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Everything posted by Monkthespy
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totm june 2018 Work-in-Progress [WIP] Design Thread
Monkthespy replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Thanks. Yeah, without the craft file, I wouldn't know how the fuel would drain, also, don't feel too bad about ballast, I'm fairly sure aircraft in real life use ballasts all the time (irrc, the 747 had depleted uranium in the wingtips). Speaking of the Conroy Virtus, I should go try and stick a plane in the cargobay... I doubt a 2.5 meter one would fit but a 1 meter one with a sleek wing design should fit. Darn it, now I want to make an aircraft that can carry shuttles in a cargobay... X-8 HyperShuttler or something. -
totm june 2018 Work-in-Progress [WIP] Design Thread
Monkthespy replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Really fast (supersonic on the deck and only limited by heating high up) but, like the real thing I guess, steers like a brick, because the CoL is so far behind the CoM. Any ideas on how to fix this very much appreciated, I don't really want to add hidden control surfaces because it will give more lift and I kind of want it to be a very pointy brick on landing approach like the real thing. Fixed your album btw, use -
totm june 2018 Work-in-Progress [WIP] Design Thread
Monkthespy replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
My screenshot key was f12. Probably a bad idea, but i'm too lazy to go back and redo the pictures. I did a new fuel load, wing design, it's actually a whole new craft. It's less laggy, 245 parts compared to the last one's 300. The new fuel load actually gives it a decent speed at low altitude along with high altitude (not mach 1, you can obviously see it's a whale.) The engines on the front are for extremely large loads, in fact, at a full 3 meter rocket stage load, they are practically required. They work surprisingly well. I'm only working on some bugs and details, like ladders, the landing gear exploding the wings, and some other things. I kind of want to redo the tail design, but that's later. Some little notes: The first three engines are vectored downwards. The wing is entirely seamless. This thing is practically useless but it's really fun -
totm june 2018 Work-in-Progress [WIP] Design Thread
Monkthespy replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Cargo hauler design, 250 parts. I shortened it down from 450. Pretty sure I could lower it more with some work, but it was 3 am when I posted this. I think the engine design is a bit wonky, but it needs a ridiculous amount of power even with the extremely reduced fuel load. It can haul the NASA parts, just slow, around 120 m/s. No mods, or I think there isn't any. I do place with some, but this should be entirely stock. -
Forum Veterans [And New Members!]: What was your first post?
Monkthespy replied to Starwhip's topic in Welcome Aboard
Many of my posts are gone when the forum transitioned to a new system (such as my 500 rp posts), but I'm fairly sure my first post was a suggestion very early on for some UAV parts or something like that. Basically I was asking for probes, and I got probes. -
What is the version of KSP you owned when...
Monkthespy replied to RAINCRAFTER's topic in KSP1 Discussion
I think it was .8 or something? I can't remember. It was a very early version. When .14 came out (I think thats when you had to first buy it) I bought the game. I used to make only aircraft and stuff. I only landed on the Mun at .15 I think. I landed on Duna on .18 I'm fairly sure. I only really make aircraft so I have never gone to any other planet... kind of sad. -
I have FAR installed. For some inexplicable reason, I take one of my maneuverable designs (usually an F/A-18 inspired design), empty most of its fuel, turn infinite fuel on, and then put the liquid fuel RCS thrusters. It becomes super maneuverable, and its hilarious fun to do aerobatics in it. I can make it even better by putting engines that put the TWR above one, so I can do VTOL. I find this cheating so I consider it a sin. Sometimes, I put a bunch of thrusters underneath the aircraft, and use the k key to lift it off the ground like a VTOL. I use infinite fuel to test VTOLs. I often get so lazy I don't install mods I should really have when I start a new install. Also, like many other people, I keep part clipping on. EDIT: I don't mean FAR is a sin btw, I meant that as "Why do I do this hilariously maneuverable aircraft in FAR, when stock can actually do this?"
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I had an idea of a version where every (say) 5 restarts, the popup would reappear and acts like normal. It gets blocked for another 5 restarts, and then it shows up again. Or, make it like Master Tao said with a config (now with a restart thingy) that is defaulted off.
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As I said in the post above, you can not support the player in the thread. I meant that some *cough* certain *cough* modders want to block this plugin and somehow sabotage it themselves or disable their own mod etc. You do not have to give support in the thread.
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Probably should of said that. Yeah, I know. You have the choice in your own thread. I meant that modders shouldn't punish players for using the addon. Instead, just ignore them in your thread and deal with the garbage posts. I meant deal with it as in just ignore those posts, even if they annoy you. Sorry for the misunderstanding.
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Lets put a few points from what I can tell people are going crazy about. -The mod is (in someone's word) sabotaging a mods behavior -The original CC allowed a fork to get rid of this behavior instead of creating another plugin -Modders don't want to deal with people who have this mod installed and complain in threads on why the mod is broken -People don't want to press ok in the menu, as it is very annoying when people have mods that are still compatible/abandoned -Those people support the mod maker due to the annoyance and the convenience this mod provides There is probably more that people will think that matters, but at this point I think people get the idea. Lets take a look at people that support the mod. They don't want to deal with the annoying menu so they grab this plugin to get rid of it. A smart user knows that the mods are perfectly compatible or abandoned if he uses this. On the other side, a less than stellar user might get this mod to get rid of the menu. This user then complains in the forums on why his mod is broken, even though the menu explained why it was broken. It was incompatible with .2x and he should of listened to it before complaining. Now this is obviously very annoying to modders, and I am perfectly ok with them being mad about this. Like said before, its annoying. Modders think they should not deal with those people. Right then, they can be mad, but they shouldn't take their anger against people who install this addon who know what they are doing. These innocent players are punished if modders punish them for installing this addon (if modders put the plugin-blocker/destroyer/mod-disabler in their addon anyways). They should not have this mod war. I think, no matter what, players have the choice in what mod they install and they should not be punished for it. Even if they complain in your thread, they have the choice. If it such an issue that somehow you get dozens of posts from users using this mod and complain, you MUST deal with it. It's cold, and you just really want to block this plugin, but its just has to work that way if the modders don't want the KSP addon forums into Minecraft addon forums. Now I'm fairly in the middle about the plugin (in some modders words) sabotaging the CC popup code (or however that works, but you get the point). I agree a little bit with Ferram that it should of just been a fork of CC. I think it's fine for it to be its own plugin though, as it's currently not hurting anything (other than modders feelings, oh crap I shouldn't of said that). If I said something really stupid, please politely tell me. I don't mean you hate my opinion, I mean if I misunderstood something about how the mod works. In conclusion, I can only say one thing: I thought the KSP community was better than this.
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[WIP] Messerschmitt BF-109 G-6 Cockpit
Monkthespy replied to strykersm's topic in KSP1 Mod Development
Since you said the BF-109 and the 21, and I have a feeling you have seen some of the DCS stuff and got inspired by it (Digital Combat Simulator for people who do not know, simulates planes). Looks very nice btw, can't wait to use it. -
In 1.0, KSP will be running on UE4.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Monkthespy replied to rbray89's topic in KSP1 Mod Releases
I kind of have a stupid idea, as this was most likely brought into the thread a long time ago and was a proper "no". Apologies if it was brought up before. Currently, when you get close to a cloud they become a bunch of particles basically, and I was thinking that if you could make clouds a randomly chosen or mapped out to the cloud texture, it would look great. However, this could be the worst thing you could do to KSP, as I don't know the performance or the coding/modeling/hair-straining ability you would require. EDIT: I wrote this terribly. Let me rewrite what I meant. Clouds are meshes and could be chosen randomly or mapped to the cloud texture. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Monkthespy replied to rbray89's topic in KSP1 Mod Releases
X86 is 32 bit. At first, that sounds weird. You're really supposed to use X64 for it to work. -
[0.24.2] Snacks! A simplistic approach to life support
Monkthespy replied to tgruetzm's topic in KSP1 Mod Development
Oh my god, I have an idea. Every time a Kerbal takes a snack resource, a bag of chips or a bottle flies out the crew hatch (if it isn't obstructed) as a funny gag thing. They might act like shell casings in other mods, barely any collision and disappear after a few seconds. It would be hilarious to see a bag of Doritos or Gatorade just fly out the crew hatch. -
You forgot your wish mid-sentence, and your memory was made worse. I want some more skittles.
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[0.24.2] Snacks! A simplistic approach to life support
Monkthespy replied to tgruetzm's topic in KSP1 Mod Development
Maybe Kerbals with a higher stupidity are more likely to put in control inputs or pass out? And Kerbals with more courage can last longer without passing out maybe? Be an interesting idea. -
[0.24.2] Snacks! A simplistic approach to life support
Monkthespy replied to tgruetzm's topic in KSP1 Mod Development
As far as I can remember, stupidity makes Kerbals laugh in the face of danger. They're too stupid too realize they shouldn't be on that rocket that was quickly built in about 5 min- oh and he is dead. Courage is a bit odd, as far as I can tell courage affects how happy they in general, but doesn't affect the fear of rockets. It's really weird. The KSP wiki isn't telling me much either. Kerbals can also get a badass tag, which Jeb has. It overrides everything and just makes kerbals just happy in the face of certain death. You know, when you made Jeb test a rocket that used an insanely long i beam to stop velocity when he hit the ground. -
What was ksp like when it first came out
Monkthespy replied to awsomejwags's topic in KSP1 Discussion
Was also at around the start, I think it was somewhere around .8 or .9, because I remembered when we finally got the map view on the next update. That was fun, before the map view you just had to hope to God that you burned long enough to get into orbit. Without timewarp or quicksaving, you couldn't figure out if you were actually in orbit. You had to eyeball it. About the water: When I first looked at the water I really did like it... then I landed on it and found out it was really like painted concrete. Also, wasn't there palm trees at the KSC? -
Preview of my jet engine with afterburner mode
Monkthespy replied to JoePatrick1's topic in KSP1 Mod Development
Not everyone wants to use AJE, unless you mean just use the plugin for a few of it's features and still keep it balanced to stock jet engines. -
You could just make long slender rockets, but it still makes it difficult. I would be impressed if someone did perfectly balanced asparagus staging.
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Monkthespy replied to AlphaAsh's topic in KSP1 Mod Releases
So I suppose you never got anywhere with unloading bases? I really want to play with all of these bases but physics :L- 2,488 replies
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Better Atmospheres Development Thread
Monkthespy replied to Thesonicgalaxy's topic in KSP1 Mod Development
Gotten this bug as well; just verify game content (if you are on steam, if not, just save your addons and saves and reinstall). Then replace the flare again.