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MonkeyLunch

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Everything posted by MonkeyLunch

  1. Awesome stuff, thank you for updating this. This mod, along with Rasterpropmonitor, really make IVA flight doable. It's at the top of my mod list.
  2. Download page at github link above only lists source code files. edit: btw, thanks for taking the time to update this for all of us.
  3. Kudo's for all your work maintaining all these abandoned mods. They are all gems and deserve it, and the game is better for it. Thumbs up!
  4. After reading the "real chutes" thread, it appears stupid_chris is moving on to other things, and wont be putting as much time into this game anymore. I really hope this mod will be updated by someone. It's a fantastic little mod that is very useful and deserves the love.
  5. So what file do we download at github? There's no main download on that page, just a list of links. I have a download limit so I cant afford to download the wrong files or stuff I don't need. ps: thanks for the update, this mod makes KSP look amazing.
  6. Nice looking parts, added to my gamedata folder. I came here looking for an MK3 docking port piece that telescopes out the top, behind the capsule. Similar to the mk2 version. http://wiki.kerbalspaceprogram.com/wiki/Mk2_Clamp-O-Tron And I see one has been requested already, and is planned. I look forward to it. Thanks for the contribution!
  7. I thought of something in the RCS department that could be useful to some. (me hehe) Xenon fueled micro RCS jets. There was another mod that had a set of them, but its long dead and disappeared with spaceport. For small xenon powered probes, this is something that's long been needed. Adding a set of those would be great. If its not too late.
  8. Names, hmm, here goes. •High-efficiency Ion Marathon •Bi-Modal Resistojet Thrustomax •Bi-Modal Arcjet Stratomax •Micro LFO engine Gnat •0.625m aerospike Mike •LV-Nc Reactomax •Micro Monopropellant engine x2 Oxomax-# •0.625m Monopropellant engine x2 Oxomax-# •1.25m Monopropellant engine Oxomax-# It wont hurt my feelings if you don't use any of them lol PS: Awesome mod, cant wait for the update. Thanks. The RCS nozzles already in this, have covered all my needs for some time. I use nearly every part in this mod at some point, for something. They all are parts that are otherwise missing from the game, and yet are much needed. So im good unless they don't work. This part of the community appreciates it.
  9. I hope this mod will get an update soon. The RCS nozzles are invaluable, and this is one of the few mods that add any unique types. The game really needs more rcs options, like some for the 45degree configuration.
  10. I wish this mod would get an update, or further development would be even better. It adds so much to the immersion. Cant have too much eye-candy.
  11. Im using procedural fairings, the shield is approx. 10m across, the entire lander is also under fairings. So nothing should be burning up, no?? I should also add, I have not had this problem when re-entering Kerbins atmosphere, it started when I started trying to crack Eve with a lander that can return from the surface. Not an easy feat btw. I have quiet a few mods installed, maybe its a conflict with one of them? Even though im using the least amount of mod parts as possible while I try to solve this issue. The craft in the picture ive provided is 100% stock except for the real chutes and the procedural parts stuff. The craft underneath the fairings is just a test vehicle with all the burning parts I mentioned in the other post, and its certainly all completely behind the shield, and under the fairings as you can see in the pic. So I cant figure out why this is happening. My re-entry speed is around 3200m/s at its peak, and it burns off about 90% of the shield before slowing enough to dump the shield and fairings and deploy the chutes.. Am I asking too much of this? Or is something not working right? Any insight you can provide is appreciated. And also, I would like to say thank you for this great mod, the game is lacking without it, imho. ps: Im using Near also, I forgot mention that.
  12. Hi, im having an issue with parts burning up behind the shield during re-entry on Eve.. Not all the parts, just some. And they also have the re-entry effects on them, even though they should be protected behind the shield. While the parts that are not burning, do not have any effects on them. Some of these burning parts are stock, others are mod parts. The stock ones are landing legs (all of the stock varieties), struts, the stock parachute, and all the stock sensors and antenna's.. The mod parts are "Real Chute" parachute parts. There's probably more parts with this issue that I haven't found. So something is haywire, and the shields aren't creating a safe zone behind them properly. I don't know exactly how this mods works, but this problem is making my using your mod rather difficult, which is a shame. Because its something I really want to use for the added difficulty and complexity. These parts are burning up even when directly behind the shield attached on the backside of it. So for whatever reason these parts are not being shielded correctly. This really needs to be fixed, the shield should be taking all the abuse and everything behind it should be completely safe.
  13. Picking parts is easy through the reference menu if people are also using vessel view with RPM. Then it highlights the parts as you select through them. So even on a complex design its fairly easy to find the part you want. I wouldn't worry about people having to use the menu to reference parts, even without Vesselview.. That's part of the fun of rpm anyway, using the menus. BTW that screenshot looks awesome. I cant wait for the next update. You should just link the beta on the front page with the appropriate write up. That how a lot of the other modders do it.
  14. Anything that makes the game more work than its worth, is most certainly a "qualm" squad should have. Its not only annoying their customers, its making life difficult for the mod community. Its been over a month since the last update, and half the mods I use still are not updated. When people ask me about this game, I tell them its a good game, but there's a ton of hassle dealing with mods. And I cant get this to work in .90. The dark side of planets and moons are left un-textured. So something isn't working right. And I have better things to do than read through pages and pages of forum threads looking for fixes for all the various mods that still are not officially updated by their authors.
  15. Wish this would get an update for .90 This is the biggest drawback to the game, all the hassle updating and waiting for updates of all these mods. Which is where most of the content for the game comes from. I wish Squad would get their act together and quit changing the games file structure so all these mods constantly need updates in the first place..
  16. I don't know if this has been asked, but have you considered doing a version that works with the mod RPM?? (Rasterpropmonitor) I do all my docking in IVA view, and this would be very useful on one RPM's displays in the command capsule. With RPM all we have is cameras we can set up and use for lining up docking ports, by eye. This mod would work great along side the cameras, and really finish the whole thing off. An RPM compatible version would bring you a bunch of new customers, including me.
  17. I support this. Cooperation is good for everyone, especially the people playing the game and using the mods. There should be more of this cooperating, it makes for a better experience for the end user.
  18. Ill say it again, I did search so stop accusing people of not doing so. Im not going to read all 102 pages to see if this is working. I looked back several pages and didn't see anything obvious saying its working. Perhaps people could comment more often or someone could post a notice on the OP so people don't need to search or ask. Anyways, If I need to ask im going to. If you have problem with my questions that's your problem.
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