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Everything posted by DaMachinator
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Devnote Thursday: Tweaking and Turning Gears
DaMachinator replied to SQUAD's topic in KSP1 The Daily Kerbal
Only if you have a job... That said, most new computers come with 8 GB RAM. The CPU is probably not going to be good enough to run the game with the clock green. -
5/10 You monster, but that's quite an impressive feat.
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Unneccesary Expensive and Complex Mun Mission
DaMachinator replied to NSEP's topic in KSP1 Challenges & Mission ideas
I overdid it too much and crashed my game. -
Ask a stupid question, Get a stupid answer back.
DaMachinator replied to ThatKerbal's topic in Forum Games!
Into the infinite abyss of nothingness! Where does all the money go? -
Unneccesary Expensive and Complex Mun Mission
DaMachinator replied to NSEP's topic in KSP1 Challenges & Mission ideas
Well, it seems that there's no restrictions at all...so...this will be perfect for me. -
5/10 Original name is original.
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Made and landed my first SSTO! I had to ditch it in the ocean after overshooting the reentry and running out of fuel. Carries 6 kerbals to a 90x90 orbit. The first attempt made it to orbit but could not maintain the correct reentry profile without RCS. The second attempt had RCS, but overshot KSP and ran out of fuel. I had to ditch it in the ocean with severe damage to the airframe.
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The Ultimate Jool 5 Challenge - 1.0 to 1.3
DaMachinator replied to sdj64's topic in KSP1 Challenges & Mission ideas
Or you can use Modular Rocket Systems docking lights (which have a single red light to indicate direction) and DPAI to do it by hand. -
Just to clear things up: This is not a KSP mod, it is an external tool to assist in the placement of commsat relays. I don't know how AntennaRange works, but you should be able to use it for that too. Works best in conjunction with an autopilot (MechJeb 2, kOS) and the Visual RemoteTech Planner by @ryohpops.
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7/10 Do you have a warp drive? Because the chances of randomly selecting the same body in the Kerbol system twice in a row are around 7%.
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Is this mod dead? Also, is the drop pod in the pic purposely not round?
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9/10 Mods + returned from somewhere outside of Kerbin's SOI
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6/10 - A day's drive away, but there are places further still (like Australia and Proxima Centauri B) Someone come save me, please.
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Devnote Thursday: Tweaking and Turning Gears
DaMachinator replied to SQUAD's topic in KSP1 The Daily Kerbal
\o/ *rides hype train* -
Devnote Thursday: Tweaking and Turning Gears
DaMachinator replied to SQUAD's topic in KSP1 The Daily Kerbal
Oddly enough, I think MechJeb somehow respects input control locks. Either that, or it has special handling for RemoteTech. I know Pilot Assistant does, but that's irrelevant. It appears probes will still be functional. If the targeted SAS works properly now (e.g. it starts stopping rotation BEFORE it gets to the target point) it will be entirely usable, albeit finicky. If the RCS can be USED, rather than just toggled, you can use RCS for fine adjustment. -
Devnote Thursday: Tweaking and Turning Gears
DaMachinator replied to SQUAD's topic in KSP1 The Daily Kerbal
Will this break scripted autopilot mods like kOS and kRPC? I like seeing my scripts continue to execute properly even after signal loss when playing with RemoteTech, it gives a unique feeling of accomplishment. (It also feels more realistic, but that's not the primary attraction for me.) -
RLA Stockalike adds gold variants of satellites, and a round probe core in a .625m form factor: Modular Rocket Systems adds more .625m parts: Fuel Tanks Plus gives you more options for .625m fuel tanks: Near Future Solar has some neat looking solars, and Near Future Propulsion has some cool electric engines, although you may want Near Future Electrical to help power them. Atomic Age by Porkjet adds the radioisotope rocket, a .625m rocket made of an RTG.
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It might, if you do something like install it wrong or use the wrong version for your game version
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Can You Recommend Three Mods For a NOOB?
DaMachinator replied to shadragon's topic in KSP1 Mods Discussions
Kerbal Engineer Redux SCANSat DMagic Orbital Science Kerbal Engineer Redux adds massive amounts of useful information to the game, including Delta-V readouts and orbital information. If you like to precision-design your rockets, or just want to know if your standard lifter can lift x payload into orbit, KER can do that. It's also useful for airplanes because it gives you fuel time at different speeds and altitudes. Works with modded planets too. SCANSat allows you to make maps of celestial bodies that are very useful for lander missions. Low and high-resolution altimetry maps give you slope and altitude data for selecting a landing site, you can map the biomes and scan for anomalies with another scanner, and it integrates with the stock resource scanning system to create resource maps. DMagic Orbital Science provides a host of new science instruments especially useful on unmanned missions, since many of them do not require recovery for full science value. It also adds smaller versions of the Mystery Goo and Science Jr. later on in the tech tree. Over all, an extremely well-balanced mod. -
The ugliest thing you've ever put into orbit.
DaMachinator replied to Omegagoldfish's topic in KSP1 The Spacecraft Exchange
This is a good question - I've done plenty of things with no regard for aesthetics. My first Minmus lander probably fits the bill, but I don't know if I still have any pictures. -
SSTOs! Post your pictures here~
DaMachinator replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
My only fully functional SSTO - the VSSTO lifter for the Caduceus disposable exoatmospheric lander. (It could probably land on an atmospheric planet, but I wouldn't suggest it. Has enough delta-V to get to Moho and land.) It should be full stock. If you have problems loading it in stock (since I built it out of stock parts in a modded environment) let me know and I will rebuild it in a fully stock environment. https://kerbalx.com/DaMachinator/Caduceus