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Everything posted by infinite_monkey
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
infinite_monkey replied to RoverDude's topic in KSP1 Mod Releases
So the Atlas parts will still use the same modules for resource conversion? I was hoping the new system would make better use of parallel threads. As I mentioned before, KSP is painfully slow (5 FPS) for me near MKS bases, but both GPU and CPU are pretty bored. Maybe something else is wrong with my system? -
[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 had trouble getting rid of the incompatible mods warning once. After showing up while KSP was loading, i could dismiss it, but it showed up again. Clicking on it didn't have any effect, finally I got rid of it by hitting ESC. Not sure if that helps you in any way?- 1,361 replies
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- autopilot
- programming
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
infinite_monkey replied to RoverDude's topic in KSP1 Mod Releases
@RoverDude Some while ago you announced an expansion (or a new mod?) for bigger bases, with completely new resource mechanics, and that it'll happen after the 1.7 launch. Is there any news on this? I'm not trying to push you, I just want to know if I should waid for a couple of weeks or just prepare a good old (but painfully slow) MKS base for my next mission (or if there is a way to boost my FPS near MKS bases... 5-15 is my usual rate near a base, while outside its range I get 45) -
Yeah I know, things are a little more complicated than my estimation. Anyway, 10 times the mass was a bit too much, it also was much more than the stock fairings. damonvv already changed the fairing's mass to essentially the same value a month ago, it just isn't released yet. @damonvv Did you notice Elon's new (?) profile picture on Twitter?
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I just checked. Yes, on GitHub it's 0.2 tons now, changed on March 7th - 1 day after the latest release Good to know that has been fixed now, though
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Well, for one, the TE fairing is way too massive for that. ONE HALF of it weighs 2.2 tons, while the real thing weighs 1.9 tons in total. Then take into account that in KSP everything is scaled down by a factor of 1.5. Not taking into account changes in structural integrity with that reduced size, let's just shrink mass and volume accordingly. So we have to divide by 1.5^3, which is 3.375. Divide 1.9 by that, and you get 0.56 for both fairings. So a single fairing should have a mass of about 0.3 tons. With that mass, the atmosphere slows it down pretty well. If you add further equipment (probe core, parachute), you might want to reduce the fairing's mass accordingly. If you know a nice mod for a parafoil, let me know
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You see where this is going... Now waiting for RoverDude's new release of (probably) bigger base structures
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In case anybody is interested in how I brought my base to Duna: I made a fake cargo Starship by modifying a copy of the tanker config. I added a large KIS volume, plus ModuleKISPickup with a radius of 40 m. This allows you to just open the KIS inventory from the cargo ship, and drag stuff (max 10 metric tons of mass) out to the ground - I pretend the ship has an invisible crane 40 m is a bit more than needed, but I'm playing with a 120% scaled version, and this allows me to move stuff a little bit further away, so I don't need to pile it up... Config is below.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
infinite_monkey replied to RoverDude's topic in KSP1 Mod Releases
Thanks for your reply. I appreciate your effort to submit pull requests, and your answers here in this thread. My current problem is the drill from @Nils277's FUR, it's still using ModuleResourceHarvester_USI, while MKS uses USI_Harvester. Planetary Base Systems has a drill as well, I couldn't find a any change for the drill in your PR, though. There are A LOT of mods out there, and no one can expect you to write PRs for every single one. RoderDude didn't even update his own Karbonite mod. I just think it would make life a lot easier for everyone if these infos could be found on the wiki. Yes, one can reverse-engineer it from the configs in MKS (which is what I'll do). But you find out that this needs to be done only after you realize that some part doesn't work anymore. And you need to find the correct part in MKS or USI-LS, find the module (maybe it's not even in the part config, but in a patch), understand it, change your part config, relaunch KSP, curse, change again... And you probably miss out on capabilities that are not used in the part you copied your info from. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
infinite_monkey replied to RoverDude's topic in KSP1 Mod Releases
I know. What exactly does that tell me about modules and what changes modders need to make? And with which version have the the modules been changed anyway? -
Ah, that yellow T-structure at the top? Didn't realize it was missing until now And now I finally know what it's good for!
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Will you make your own solar panels for Starship when there are some new renders, @damonvv?
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[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
infinite_monkey replied to Nils277's topic in KSP1 Mod Releases
Is the drill working for anyone with MKS? I can't use it, and also the rear lights don't work anymore. The only thing I can do is deploying and retractring the drill. I think the reason is the ModuleResourceHarvester_USI module, I'm not sure it's still supported. MKS drills use USI_Harvester and a lot of USI_HarvesterSwapOption -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
infinite_monkey replied to RoverDude's topic in KSP1 Mod Releases
I still keep struggling with the breaking changes introduced some time ago. I'm not a modder myself, but since a lot of mods use MKS modules, I wanted to ask if there is a changelog about modules somewhere, and a guide on what needs to be changed. There's some info in this thread, but it's incomplete and very hard to find. -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
infinite_monkey replied to ferram4's topic in KSP1 Mod Releases
Interesting. I noticed that too, but it wasn't as severe. And I wasn't sure which mod caused it.- 2,647 replies
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- kerbal joint reinforcement
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
infinite_monkey replied to ferram4's topic in KSP1 Mod Releases
Is this wobbly or just messed up but stiff?- 2,647 replies
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- kerbal joint reinforcement
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After trying out some WildBlueIndustries mods, I ended up with a different set of resources (ClassicStockResources instead of Community Resource Pack). Since I was already using MKS and WBI was messing up some resource converters, I deleted the WBI mods. While most other things work fine again, SCANsat still only shows ClassicStockResources. How can I fix that?
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Refueling lines. They were already there on the old version of the BFR. Used for fueling on the pad (through the booster) as well as for refueling in orbit. Meanwhile on Duna: Pictures from the mission:
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Well, moving out of the inventory is possible without a problem - my BFR command pod has a KIS inventory and ModuleKISPickup, and I can just drag stuff out of the inventory and place it anywhere I want (within the given radius of course). Since there is a allowPartStack flag in the documentation, I assumed that attaching would work, too. I did not try to move stuff around that was already placed.
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[1.8.1 - 1.12.3] Realistic Atmospheres
infinite_monkey replied to OhioBob's topic in KSP1 Mod Releases
Oh, thanks for confirming, I was convinced it was 100 km... :-o