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Everything posted by infinite_monkey
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You mean the parts list in the VAB? So I'm not the only one who noticed... By the way, I also can't use Kerbal Konstruct anymore - pressing Ctrl-K does nothing. IIRC I already had this problem, but I don't remember if that was also a fix in the main game. Do you use KK? Does it work? About the ValidateAssignments problem: I noticed it is triggered by docking the ship containing the tourists to a space station. Let's see what happens if I don't do that... The space station ran out of supplies, which converted the Kerbals to Tourists. Docking to it brings supplies, converting them back to Kerbonauts. That seems to mess things up...
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@Angel-125 Were you able to find something on this? I only have the Buffalo Mod installed, but that one also brings Wild Blue tourist contracts with it... I had to bring 6 tourists to my Minmus base and have them there for about a month. I time accelerated (and overshot by quite some days), then my contract popped up as satisfied, even though I still hadn't brought them back. Now after some (random?) time, I'm unable to save the game, same problem @Krakatoa had...
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[1.10] Rocket Emporium 1.8.5 (2020-07-15)
infinite_monkey replied to Katten's topic in KSP1 Mod Releases
Why are there 2 attachment points on top of the green cover? And I guess the cover needs to be shifted down, so that it closes with the heat shield I need to attach to the bottom? Maybe there is some other interfering mod, but the landing legs seem to be too weak - even with spring and damper strength set to maximum, on the launchpad they're only half extended. Might work better on Duna, though... -
Since the BFS is basicaly a SSTO, I didn't really test the booster so far. Now I did, and I was surprised - I expected the booster guidance unit and the engine cluster to include RCS thrusters, like the old booster. Nada Also, the booster has no SAS.
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Umm, so now it's just ONE fin for the crewed BFS? Even if it was 2... How are you going to land this on only 2 landing legs? @damonvv I wasn't able to test it yet, but I read you removed the crew hatch in the cargo bay? What bugs did it cause? I had no problems with it.
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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 some in-game settings dialog like in TRR or do I have to do everything in the config file? How do I know how e.g. a specific head looks like? Also, I tried @CraterJumper's Klassic colored suits. But the suit assignment seems to be random. Do I need a config file? -
Since KSP 1.5 offers more realistic metal surfaces, will the mirrors get an update to be reflective?
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- james
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
infinite_monkey replied to Ger_space's topic in KSP1 Mod Releases
Since the last update (I'm running on KSP 1.5.1), I can't bring up the menu with Ctrl-K anymore. Has the key binding changed or is there something else going wrong? -
What mod is used for the engine mode switching? In previous versions, in kOS I used engine:TOGGLEMODE for switching the mode. How do I do that in the 1/3/9 configuration? EDIT: got it. The module is called WBIMultiModeEngine. I didn't find a way to directly set a mode, but the status can be read from "current mode", and modes can be cycled through with "next engine".
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Mod licensing and "etiquette"
infinite_monkey replied to TiktaalikDreaming's topic in KSP1 Mods Discussions
Yeah, he connected, but his last post is from may... So updates to his mods aren't to be expected anytime soon. The only reason NOT to contribute to his mods would be if that would mean the same thing being done by multiple people... Of course by that I don't mean hijacking his mods, but just contributions. -
Mod licensing and "etiquette"
infinite_monkey replied to TiktaalikDreaming's topic in KSP1 Mods Discussions
ferram4 has inactive for a while now. Waiting for an OK from someon not following the forums is pretty silly. The way to go is make your own branch, share your work, make a pull request. If ferram4 comes back, he can accept your changes or make his own. No one is being a jerk, this is how open source works. -
I know the station arm, but unfortunately, the BFS cargo bay has just a relatively small door (might be different for a future cargo-only BFS), so it doesn't have enough room to unfold. For now, I found a workaround so I can still use Infernal Robotics, I just hope that future updates don't break that
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Mat's Aerospace Allotment - Kerbalised Soyuz Mod
infinite_monkey replied to DairyLee's topic in KSP1 Mod Releases
I wanted to clean up my GameData folder and found that this mod is the most demanding in disk storage consumption. The SoyMoose folder is the second largest, bigger than USI and SVT. Combined with the SoyStalk folder it is even bigger than the Squad folder. Maybe there is some potential for optimization?- 41 replies
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- dairylee
- custom parts
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With the latest version, the problem with parts not standing out at 90° seems solved, but the problem with movable parts remains. But like I said, it works if I put a rigid part in between. I was just wondering what the reason could be. Maybe it has to do with how curves are represented in your modeling program export vs. in KSP. By the way, I noticed that on the tanker BFS, the front fins are offset - the attachment point is at the lower end of the hinge. You can see that in JadeOfMaar's picture in this post as well:
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After hours of desperately trying to build a crane inside the cargo bay using either Infernal Robotics, Rocket Emporium or the Krane from WildBlueIndustries, failing again and again because the parts just jumped around wildly or the part intended to move stayed there mid-air, I found the culprit: it wasn't the other mods, it was the BFS pod. @damonvv is the BFS pod modeled in some different way than, say, the tanks? I guess the problem is the curvature. I noticed that when I attach parts standing radially out to the tank below the pod (say, under the docking door), everything is fine. But if I attach that part a little bit higher, to the pod, it turns left or right. It doesn't seem to know where the surface is, or where "out" is. That is, when I attach it exactly on the center of the white part. When I attach it near the cargo door, attaching usually works. But if it is a movable part, trouble starts: inside the VAB, the part intended to move is fixed, while the part attached to the BFS moves. Or, if I attached the winch to the part while it was extended (i.e., I have an extendable boom, extended it in the VAB, then attached the winch to it), the winch hangs mid-air and the boom moves away from it. On the launch pad instead, the boom seemed to think it was already extended and moved inwards, then it noticed something is wrong and jumped back out, etc. Maybe I should make a video... Anyway, the solution is rather simple: don't attach a movable part DIRECTLY to the pod, but use some other part in between, e.g. some girder. So I'm good to go, when can we expect the cargo pod?
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@Angel-125 I'm experimenting with your Konstruction Krane (not sure if this is the correct mod, but you mentioned it here some while ago). Coming from Infernal Robotics, which is wobbly and buggy, I'm quite happy with the krane, which seems rock solid. My problem, though, is, that I can't fit it in my BFR's cargo bay. What I would need is just the jib (rotatable and extendable) in a shorter version (4 m Jib), maybe without the counterweight. Boom isn't needed as well, I could use the winch from KAS. Do you think this could fit somewhere in your mods? Or maybe someone can suggest an alternative.
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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
What happened to the 20m domes? Have they ever been released? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
infinite_monkey replied to RoverDude's topic in KSP1 Mod Releases
As far as I know, that depends on KIS, not KAS. -
Do you have MechJeb installed? Check your "limit Q" setting. If enabled, it might prevent your engines from firing on descent.