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Everything posted by Kerbal Productions
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Starship: Kerbin to Kerbin
Kerbal Productions replied to ralanboyle's topic in KSP1 Challenges & Mission ideas
Can I use landing guidance mods? -
this is good lmao
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If you are seeing this before 10 AM GMT, this is premiered. Please be on the premiere (if your time zone says so!) Subscribe too! It'll be helpful! https://www.youtube.com/watch?v=y97qjCOOljQ
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It's actually year 2055 at my movie, so it's like 34 years ahead of 2021, so yeah maybe the movie will be far from reality but ok.
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The tech I'm talking about is a helpful tech object that can teleport (slash bring things to orbit) , and one probelm is that the tech bugged, bringing the crew to a place far away.
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Flags Falling Over
Kerbal Productions replied to Noah Foloni's topic in KSP1 Technical Support (PC, unmodded installs)
Yes it's fixed now. Heehee And your signature: No. Maybe. -
I am making the movie script right now, but I have a couple of questions. Please answer them one-by-one! 1. Since my movie involves technology from the year 2055, what problems could I add? 2. Will I be judged when I don't use Scatterer for the planets? 3. Will I make Jeb a great character? Or just an ordinary Kerb? Suggestions are accepted too!
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Oh yes. @Souptime
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"Mirror" A KSP Cinematic Movie (+1 hour)
Kerbal Productions replied to Oraldo revak's topic in KSP Fan Works
I also watched your movie "Mohole", it was so great! -
"Mirror" A KSP Cinematic Movie (+1 hour)
Kerbal Productions replied to Oraldo revak's topic in KSP Fan Works
Your movie completely has astonished me, and inspired me for my movie too! I wish my movie will be as good as yours, but... yeah I wish! -
(TRAILER) Beyond Eeloo: An Upcoming KSP Movie
Kerbal Productions replied to Kerbal Productions's topic in KSP Fan Works
Good job knowing it! Brilliant! Well maybe there won't be any copyright claim XD -
I guess the next one will be @VoidCosmos. :DDDDD
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[1.8.1 - 1.10.1] BoostGuidance v1.0.1
Kerbal Productions replied to oyster_catcher's topic in KSP1 Mod Releases
It happens after the re-entry burn. And I tried to increase the torque of the booster guidance unit. Before that, I noticed that the retrograde is locked in 180 degrees, making it flip, so I realized that the mod goals for retrograde, or maybe it was me who did it. I just forgot what caused it, but I'll try it soon. -
[1.8.1 - 1.10.1] BoostGuidance v1.0.1
Kerbal Productions replied to oyster_catcher's topic in KSP1 Mod Releases
I have problems with landing on a droneship. 1. Sometimes, the booster will be upside-down at 3km from water. So the booster speeds up if it flips. Here's a diagram. 2. The boostback can bring the error to 500m, but when the re-entry burn is done, it pushes it to 2km or more. If I lessen the thrust limiter before re-entry burn, the error will increase, leaving me no choice but to use 100% thrust. Any solutions? -
I was testing booster landings, and here's what I found when I was about to load a craft! I always see eclipses from above atmosphere, but never have I seen from ground!
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[1.8.1 - 1.10.1] BoostGuidance v1.0.1
Kerbal Productions replied to oyster_catcher's topic in KSP1 Mod Releases
So I tried it out, the Super Heavy landed with just a 10m error! Great mod! But I had a problem: the booster nearly dived so hard so I tried to slow it with HyperEdit (sorry!). I think it was my fault cause I changed something. I'll update you when I solved that problem, but what a great mod! It landed my precious Super Heavy! Gotta try it to a droneship! -
Gonna try to check this.