-
Posts
892 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by infinite_monkey
-
Yes I know, that is where ModuleKISPickup is from. If a part has KIS storage AND ModuleKISPickup, you can even place stuff from the inventory near that part without a Kerbal. What I wanted is something similar, so I can e.g. use a winch for a crane or refuel a rover without the need of a Kerbal standing next to it. But I think I'll just predend Bill is a robot...
-
Only partially, as far as I can tell from GitHub. I need to test further, but you still have ModuleHabitation on the TE_18_BFS_CommandPod instead of USILS_HabitationSwapOption. Also, RoverDude said you need to add 3 other modules (USI_SwapController, USI_SwappableBay and USI_Converter). Should it work anyway? For me it doesn't. I don't have the Life Support option in the menu.
-
Lol well that kinda makes sense. Except that Kerbals have no problem spending months in the parking lot
- 5,673 replies
-
- 1
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
I'm not sure if this is a bug or by design: It makes sense that habitation is shared with nearby vessels. So if I have a rover and my Kerbals are running out of hab or home time, I can just drive near my base and they're safe again. BUT if I then drive away again, the timers are back to what they were before (or did they even go on in the background?). Shouldn't at least the home timer be reset? Also, I found no way of checking the timers before driving away. So in the worst case, you drive away from the base and immediately run out of home time, converting your Kerbals to tourists and locking them up there, a couple hundred meters away from their cozy base.
- 5,673 replies
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
infinite_monkey replied to RoverDude's topic in KSP1 Mod Releases
I just realized the Drill-O-Matic has entries for Lodes. Is that a new feature? Can the drill be used to mine resource lodes instead of attaching to them using the claw? -
My inventory looks like this: Only the lower right quarter of the icons is shown. I'm pretty sure this is a bug in KSP or a problem with another mod, since I have the same problem with parts that are researched, but I didn't buy yet. Maybe someone can confirm the issue or has a solution? Playing on Linux, where there exists a similar issue with the first row of parts in the VAB.
-
[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
infinite_monkey replied to Dunbaratu's topic in KSP1 Mod Releases
It worked until the latest update Is it possible in stock that there are more than 2 engine modes? Tundra Exploration uses a module from WBI for the Falcon 9's 3 engine modes. Maybe mode order was the reason...- 1,363 replies
-
- autopilot
- programming
-
(and 1 more)
Tagged with:
-
[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
infinite_monkey replied to Dunbaratu's topic in KSP1 Mod Releases
Should I file a bug report on GitHub?- 1,363 replies
-
- autopilot
- programming
-
(and 1 more)
Tagged with:
-
Falcon 9 Style Re-USE (Not "Refurbished")
infinite_monkey replied to Geonovast's topic in KSP1 Mission Reports
Very cool project. I wondered which version of Infernal Robotics you're using, but then I realized you're on KSP 1.4.1... I stopped using IR since it 's either extremely wobbly or parts tend to go kaboom after coming out of time warp -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
infinite_monkey replied to RoverDude's topic in KSP1 Mod Releases
Any progress on this? Or a hint what needs to be changed in the configs? -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
infinite_monkey replied to Ger_space's topic in KSP1 Mod Releases
Something seems broken/easy to break with recovery. RecoveryBases never worked for me. -
[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 have a problem with multimode engines. It seems to think that the Kingfisher engine cluster from Tundra Exploration has only a single engine mode, while the GUI correctly allows me to switch mode.- 1,363 replies
-
- autopilot
- programming
-
(and 1 more)
Tagged with:
-
How are you guys landing your rovers/bases? I recently installed Heisenberg Airships. It's fun to play around, but not very useful for space... But I really liked some of the parts, such as the cargo ramp, the cargo lift and the various elevators. @Angel-125 are there any plans to make something similar for rockets? At least a ramp and/or a crane? I was trying to build a lander similar to this one from NASA's Mars Exploration Zones video: It doesn't show a ramp, the vehicles are already on the ground. But the lander is low enough for a ramp, so I guess this is how they got there in the first place. I was looking for mods containing a ramp without some sort of garage around it, but couldn't find one. Plus, I like the crane on the drone rover. I think something like this would fit nicely on the Buffalo. I'll try TweakScaling the crane that comes with one of your mods (don't remember which one).
-
[1.10] Rocket Emporium 1.8.5 (2020-07-15)
infinite_monkey replied to Katten's topic in KSP1 Mod Releases
Still having problems with the SL-1 landing legs. I'm not sure if it's a problem with KJR. Anyway, it says "Autostrut Locked: Heaviest Part". Is that intended? -
Sure, I was just thinking maybe someone already did something similar with existing parts. I think I'll just attach some weels to an existing tower or something like that
- 2,294 replies
-
- 1
-
- launch pad
- saturn
-
(and 3 more)
Tagged with:
-
The General Crew Access Arm v2 has a mass of 50 tons, while the towers only have 0.1. Is that on purpose? I was thinking about a tower for a launch/landing pad on other planets - something like you can see in the background here: Since landing is never 100% accurate, it should either be on wheels or be able to rotate and have a flexible crew access corridor. Any ideas?
- 2,294 replies
-
- launch pad
- saturn
-
(and 3 more)
Tagged with: