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Everything posted by infinite_monkey
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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
Sorry again Well, things didn't happen before the first post. Only after Blizzy's toolbar was broken I realized that the stock toolbar was working fine. As I mentioned, I didn't find a way to enable the stock icon - there is no setting in kOS and neither in Toolbar Controller. @Gudlifer MechJeb has a landing function (I never used it though, so I might be wrong about how well it works). I isn't accurate enough for landing on a drone ship, but it should be possible to land somewhere near the KSC. As for your problem with controlling separate stages, that's a different problem. As Steven said, you can use FMRS for that. If you don't care about watching your booster land, you could use the Stage Revocery mod. It checks if your booster has enough fuel to land, and then just returns your money. Scott Manley compared them in this video:- 1,361 replies
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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 @DoktorKrogg for your explanation! What about habitation, if I DON'T want to use a converter, but just change the part's BaseKerbalMonths and/or BaseHabMultiplier? Do I still configure that in USILS_HabitationSwapOption and do I still need USI_SwappableBay and USI_Converter for that? And what if I want a recycler as well - do I then need 2 bays? -
Is this still the case? I can't see workshop info in tooltips on any part that isn't explicitly a workshop.
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Yes, I did. Well, something similar. When saving while (or after?) having docked to a station (not the one in the contract, though), the game was either freezing or it continued to run fine, but saving was impossible. Check out this thread - do you see similar exceptions in your log file?
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[1.8-1.12] TextureReplacer 4.5.3 (8.2.2022)
infinite_monkey replied to shaw's topic in KSP1 Mod Releases
Is there a way to show the config icon in-game and not just from the KSC view? -
I used it e.g. to bring experiments from Station Science. Also, lately, I used it to store a small inflatable habitat from SSPX which I decouple and then dock to Apollo-style, since the Dragon doesn't have enough hab time for travelling to Minmus.
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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
You could use MechJeb for that. Many landing scripts I've seen (including my own) contain tweaks that depend on the vessel and the mods you're using.- 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
Yes, it was indeed just Blizzy's toolbar, as I pointed out later: Sorry for the confusion... So as I said: the kOS icon was there in the stock toolbar, although with a bad quality. I didn't find a way to use the stock toolbar for kOS when Blizzy's toolbar is installed.- 1,361 replies
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It's probably MechJeb. Check if Q limit is enabled in the utilities settings. @damonvv Maybe add this info to the main page, this is asked quite often!
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parts [1.12.x] Karbonite/Karbonite Plus (K+)
infinite_monkey replied to RoverDude's topic in KSP1 Mod Releases
It replaces the old module names with the new ones in all files in the current folder and its subfolders. -
The side windows on the Crew Dragon seem to be closed/fake. White from the outside, black from the inside. Although I've seen images where the windows are present. Do you have any info about the reason for this?
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I learned from the press conference after DEMO-1 that there are thrusters under the nose cone - so with the nose cone closed, it's impossible to fire the thrusters downwards. Will you add those thrusters + RCS animation to the the RodanV2 as well?
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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
A follow-up to the purple icon problem: yesterday i had some problems with an update of Blizzy's toolbar, so the toolbar wasn't shown, and the kOS icon appeared on the stock toolbar. It looked like it had the wrong resolution or something, but at least it was there... Now Blizzy's toolbar is working again, and I have the purple icon back. Is there a way to show the kOS icon on both toolbars to see if they render it differently at the same time?- 1,361 replies
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[1.6.1] Reentry Particle Effect 1.4 (2019-02-12)
infinite_monkey replied to pizzaoverhead's topic in KSP1 Mod Releases
This is a BFS/Starship reentry. I'm not sure how this SHOULD look like, as most of the pictures posted here are from round capsules, and the space shuttle didn't use to reenter with such a high angle of attack. I just noticed a couple of things: most prominent: the tail comes from the bottom of the ship, I guess it should be more central; can't wait to see a real BFS reentry... the tail is denser close to the ship than in other pictures the tail seems thicker and/or shorter there are 2 yellow zones in the tail; is this normal? -
[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
infinite_monkey replied to Dunbaratu's topic in KSP1 Mod Releases
Thanks, that solves the problem!- 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
From the documentation I was thinking that LOCK is basically the same as a function. But it doesn't seem to be. When calling an external script via run once, all the functions are available to the calling program, but the locked variables are not. Is that intentional?- 1,361 replies
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Interesting. I have problems with the fairings adapter as well: I have to pay the entry cost again and again. Apparently, there is some overlapping between the old and the new part, confusing KSP.
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@Space Kadet@capi3101 You might want to check out this thread. Do you have something similar in your logs?
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You can't save? Do you have an active tourist contract? I had that problem with WBI-tourist-contracts. They got me a ton of money, but were driving me crazy. If I remember correctly, it was triggered when I docked the vessel containing the tourists to a station. Maybe a conflict with USI-LS.
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Yay for harpoons/magnets/grappling hooks. I'd suggest making them controllable via a separate window like the winch, as they are not part of the original vessel once the winch is not fully retracted anymore. Auto-snap-in was an idea to mimick how real cranes lift up containers: they have spreaders that lock to the containers perfectly, so you don't have to hit the center of mass by sheer luck (given that the container itself is balanced). "Remotely controlled robotic arm" - that's basically what I wanted. A part with limited range (e.g. 3m like the kerbals) that I can mount on a rover. I think that's realistic, and that's how real bases are gonna be built.
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Sheesh, now I understand where the confusion comes from. I said I wanted to attach parts without a Kerbal - that was way too generic... sorry. I didn't mean for construction, I was thinking about KAS parts specifically. Like, make the winch cable snap into the socket automatically. Even WITH Kerbals nearby that can be frustrating, since the Kerbal might sit inside the crane, or would need to climb on a high part for attaching the payload to the cable. As for refueling, well, that's probably possible with just docking, as long as you're in space or on the ground (and are perfectly aligned, which can be hard if the vessels have different height due to landing legs behaving differently depending on mass), but e.g. air refueling is not possible.
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Unfortunately, the crane's magnet kept doing funny things... the part I was lifting up started to rotate slowly, until it was upside down... So the KAS winch together with a battery, a pod and the claw (both scaled down) make for a better crane... A little cumbersome, as you need to switch vessels all the time, but better than the one from Konstruction.