-
Posts
892 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by infinite_monkey
-
Oooooh wait, so this is not your mod? https://spacedock.info/mod/2643/Kerbal Telemetry is what I'm using. I didn't realize these were different mods... And the other one doesn't seem to have a forum entry. @linuxgurugamer I noticed there are already bug reports about both my issues on Kerbal Telemetry's github. I still think it's also a bug in Janitor's closet, because it's JC's handling of the multiplying button which turns a minor issue into one that makes the game unplayable.
-
Nah, I like the parts to have crew capacity. CKAN (search for Rescue Pod Fix!) says the mod is compatible with 1.12, so I'll give it a try. Thanks for the hint! Also, I really enjoy the micro launch base! Is it going to be officially released soon or are you still working on something? The only thing that's bugging me is that the micro strongback tower is double the height of the mini strongback tower Maybe there'll be a shorter version of the micro tower? I guess it fits the Electron rocket from Dodo Labs. I use it for Tundra Exploration's Mothra (i.e. Falcon 1), though, which is shorter.
- 2,291 replies
-
- launch pad
- saturn
-
(and 3 more)
Tagged with:
-
Is there a way to prevent these parts from being used in rescue contracts? Most of the time, I get some launch tower floating in space as my target, which is, you know, kinda weird
- 2,291 replies
-
- launch pad
- saturn
-
(and 3 more)
Tagged with:
-
When I'm in the VAB, my log is spammed with this, several times: As you can see, it happens multiple times per second, about every 17 ms. Any idea what could cause this? Environment Info/Mod list (from log file):
-
Hmm, weird, I installed JC again, and the problem seems gone. Oooooh I think I get it. I never realized Janitor's Closet can hide buttons - I just used it for hiding mods in the VAB. And the old memory leak was somehow related to buttons, right? What I did in the meantime was that I uninstalled Kerbal Telemetry. Besides having a broken CKAN config (files are put directly in GameData instead of a subfolder, so I moved them manually), it keeps adding new buttons. I'm not sure if it was for every new vessel or for every vessel switch. It's annoying, but harmless by itself. But if JC has problems with new buttons popping up, that might explain the issue. Maybe you can replicate it by installing both Janitor's Closet and Kerbal Telemetry?
-
[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
infinite_monkey replied to Galileo's topic in KSP1 Mod Releases
Wait what? JNSQ is incompatible with Scatterer? Which version are you talking about, exactly? Is it just not using some features or is it broken? -
[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
infinite_monkey replied to Galileo's topic in KSP1 Mod Releases
What's the deal with the Pier and Jeb's Workshop being parts available in the VAB? Shouldn't those just be statics for KK? -
Not sure why it didn't work back then, but it seems to work now. Anyway, I still have the issue I mentioned a while ago (also see this entry by @Tonas1997) that changes in the grass color aren't persisted. Interestingly, this is only true for launch pads. E.g., I have Launch Pad 05 and 06, which return to their bright green color, and the Launch Pad 5-6 Blockhouse, which persists the color I assigned. What's going on here?
- 390 replies
-
- kerbalkonstructs
- lc-40
-
(and 3 more)
Tagged with:
-
Hey @linuxgurugamer, I noticed that you're fixing memory leaks in several of your mods. I was experiencing a terrible one, making the game barely playable. On every scene change (vehicle launch, and even switch between vessel and map view), memory usage ramps up until full, falls back down to the original value, and this repeats maybe 10 times until it finally settles back to the original value. This takes up to 10 minutes. During all this time, the game is basically frozen. I narrowed it down to Janitor's Closet - which is one of the last mods I suspected, as I don't experience these issues in the VAB, but only during flight. I found this old posting here. The symptoms are similar (nothing interesting in the logs), but the situations are different, and I didn't mess around with the buttons - I just installed Janitor's Closet, and memory goes boom. Not sure why no one has reported this yet, maybe it only happens in combination with some other mod?
-
I'd like to play KSP in a private launch company style, but I'm missing a matching tech tree. In stock, R&D is basically just research (as you need science points), bot no real development. But private companies do mostly development. What I want is a tech tree like this: Start with sounding rockets Light launch vehicle (think Falcon 1, Electron, Astra Rocket 3...) Mid-class launch vehicle (Falcon 9 v1...) Reausable mid-class launch vehicle (Falcon 9 v1.2 plus...) Heavy launch vehicle (Falcon Heavy) Super heavy launch vehicle (Starship) Each vehicle should be unlocked as a package - currently, e.g. with Tundra Exploration, I need to unlock grid fins, landing legs, launch base etc. separately, as they are in different tech tree branches. But here comes the twist: the tech tree nodes shouldn't be unlocked based on science, but on test contracts. For instance, if I want to unlock level 4 in my list, I need to test grid fins, i.e. use them on a suborbital trajectory over the sea, then splash down the booster. In order to unlock Starship, do a belly-flop test without the booster, etc. Manned capsules should be unlocked separately, maybe with launch abort tests etc. So my questions are: is it possible to unlock tech nodes via fulfilling a contract? is it possible to have contracts which make multiple parts available for testing at the same time (usually you only test one part) is anybody interested in something like this? Or is there already a mod that can do something similar? There are lots of possibilities to fine-tune this: test contracts don't give you any money, you even need to pay a lot for the parts or for unlocking you earn money and reputation via satellite contracts etc. reaching a certain level of reputation unlocks investor capital, so you're able to fund your testing The usual science-based tech tree should still be active for everything that is not (part of) a launch vehicle.
-
[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
infinite_monkey replied to theJesuit's topic in KSP1 Mod Releases
Umm, I'm actually not sure. The stock science rewards slider is at 100%, but does that affect Kerbalism or does it have its own difficulty setting? Anyway, with JNSQ removing the KSC biomes, a lot of science is already gone. I am not much of a plane pilot, so I'm not really flying around to gather science in Kerbin's biomes. Maybe that would make it easier. Well, only the Mk1 pod does at my current progression level, and it's only 10 units. I play in a probes before crew style, and the unmanned pods don't have any monoprop at all. I wanted to use it in order to raise my satellite's orbit, so a linear thruster would be perfect. -
[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
infinite_monkey replied to theJesuit's topic in KSP1 Mod Releases
I tried the TETRIX TechTree, but I find it hard to play, especially with JNSQ and Kerbalism. I don't understand the logic behind some decisions. E.g., for using RCS, I need to unlock 2 levels for command & control AND 2 levels of fuel tanks. The only reason I make any progress at all is because I use Tundra Exploration, where the Mothra (= Falcon 1) is unlocked quite early, providing a fairing and decouplers. I guess it's only unlocked because it's not supported. But even then, it's impossible to reach higher orbits needed for fulfilling satellite contracts. On the other hand, the Probodobodyne Hex is available quite early. Will SIMPLEX make life easier for me, and will it break my safegame if I switch during an ongoing early career? -
Done: https://github.com/zer0Kerbal/Komplexity/issues/57 Since I installed Komplexity via CKAN, which still shows 1.0.1 as the latest version, I'll update it to 1.0.2 and apply your patch once it's ready
- 64 replies
-
- 1
-
- custom-barn-kit
- levels
-
(and 3 more)
Tagged with:
-
[1.8+] Kerbal Health 1.6.8 (2024-01-22)
infinite_monkey replied to garwel's topic in KSP1 Mod Releases
I have both Kerbal Health and Kerbalism installed, with the radiation model set to Kerbalism. But now I have 2 shielding resources available: Shielding and RadShield. Which one do I need? Should I disable Kerbalism's health status?- 1,033 replies
-
- realism
- life support
-
(and 1 more)
Tagged with:
-
I have an issue with the administration building (I have JNSQ and Strategia installed): it says "Fully Upgraded" at Level 3, but with only 3 strategies available. When hovering over the (inactive) upgrade button, the info box shows "Max Active Strategies: 4", but I can't click it.
- 64 replies
-
- 1
-
- custom-barn-kit
- levels
-
(and 3 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
In addition to that, there are some mods that add kOS to every command module, so you don't need additional parts. I use the following mod for that - in CKAN, it's named "MechJeb and Engineer for all!". Despite the name, it does add kOS as well. And it only adds the modules of mods you have actually installed, i.e. I have kOS, but I don't have MechJeb, so only kOS is added.- 1,361 replies
-
- autopilot
- programming
-
(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
It should be a dependency for JNSQ though... -
[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- 1,361 replies
-
- 1
-
- 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
Interesting. Indeed, with the last Linux kernel update, RAM handling seems quite different. While only half my RAM (32 GB) is shown as being used, only 3GB or less are available. And some mod in KSP seems to have issues as well, as on every scene switch (even map/flight), I can see RAM usage ramping up to 100%, then falling back to the previous level. This happens something like 8 times, taking more than 10 minutes, and then suddenly everything is fine. That makes KSP barely playable... Anyway, the weird thing is that the issues with broken staging, missing parts (and apparently almost all the PartModules are gone) etc. only happens when loading a vessel sitting on the launchpad. So far it never happened when loading a scene where my vessel is in flight, and never when launching the vessel for the first time. I guess it's somehow related to parsing the savegame where the vessel sits on the launchpad. So probably not related to kOS...- 1,361 replies
-
- autopilot
- programming
-
(and 1 more)
Tagged with:
-
[1.12.5] Restock - Revamping KSP's art (August 28)
infinite_monkey replied to Nertea's topic in KSP1 Mod Releases
I have a similar issue, but it happens only when using Subassemblies. As soon as I insert a subassembly and want to change something there (e.g. remove half the rocket temporarily so it becomes transparent, then reattach it), this happens. The attachment nodes seem to be slightly offset. Is that what's happening to you?