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Everything posted by monstah
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PSA: I've spent a long time trying to figure out why my orbit wasn't showing on the Orbit screen. Turns out it's because on Career it needs a level 2 Tracking Station to display. Which I think is awesome if intentional, but the fact that it seems like the only display limited by building level threw me off. Suggestion: turn lots of variables into "N/A" until relevant building levels are achieved. I could try to make a sensible, non-exhaustive list of dependencies if you'd like. - - - Updated - - - Mach-1 post count reach!
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- iva
- rasterpropmonitor
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RSS/SKY/some other config to make the planets larger? I know I've been wanting to try and make a RSS save with futuristic engines to do an Earth-Mars-Earth single stage (huge) ship.
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Yeah, but the post I replied to was talking about the pain of converting images from mods in general to .dds by hand, not EVE specifically...
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[0.90] ShipEffects Sound Mod: Dynamic Sound Effects - v0.2.6
monstah replied to ensou04's topic in KSP1 Mod Releases
I approve of this motion! I can't guarantee help with modding, tho. I know some programming, but never did anything on KSP. I could take a look, anyway. -
https://github.com/Telanor/DDS4KSP There's this, too!
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What's the request? The topic you link to has a post with a 1.0.2 release already. - - - Updated - - - Tho, in your defense, I just saw it's not on the first post. Here it is. - - - Updated - - - Another thing: there's a mod that automatically sets IVA camera, you can also set it to disable F2 (IIRC it's the default setting)
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Disable "Cannot activate while stowed" thingie
monstah replied to biohazard15's topic in KSP1 Mods Discussions
I wholly support this, too. I've had even "cannot activate while stowed" on my antennas once, with the cargo bays opened. Thermometer? Accelerometer? Goo? I have no problem at all activating them anywhere. I can activate them clipped in a fuel tank, I should be able to do it in a hollow space. -
My wife really, really hates this game As for the OP, doesn't it feel awesome? That's the reason this game is so addictive. Now, just wait till you have an intuitive feeling for how burning will affect your orbit, and see how you'll feel then!
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[1.0.5]SKY - Scale-up Kerbalism for You - Kopernicus Rescale [v2.0]
monstah replied to SkyRex94's topic in KSP1 Mod Releases
Is Kerbalstuff behaving for you now? I'd love to get this on CKAN. -
Really? Well, nice to know. I'll stay away from it, then.
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[1.0.2][May17] SelectRoot2: Fixing stock awkwardness
monstah replied to FW Industries's topic in KSP1 Mod Releases
Updated CKAN for you, I'm terrible on GitHub so let's hope it works. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
monstah replied to ferram4's topic in KSP1 Mod Releases
Thanks! It's an early career rocket, no fairings. Nosecone + service bay, OCTO inside. No gimbals on launch, 1st stage is a Thumper. I fiddled around with tier 0 fins where the control surfaces begin to make area transition a little smoother, and it seems to have worked a bit. Near the top, where the Terrier decouples from the Thumper, however, area is bad. The decoupler juts out then back in, really unpleasant.- 14,073 replies
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[0.90] ShipEffects Sound Mod: Dynamic Sound Effects - v0.2.6
monstah replied to ensou04's topic in KSP1 Mod Releases
Hey, has anyone tried both ShipEffects and this? I haven't used ShipEffects since the 1.0.2 update, waiting for it to show on CKAN (probably on new release?). -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
monstah replied to ferram4's topic in KSP1 Mod Releases
Question: does bad area-rule design cause instability when transonic, or only drag? I think that might be what's affecting my rockets. Also, I've noticed some TWR settings implicate staging right at the sound barrier. Not good, peeps! - - - Updated - - - Also, tip: FAR's mach effects + this mod = buckets of awesome- 14,073 replies
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- aerodynamics
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I've had a goo canister that broke off during splashdown (so no KIS used to put it down) explode when my EVA Bob swam near enough to grab it (or its science, in case it was too large)
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I'm not sure I understood: so, you make a copy of the file named whatever, stored wherever inside GameData, and it will override the one inside the RT folder?
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MechJeb has an "attitude ajustment" window, where you can set some of its parameters, but AFAIK it's not a per-ship setting, and definetely not automatic based on mass.
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Mod to auto-disable temperature guages
monstah replied to TinfoilChef's topic in KSP1 Mods Discussions
Simple and to the point, thanks guys! -
So awesome Oh my, so much fun in such few sentences.