The Destroyer

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About The Destroyer

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    Flight Director

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  1. Yeah, I remember them saying something about not selling out. Not sure if that included just EA/those kinds of questions or a blanket term, though. I mean, all the dev team basically left so there's no-one to keep the promise I guess. Hopefully someone can find a source...
  2. I felt like I got it once I stopped using mechjeb in .17 and remembered how it did things, to make me a better pilot. Now I've done grand tours, and never touched MJ (but love KER) since .17
  3. I don't use cheats because there's no fun in that. I try to stay away from overpowered mods and stick to realism. KSPI is pushing the boundry, it just makes things so much easier... I haven't used Mechjeb since 0.17 (it broke with the update, didn't transfer my ship to Duna correctly). Flying the ship is 1/3rd the game for me- I learned from mechjeb and now I'm a fine pilot. (though I have considered re-using it for laggy launches or just repetitive-ness)
  4. Sudden destroyer! @munlander1 pls
  5. Not yet. @sal_vager
  6. 1/10 I used to be very active on the forum but not so much anymore, so I don't see a lot of people anyway
  7. Nope. @munlander1 ?
  8. Dammit, 5 minutes ago. So close. @CobaltWolf I choose you!
  9. Gonna go with @WinkAllKerb'' Also, apparently now I'm famous
  10. threads of the month

    Sees notification Febuary TOTM? Interesting... Thanks @sal_vager ! Was not expecting that
  11. @FreeThinker That's the thing. Near future (all of it), konstruction, KSPI, USI-LS are all thats needed. What I'm not sure is what's required to make the craft fly
  12. @zanie420 Busy as always, will check today. EDIT: Here it is Zanie and @FreeThinker KSP: 1.2.2 (Win64) - Unity: 5.4.0p4 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bit Filter Extensions - Toolbar - 1.7.13 USI Tools - 0.8.7 B9 Part Switch - 1.5.3 Bon Voyage - 0.11.1 CameraTools - 1.7 Community Category Kit - 1.2.1 Community Resource Pack - 0.6.4 CommunityTechTree - 3.0.3 Contract Configurator - 1.22.1 CustomBarnKit - 1.1.10 Extraplanetary Launchpads - 5.5.4 Firespitter - 7.5 Flexible Docking - 1.0.4 Interstellar Fuel Switch - 2.3.2 KAS - 0.6.1 Kerbal Engineer Redux - Kerbal Joint Reinforcement - 3.3.1 HyperEdit - 1.5.3 KerbNet Controller - 1.0.2 Kerbal Inventory System - 1.4 KSP-AVC Plugin - ModularFlightIntegrator - 1.2.2 NearFutureConstruction - 0.7.2 NearFutureElectrical - 0.8.2 NearFuturePropulsion - 0.8.2 NearFutureSolar - 0.7.1 NearFutureSpacecraft - 0.5.4 Outer Planets Mod - 2.0 Play Your Way - 1.0.1 RCS Build Aid - 0.9.1 RCS Sounds - 5.0 Science Relay - 1.0.3 SSTULabs - StageRecovery - 1.6.5 Strategia - 1.5 TweakScale - 2.3.3 USI Core - 0.3.5 Karbonite - 0.8.4 Karbonite Plus - 0.7.3 Konstruction - 0.1.8 USI-LS - 0.5.14 Malemute Rover - 0.2.3 UKS - 0.50.8 KSP Interstellar Extended - 1.11.14
  13. @zanie420 Well, that's odd. My turbojets worked just fine, as long as they were close to the reactor, just not directly connected. They were working last week, maybe one of @FreeThinkers KSPI updates broke it. Or maybe it has something to do with the Near Future Electrical patch I use, maybe you need it? Not sure Also, I thought the Resistojet was KSPI as I thought it used Megajoules and hydrogen... hm. As per procedure, the Z-6 takes off on its turbojets, activates ramjets and flies at roughly 45 degree angle ascent until they cut out and D-T for orbit. Wakefields NEVER use at high throttle unless emergency
  14. @zanie420 Huh. I didn't realize I used those, I knew I used NFS but removed the panels and replaced em with stock ones. Even weirder is the Near Future Spacecraft.... huh.
  15. @zanie420 Antimatter core produces heat and charged particles. The heat goes to the ramjet for power, and a small amount of charged particles is used for electric charge- megajoules can refill electric charge, to power life support and reaction wheels. Don't attempt editing the craft file, as it's connected to other parts