replied to Damon's topic in KSP1 Mod Releases
Umm, is there a separate TSC in addition to the KSC?- 403 replies
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[Old] KSC Extended - v2.2 - Expanding your KSC in style!
infinite_monkey replied to Damon's topic in KSP1 Mod Releases
I have the same problem on my new install, I thought it was from another mod.- 403 replies
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- ksc
- totm march 2020
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Is ResearchBodies still an issue with 3.6 or is the warning obsolete now? Also, I'm a bit confused about the mystery goo: I packed multiple goo containers on my vessel in order to observe it in different situations. However, Kerbalism told me I can't run it another time. When I recovered the vessel, I noticed that I got science points for multiple situations. So is one goo container enough? Will the goo be depleted on longer missions? Can I bring more?
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Hey @AlphaMensae, do you think you could create cable umbilicals, so they are bent and not just straight pipes? Looking something like these: I think it could be done technically, as @IgorZ showed in his experiments for KAS (source: https://www.patreon.com/posts/real-looking-22437770) He used bezier curves, but for hanging cables it should probably be the cosh funtion instead.
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Why are ALL engines configured to methalox if RR is installed? Shouldn't that only be the case for Starship? And isn't it possible to change the default tank setting to methalox as well? It's quite annoying to end up with a rocket unable to launch all the time...
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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
Well, thank you, NOW I'm biting my nails, after waiting patiently for over a month -
[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
infinite_monkey replied to Galileo's topic in KSP1 Mod Releases
Looks like bad timing to me. Did you try Transfer Window Planner? -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
infinite_monkey replied to Thomas P.'s topic in KSP1 Mod Releases
I have a Radeon RX 470 with 8 gigs of RAM (and 32 GB RAM and a Ryzen 5 2600), and it's still only about 17 FPS during launch. In other situations, I can easily get above 120 FPS. Scatterer doesn't seem to make a big difference. But I usually play on Linux, gotta try it on Windows again... -
Modular screens with multi monitor support, so I can combine my laptop, monitor and TV to my very own control center.
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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
I meant this one: Since this was posted just before the announcement of 1.0.0, I think @Nertea meant the version after that. So I supposed it had been changed in 1.0.1... -
[1.12.5] Restock - Revamping KSP's art (August 28)
infinite_monkey replied to Nertea's topic in KSP1 Mod Releases
Wait, hasn't the way this is done been changed with the latest release? -
I play a "SpaceX" career game in JNSQ - TE vehicles are perfectly fine for that. They're hugely overpowered for stock. But like you, I couldn't try the new version yet, as we're all waiting for the Kopernicus update...
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I never tried it, but doesn't Kerbal Konstructs offer resource storage? I don't know how these resources can be transferred to a ship, though.
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This is only partly true. For once, you can see Venus more or less immediately after sunset, when it's still quite bright. Sirius is brighter than Saturn. And the brightness of the planets varies with their distance and their angle to the sun. There are quite a few stars that are usually brighter than Mars, although has a brighter maximum. Anyway, in a picture like in the OP, where the sky is pitch black, you'll NEVER just see planets.
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Nice to see this being adopted. Do you just want to keep it working for new KSP versions or do you plan other improvements too? The "issue" that bothers me most with this mod is visible in the screenshots in the OP: skybox is completely dimmed, but the rendered bodies are not. It's quite weid to see only planets, but no stars. I think for the most realistically possible look, we's need specialized skymaps. Currently, these are just images with larger and smaller dots. In reality, only planets are "larger" (i.e. cover a measurable angle of the sky), but all the stars are just brighter and dimmer dots. This is what I'd love to see in KSP. Not total darkness - slightly dimmed image (but still with all the stars visible) - undimmed skybox, but more and more stars getting brighter and brighter.