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infinite_monkey

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Everything posted by infinite_monkey

  1. Some time ago I started a new career with JNSQ, and was basically reinstalling every mod. After being broken for a long time (didn't care at that point), StageRecovery was working again, but KK didn't. Since I fixed my KerbalKonstructs install (it's been a couple of weeks, IIRC CustomPreLaunchCheck wasn't installed), StageRecovery stopped working again. My log shows this, so I'm not sure if the problem is KK or StageRecovery: Full log here: https://www.dropbox.com/s/ovozsx4elzy6v1c/KSP_StageRecovery.log?dl=0
  2. Seems so. I don't think 1000l are unrealistic - the thing is 1x1x1 m in size, which is 1000 l.
  3. No more need for Kerbal Joint Reinforcements please!!! Trailer didn't look too good in that regard...
  4. Thanks! I just realized these values can be accessed via the "Preset" menu. They are, however, much darker than the ground and the grass around the stock buildings. So no solution yet
  5. I wanted to beautify my KSC a little with some KK. I want the grass sections to have the same color as the stock ones, but the auto grass color doesn't quite fit. Does anyone have the correct values?
  6. Thanks for your effort @dkavolis! Well I uninstalled RealChute when I installed ReStock, because those chutes are so much prettier
  7. For me, installing CustomPreLaunchChecks fixed it. Make sure you hit right ctrl, not the left one. And it only works if you're in control of a craft, not in the KSC view where you then go into VAB etc.
  8. Thanks for the hint @RealKerbal3x! On the Moon landing animation, the landing legs look very short. I wonder how they're gonna access the aft payload bays? And what would you put in there? I also wonder about those Superheavy landing legs. They're basically fins on the front when reentering. Isn't that gonna be unstable?
  9. I just realized FAR comes with RealChuteLite/RealChuteFAR - what is it, and how is it different from RealChute? I only noticed because chutes are clipping into each other. So I was looking for the "spread angle" slider and couldn't find it. Instead, I found the RealChute info window, which gives me some info, but doesn't let me configure anything
  10. Thanks, I finally found one, and scanning finally works Seems they are less frequent than in the previous release, but that's fine
  11. What exactly was the Breaking Ground fix? I was happily driving my rover to the area where the Baobab trees were so I can finally scan them, only to find out they are not there anymore
  12. I'm having problems when using physics time warp while driving rovers. IIRC (it's been a while...) it wasn't a problem in stock, I think I could safely drive at 10 - 15 m/s in 4 times time warp. Sure, there was the occasional bump that caused the rover to tip over, but it happened only after say 2 km or so. And it was usually some visible sudden change in terrain that caused it. But in JNSQ, I can't get more than like 100 m until something bad happens, sometimes even a backflip, for apparently no reason at all (lowlands around KSC). Is there anything I can do about it? Distances are vast in JNSQ
  13. Oh, I see, thanks for the explanation. I thought it could just modify the resulting science points for otherwise unsupported experiments So since I seem to be the only one asking for it, I guess such code support will not be implemented, at least not in the near future?
  14. Well I'm trying to follow this guide: https://github.com/Kerbalism/Kerbalism/wiki/TechGuide-~-Supporting-Science-Mods Interestingly, it didn't break CactEye so far, it seems it hasn't changed at all (not sure about the exact values, though). But since CactEye seems dead anyway - what about Tarsier? Anybody got that one to work? It would be nice if at least one telescope mod would work with Kerbalism.
  15. So I tried to write my own config in order to get CactEye telescopes working with Kerbalism. You can find it here: https://pastebin.com/dDJVx3GK It doesn't seem to work though. When taking a picture of the Mun, which should be a CactEyePlanerary experiment, I get the stock science window: And as I said before, it won't store my picture because it thinks there's not enough disk space. I do have a hard drive from Tarsier on my vessel, but I guess Kerbalism ignores that? But also the values shown are wrong. It should be 96 science and 24 Mb in size, not 1 Mits (???) and 24 science...
  16. Sorry for crossposting, I posted the same thing in the release thread: How do I get science out of a Cacteye telescope with Kerbalism 3? I can make pictures, but I can't do anything with the science I'm presented with, neither store not transmit it. In both cases, it says I don't have enough space on hard drive...
  17. I was quite surprised to see all engines switched to Methalox with the latest update of Rational Resources. Shouldn't that just be the case for the Raptor?
  18. Thanks for your explanation! Yeah I realized that change to Methalox, I was quite surprised as I didn't install anything new at that time, just updated RR. Already deleted those configs.
  19. Oh, I'm not worried about FPS, I've got these mods installed anyway I just wondered if this would cause problems when I already have some KK statics at the same place
  20. I have a slight problem when building rockets in the VAB, and I guess it's from RR, or maybe B9 part switch? It seems, for stock tanks there is no preselected fuel type, resulting in 0 deltaV shown at the staging info, and nothing at all for that stage in KER. Tanks from Tundra Exploration seem to work, but there's a second issue: they work correctly only if there is no command pod. So a vessel consisting just of a TE tank and an engine works fine, but if a command pod is present BEFORE attaching the tank, KER shows the correct values, but stock staging info still shows 0.
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