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RabidMonkey
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KSP2 Release Notes
Everything posted by RabidMonkey
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How to get a higher percentage transmitted?
RabidMonkey replied to Cols's topic in KSP1 Gameplay Questions and Tutorials
This is especially true, given that our crews are Kerbals. "Transmitting results from Minmus surface sample" "Go ahead." "It looks like mint ice cream. Can I eat it?" "*facepalm*" -
Space Stations not worth anything in .22
RabidMonkey replied to Lohan2008's topic in KSP1 Discussion
Loved that game - had it on the Apple IIe. I remember effectively building a Ringworld before I had ever heard of Niven. -
Love this mod! I'm kinda RPing the research required for it right now by trying to finish the tech tree before it's released - and I'm no Manley. I had to send rescue missions out for my initial flights to the Mun and Minmus, and now I need to rescue the guys sent to rescue Jeb from the Mun. At least he has two other Kerbals to talk to now.
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Unnescessary? These are threads for SCIENCE! I expect at least 5 points from reporting the lack of intelligent life in the forums on release day.
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We also need threads tracking updates on all of those, plus sites tracking the threads tracking the updates, and then threads to track the sites tracking the threads tracking the sites which are tracking the thread.
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Consider this: As player, you are effectively playing as the pilot of the ship. Therefore, you are inside the ship. However, the seat you're in has no external view, so you rely on several external cam-bots to see what's going on. Because you are inside the ship, the vibrations from the engines and such are transmitted through the structure - which is why you can hear them in space.
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What do you want to see in .23
RabidMonkey replied to jmosher65's topic in KSP1 Suggestions & Development Discussion
And projectile acid fish. -
Add a separate, ejectable LF-only tank with a fuel line running to the LFO tank. When the SABRE is in air-breathing mode, it will pull LF from the LFO tank which will be replenished by the LF-only tank. Then, when you switch to rocket mode, you should still have a full LFO tank for burning, and you can jettison the LF-only tank as unnecessary weight.
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As far as insanity goes, it seems to be active in subtle ways. I had an absolute brown-pants coward of a Kerbal get trapped on the Mun with no ship (he bailed out and landed using his jetpack and bouncing on his head) for about a year of game time. (Okay, I forgot to rescue him after I loaded up the next time...) When he was finally picked up, all he did was the wide, open-mouth grin. Constantly. No matter what was happening. Liftoff. Transfer. Maneuver. Docking. Atmospheric entry. While his resucers were screaming in terror as the rescue craft came close to crashing. Honestly, it was kind of creepy.
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MechJeb 2 - Patch test bed release (October 10)
RabidMonkey replied to sarbian's topic in KSP1 Mod Releases
Did something change in the landing autopilot or in how MJ applies the torque available? I've had multiple ships start flipping out on final approach which were landing just fine with the previous release. In each case, when they tried to kill horizontal velocity, they began spinning out of control and crashed. -
[0.23] Squad Texture Reduction Pack - B9 and KW Packs also
RabidMonkey replied to PolecatEZ's topic in KSP1 Mod Releases
That got it - thanks! -
[0.23] Squad Texture Reduction Pack - B9 and KW Packs also
RabidMonkey replied to PolecatEZ's topic in KSP1 Mod Releases
From the instructions: Place the Debloat.bat in your /GameData folder In the .zip from Spaceport, there is no Debloat.bat. There is bloatKiller.bat, and all it does it delete things. -
[0.23] Squad Texture Reduction Pack - B9 and KW Packs also
RabidMonkey replied to PolecatEZ's topic in KSP1 Mod Releases
Just grabbed this off of Spaceport, and all it does is delete everything. No .zip files are created, no compressed textures, it just trashes my Squad folder. -
The new version seems to think KAS should stand for "Kraken Attack! ****!" On a kethane probe with no KAS parts at all, I switched back to it to discover that half of the struts now pointed off into nowhere, connected to nothing. When I tried to do a braking burn coming into Duna, it flipped out and exploded. It had made burns just fine only an hour ago. Is it possible that there's something in the KAS libraries that makes the existing 0.21 physics bugs worse? Note: I absolutely love this mod, and will happily reload it once the bugs are cleared up. In the meantime, anyone know where I can find the old version? I need Kerbals that can rappel!
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My Kethane refinery isn't suffering from the "leap into the air and explode" bug, it's rejoicing in it. I have 4 containers, each with 1 pipe end, 1 pylon, and 3 connector ports. I grabbed one box, set up the pylon about 25m away, and attached the pipe end and ports to the pylon. I then built a pipe from the pylon to one of the 4 connectors on the refinery itself. The refinery also has 4 radial horizontal winches with anchors to act as guy wires. Every time I load the refinery, it gets thrown into the air and detonates. There are no EVA Kerbals in the area, only 2 flags to mark landing zones. At this point, I'm starting to wonder if I built atop a kraken nest, because this is happening 100% of the time. Load from quicksave - boom. Restart and load from the Tracking Center - boom. Launch a ship to do a flyby - boom. It happens just as the lighting effects for the refinery go to high-detail rendering (within a ~300 meter radius). UPDATE: I sent a test mission out to just drop and link two pylons. Everything went fine, but as soon as the pylons were linked with a pipe, Milney exploded on his way back to the ship. Geofdun, trying to escape the summoned kraken, launched the ship in hope of reaching Munar orbit. He and the entire ship spontaneously detonated about 2m off the ground. On switching away and back, the pylons themselves leaped into the air as soon as physics started. Both pylons had 3 connectors and 1 pipe end.