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Everything posted by BahamutoD
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Shuttle adventures: That wasn't supposed to happen... take two: Success!
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
BahamutoD replied to sirkut's topic in KSP1 Mod Releases
A huge YES to sounds. KSP is lacking in sounds. On a side note, another testament to the power of the adjustable rail: -
Ker-Bull Air Race (New Update to Better Gates)
BahamutoD replied to Darren9's topic in KSP1 Challenges & Mission ideas
I eagerly tried this out, but when I got to the first gate, it broke in half, tipped over and smacked into my plane. Is this the "glitch gates" you were talking about? Is there any way around this on my end? On a side note, I get a huge FPS drop (down to 5-10 fps) while looking towards the horizon, which you are forced to do for this race... Looking straight up or down I can get 30-60 fps. Any info on this would be helpful too. Until then... I'll stick with space! -
DROMOMAN - modular arm parts for Infernal Robotics
BahamutoD replied to nothke's topic in KSP1 Mod Releases
The arm worked better than expected. I expected massive wobbles and glitches since that tends to happen when you stack robotic parts in games like these, but it held up quite well, even with the violent nature of the electromagnet (it wobbled on connection but didn't break). It completed my Space Shuttle build! The only problem was that it clipped through the bottom of the cargo bay when I landed pretty hard and exploded into the ground. Not sure if theres any way around that other than quantum struts.. -
Today, my Kerbals went around acting like they were humans, using shuttles to build a space station and surviving the return trip. Silly kerbals.
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This is my VTOL SSTO, using the B9 vtol jet engine and Sabre S engine. Flies quite well. video in action!
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
BahamutoD replied to sirkut's topic in KSP1 Mod Releases
Nevermind it works now, after a few restarts of the game. Dunno what was wrong earlier, I didnt have damned robotics or anything, but its all good -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
BahamutoD replied to sirkut's topic in KSP1 Mod Releases
I just installed this (put the MagicSmokeIndustries folder into the gamedata folder like any other addon), and the parts aren't showing up. Am I doing something wrong? (v0.21.1) Edit: I also noticed that one of the folders was "Plugin" instead of "Plugins", but it still didn't work either way. -
SSTOs! Post your pictures here~
BahamutoD replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
My latest experiment-gone-right, an SSTO that can refuel and return to the VAB helipad, then go back to orbit. -
Fastest Drop Pod from Orbit to Landing
BahamutoD replied to Zack's topic in KSP1 Challenges & Mission ideas
Nice, this challenge is starting to get rolling. Some impressive stuff in here. Time to return to the drawing board -
Those are ladders which.. sort of.. work. I demonstrate at the end of this video:
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Today I worked on a jet plane VTOL which I am pretty proud of. I got it balanced and controllable enough to come in from horizontal flight and land vertically on the VAB helipad! And I made a video:
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My crafts are usually too sketchy to trust to the Mechanical Jebediah, but it is suuper useful for dV information, radar altitude, suicide burn countdowns etc. Other than dV which can be calculated, alot of difficult maneuvers and calculations that you wouldn't have time to plug into a calculator (who would wanna do that for a game anyway) are filled with guess work and reloading quicksaves. As for autopilot, it makes bathroom breaks more productive.
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Part Description
BahamutoD replied to polimerjones's topic in KSP1 Suggestions & Development Discussion
I agree with OP. Now that I've been playing for a while and know what parts do from experimenting/watching youtube videos, its not a problem but I remember starting out having no idea what parts do or avoiding certain parts because of their description. Maybe under the joke description an actual brief explanation would have been helpful. -
Today, I also refreshed the KSP site and blog repeatedly but in the mean time, tried making a playground swing on a Mun arch.
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Fastest Drop Pod from Orbit to Landing
BahamutoD replied to Zack's topic in KSP1 Challenges & Mission ideas
Thanks, guys! Coneshot, yeah it takes a few tries to get the number of seperatrons right, and the timing on when to hit them. The first one had a bigger room for error since it had all the SAS units to break the fall if u stage too late or too early. The second one took like 10 takes to get a safe landing haha -
Fastest Drop Pod from Orbit to Landing
BahamutoD replied to Zack's topic in KSP1 Challenges & Mission ideas
Ok, no speed record here, but I landed my first design at KSC in 2:07, and a newer more sophisticated design (explosive doors, 3 passengers, less hardware assisted lithrobraking) at KSC in 2:25. -
Fastest Drop Pod from Orbit to Landing
BahamutoD replied to Zack's topic in KSP1 Challenges & Mission ideas
This seems fun and no one is posting, so I put a quick attempt to at least set a baseline to beat. I'll do a better one after this. Time: 2:12 Bonuses.. thrust downward. Video here when it finishes uploading: