MonkeyCan'tDock
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So I'm one of those horrible people who likes IVA flying. I know I should never ask, but are there any plans to make the NX IVA more interactive? Examples: Using the engineer seat to execute the Warp Drive activation sequence or allowing the science seat to plan maneuver nodes via MFD? I'd alter it myself but I am still a novice at modding and that bridge interior looks complicated when it comes to placing MAS/RPM/ASET etc. assets. P.S. I've been waiting for a mod like this for years, so if nothing else, congratulations! It is incredible!
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So if I am getting this right: If ragdoll_OnEnter() Then Science 1 If ragdoll_OnLeave() Then Science 0 I look at the KSP API and I am at a loss on how to incorporate science. Ideally I don’t want the experiment to be repeated over and over again, just to gather one science point per rag doll activation and deactivation cycle. Also what is the () for?
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Stupid question (I'm not from a coding background), would it be possible to code an addon so that I generate one science point for every time I ragdoll a kerbal (i.e. they fall, or crash without dying)? Been watching all the ridiculous contraptions of SWDennis, Martincitopants, and Nexter's Lab too much. Looking for technical answers ideally, thoughts also welcome. Best I can think of so far is an if then statement (again not a coder). -If ragdoll animation triggered + if get up animation triggered -then generate one science point -If ragdoll animation triggered + kerbal destroyed -then generate no science point Did I just write nonsense or am I getting somewhere?
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[Min KSP 1.11] WIP: SunkWorks Maritime Technologies
MonkeyCan'tDock replied to Angelo Kerman's topic in KSP1 Mod Releases
No problems I've noticed. Btw is your giant flying saucer mothership going to be a submarine now. Cause I'd super enjoy that! I eagerly await the day I can explore the stellar odyssey star systems in that thing. -
We are looking for a Part Designer!
MonkeyCan'tDock replied to StarSlay3r's topic in Prelaunch KSP2 Discussion
I only have the historical background and research skills, best I can do is convey ideas using other people's pictures and my limited ones. I was able to pick up design software really quickly in high school though. -
[Min KSP 1.11] WIP: SunkWorks Maritime Technologies
MonkeyCan'tDock replied to Angelo Kerman's topic in KSP1 Mod Releases
Might have been answered already, any conflicts with other suit mods (Benjee10's historical suits for example)? -
I've been noodling on an idea. Would it be possible to make a mod that covers all the parts of a ship (like in Children of Dead Earth) in a metal skin. Instead of armor as in CoaDE it would reduce the part count (anything underneath would become a wireframe or something). Maybe it could be armor too. Thoughts on feasibility?
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@Benjee10 have you seen Boldy Going on AlternateHistory.com? https://www.alternatehistory.com/forum/threads/boldly-going-a-history-of-an-american-space-station.502152/page-29 The Enterprise Station is brilliant! http://americanrocketnews.com/Boldly/15_05_station_enterprise_layout_diagram.png If I wanted to add cupola covers to the shuttle cockpit how hard would it be? (This is the best image I could find). http://americanrocketnews.com/Boldly/10_02_SolarDeploy.gif I'm still figuring out how to turn the External Tank into a Wet Workshop.
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[WIP] Nert's Dev Thread - Current: various updates
MonkeyCan'tDock replied to Nertea's topic in KSP1 Mod Development
If you are thinking about doing science, why not make each payload on the racks in Near Future Props an experiment, it gives us another reason to be inside the spacecraft or use FreeIVA. Have someone whip up a UI that looks like the slots they use on the ISS rack, then all we do is fill it in in the VAB. The ISS documents are full of stuff about the racks. This link is for two NTRS documents about how the racks work and experiments onboard them. https://ntrs.nasa.gov/citations/20140011636 There are plenty of other documents there, I've seen them going back to the Space Station Freedom days when there was a central U.S. laboratory to go with the ESA and JAXA (NASDA) ones. Hope it helps, definitely an idea I've never seen someone try in Kerbal, could be exciting. -
[V1.2.3] Nice MKseries Body [NMB] [V3.8] [2022.11.2]
MonkeyCan'tDock replied to Kernowden Kerbin's topic in KSP1 Mod Releases
Craft files? the planes in the cover art are the prettiest. -
[1.8x - 1.11x] Kerbal Weather Project (KWP) v1.0.0
MonkeyCan'tDock replied to cmet24's topic in KSP1 Mod Releases
Would the technique you used work on Laythe? I don't know its atmospheric composition. Or how to export its topography. -
[WIP][1.11][beta] Cargo Accelerators
MonkeyCan'tDock replied to allista's topic in KSP1 Mod Development
This is the last time someone tried a big ground based mass driver. I think it was before kerbalkonstructs and pathfinder's mass drivers. Might offer clues to what you are looking for. Good luck, this game needs more megastructures.- 35 replies
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