-
Posts
892 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by infinite_monkey
-
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
infinite_monkey replied to Ger_space's topic in KSP1 Mod Releases
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 -
No more need for Kerbal Joint Reinforcements please!!! Trailer didn't look too good in that regard...
-
[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
infinite_monkey replied to Galileo's topic in KSP1 Mod Releases
Ah that's it! Thanks! -
And (just nitpicking here) the tiles cover a little bit of the upside of the nose as well.
-
[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
infinite_monkey replied to Galileo's topic in KSP1 Mod Releases
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 -
[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
infinite_monkey replied to Galileo's topic in KSP1 Mod Releases
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? -
Thanks for your effort @dkavolis! Well I uninstalled RealChute when I installed ReStock, because those chutes are so much prettier
- 940 replies
-
- aerodynamics
- far
-
(and 1 more)
Tagged with:
-
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
infinite_monkey replied to Ger_space's topic in KSP1 Mod Releases
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. -
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?
-
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
- 940 replies
-
- aerodynamics
- far
-
(and 1 more)
Tagged with:
-
[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
infinite_monkey replied to Galileo's topic in KSP1 Mod Releases
Thanks, I finally found one, and scanning finally works Seems they are less frequent than in the previous release, but that's fine -
[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
infinite_monkey replied to Galileo's topic in KSP1 Mod Releases
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 -
[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
infinite_monkey replied to Galileo's topic in KSP1 Mod Releases
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 -
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?
- 2,505 replies
-
- life support
- overhaul
-
(and 1 more)
Tagged with:
-
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.
- 2,505 replies
-
- life support
- overhaul
-
(and 1 more)
Tagged with:
-
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...
- 2,505 replies
-
- life support
- overhaul
-
(and 1 more)
Tagged with:
-
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...
-
Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
infinite_monkey replied to Paul Kingtiger's topic in KSP1 Mod Releases
I have the same problem. Have you been able to solve it?- 1,554 replies
-
- kis
- universal storage
-
(and 3 more)
Tagged with:
-
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?
-
Rational Resources 3.0.2 [Sep 24, 2024]
infinite_monkey replied to JadeOfMaar's topic in KSP1 Mod Releases
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.- 1,062 replies
-
[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
infinite_monkey replied to Galileo's topic in KSP1 Mod Releases
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 -
Rational Resources 3.0.2 [Sep 24, 2024]
infinite_monkey replied to JadeOfMaar's topic in KSP1 Mod Releases
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.- 1,062 replies