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Everything posted by infinite_monkey
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Are these pipes (?) meant for water? Is/will there be a water deluge system?
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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
@SpartanJack17 Looks the same for me. The cloud layer has been changed significantly, that's probably why other screenshots look different. I think what really makes it hard to distinguish sea from land is the coloring. But what bothers me more is the pixelated, rubber-like reflective coast line. Although it is the one thing that helps see where land is, it just looks wrong. Is there anything that can be done about it? -
[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
infinite_monkey replied to Dunbaratu's topic in KSP1 Mod Releases
Good catch, thanks!- 1,361 replies
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Another question/suggestion on engine failures: As I stated before, it happens way too often. I'm not sure though, if that is just unbalanced or due to a bug. Shouldn't it happen about 1% of the time? For me, trying to launch a Falcon 9 from Tundra Exploration, it seems to fail every time. Maybe not at launch, but at the latest during the boostback or reentry burn. Also, it would be nice if we could have a redundancy factor for engines. The engine for TE's F9 booster is a cluster of 9 engines as a single part. The real F9 can safely launch with up to 2 failed engines. Would it be possible to emulate that with accordingly reduced thrust instead of 100% working vs. total failure?
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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
Yes, I'm trying to change direction. Since I'm doing that in a loop, I thought I could as well use set. Interestingly, it works if I print steer just before writing to it...- 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'm having some hickups with locked variables: lock steer to lookdirup(ship:up:forevector, ship:facing:topvector). lock steering to steer. Later, I do set steer to heading(hdg, ang). which sometimes, but not always, fails due to "Undefined Variable Name 'steer'". Why is that?- 1,361 replies
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[1.12.2] BARIS - Building A Rocket Isn't Simple
infinite_monkey replied to Angelo Kerman's topic in KSP1 Mod Releases
Thanks for the explanation! I didn't find other compatibility issues with FAR or other mods so far, but another small bug - or maybe I'm misunderstanding something: in the Test Bench GUI, the added reliability is double of what the buttons tell - i.e., +1 gives 2, +5 gives 10 and +10 gives me 20.- 571 replies
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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 thought I just need to accept that RealChute will overwrite the beautiful ReStock chutes. But then I noticed the RealChute compatibility patch in the ReStock folder. What is that supposed to do? Just fix some things, or will it eventually be possible to have beautiful AND realistic chutes? -
[1.12.2] BARIS - Building A Rocket Isn't Simple
infinite_monkey replied to Angelo Kerman's topic in KSP1 Mod Releases
I installed it and didn't encounter any problems so far with Kerbalism (I of course disabled the failures there). But the timing for integration seems off. It says less than a day, and I time warped 2 times to the next morning? (This is with JNSQ) EDIT: It also seems to break my parachutes. I'm not sure what ":FOR[BARIS]" does, but doesn't this rename the module? It seems to interfere with FAR, which I think can't find the module anymore. @PART[*]:HAS[@MODULE[ModuleParachute]]:FOR[BARIS] { @MODULE[ModuleParachute] { @name = ModuleBreakableParachute } MODULE { name = ModuleQualityControl mtbf = 18 } }- 571 replies
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Recently StageRecovery stopped working for me. I had this problem before, and I found out it seems to have to do with KerbalKonstructs. Not sure which one is to blame, so I posted my problem in the KK thread. I didn't get any response so far, so I thought I'll try here. Description and full logs can be found in the other post.
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[1.12.2] BARIS - Building A Rocket Isn't Simple
infinite_monkey replied to Angelo Kerman's topic in KSP1 Mod Releases
I'm in the middle of a career, first one with Kerbalism. I'm not quite happy with the way reliability is implemented there, so I'm looking for something else. Is it a good idea to install BARIS mid-career? Should I expect issues with Kerbalism still installed? (failures disabled, of course)- 571 replies
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Looking nice! I guess the cargo boxes won't be made of steel, though. @Starwaster looking at other renderings from damon, the front fins ARE slightly angled inwards. Very, very slightly. I guess some testing is needed to see if it's enough.
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Ah, you DRIVE them there So where do you spawn them? Runway or is there a way to have a spawn point at the astronaut complex or something like that?
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Not a stupid question at all, I've also been looking for them for a long time They're from ReStock (maybe ReStock+). I installed that just for those parachutes lol. Notice that RealChutes overwrites them with its own chutes, so you might need to uninstall that one. I hope someday TE will bring its own chutes I did some tests - it ONLY happens if they're attached to the Rodan capsule. No problem on the cargo trunk. So I now attached a Mk16-XL on a mounting plate from Katten's Rocket Emporium (a Radial Attachment Point might work as well) and clipped that one inside the pod - no problem anymore.
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Would it be possible to add some crew capacity to the larger bases, so that we don't need external command seats?
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I kinda like the possibility of engine failures, however, they seem to happen a bit too often. Also, while I understand that for other parts it makes sense to increase mass in order to decrease the chance of a failure (I read this as "add some redundancy to internal parts"), it doesn't make sense for engines. It would be nice if we could have better part quality by testing them. Maybe with contracts or something like that. And maybe after an (expensive?) test, the better quality is the default and doesn't necessarily cost more - we just found a better way to produce the part. Another suggestion: an exploding engine should also rip apart the part next to it, and if that's a tank which is not completely empty, that should also cause some big explosion.
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Umm, anyone else having this problem? They're still attached, I can land safely. Before deploying them, they were even orbiting the capsule lol. They should be attached symmetrically, but the capsule is still tilted. Doesn't happen with the Mk1-3 pod.