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Everything posted by Voodoo8648
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Ok, so I built a simple VTOL craft with 4 liquid engines and I would like to be able to control it like a quadcopter drone... more specifically, control it like a DJI Phantom drone. When I let off the controls I want the VTOL craft to automatically kill it's horizontal and vertical velocities. I have Throttle Controlled Avionics installed, so the balance of the engine output is good. Can Mechjeb do what I want it to do or is there another mod I need to install?
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Voodoo8648 replied to StarCrusher96's topic in KSP1 Mod Releases
For those of you who, like me are playing in a realistic career mode, may I suggest this glorious looking mod. A Kerbalized version of the Bussard RamJet. I will download this and incorporate this into my game tomorrow. Be advised, my space program will probably be a multi-year endeavor. I don't cheat. Nor will I use FTL propulsion. I have Better Time Warp mod, which allows around 10 million X warp, but that's as cheaty as I get.- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Voodoo8648 replied to StarCrusher96's topic in KSP1 Mod Releases
Seems cheaty to me... That's not possible in real life. Just sayin- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Voodoo8648 replied to StarCrusher96's topic in KSP1 Mod Releases
I am getting contracts that want me to come abnormally close to the Kerbol. Contracts want me to come within just 18km of the sun! Is this correct and accurate? Is it even possible? I'm getting several Kerbol missions, yet I'm still very early in my new career- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Voodoo8648 replied to StarCrusher96's topic in KSP1 Mod Releases
I fixed it @Galileo- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Voodoo8648 replied to StarCrusher96's topic in KSP1 Mod Releases
@Greatness101 Sorry I didn't respond earlier. Here is my list of mods. this is the list I pulled from CKAN, but there are some other mods installed that are not listed here, like Infernal Robotics for example and others- 4,170 replies
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Is there a cheat to ignore CommNet?
Voodoo8648 replied to Voodoo8648's topic in KSP1 Gameplay Questions and Tutorials
Never mind... A simple Google search found that CommNet can be turned off in the pause menu under Difficulty Settings -
[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Voodoo8648 replied to StarCrusher96's topic in KSP1 Mod Releases
LIVE Interactive Map for KSS (currently in development) https://bubbl.us/NDA2MjU3NC84MDE4Mzg5LzE4MzE4ZWI4ZmQwNjBkM2Y5MGQ4ZDkwMzE5MzkyODc0-X?s=8018389&utm_source=shared-link&utm_medium=link This is what it's starting to look like:- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Voodoo8648 replied to StarCrusher96's topic in KSP1 Mod Releases
I'm in the process of creating a Delta-V Map for KSS. After running different scenarios, here is an example of the minimum dV and time requirements needed to travel from an 80km LKO to a full orbital insertion of the Kirb star system at an altitude of the edge of Kirb's SOI. I do plan to make graphic visual map later, this is just a preliminary example for travel to one star system. Note: these are the MINIMUM dV requirements, and the minimum time required based on the dV used. Shorter arrival times are possible with more dV used (obviously). These figures do not factor in gravity assists from other celestial bodies. This is point A to B. Kerbin SOI Escape = 965 m/s 8 days until kerbin escape and next maneuver Inclination Burn = 8771 m/s 110 days until next burn Kerbol Escape / Kirb Encounter Maneuver = 4423 m/s 812 years until Kirb encounter and orbital insertion maneuver Kirb Orbital Insertion = 1831 m/s Total dV = 15,990 m/s dV- 4,170 replies
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[KSP 1.8.1] SCANsat [v19.1] -- Dev version [February 20, 2020]
Voodoo8648 replied to DMagic's topic in KSP1 Mod Development
Any difference between this version of scansat (17.5) and the version of scansat on CKAN here? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Voodoo8648 replied to RoverDude's topic in KSP1 Mod Releases
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Voodoo8648 replied to RoverDude's topic in KSP1 Mod Releases
I'm noticing that a lot of the parts are not searchable in the search bar, For example: If I search for 'kontainer' nothing shows up... this is just one example. What's wrong? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Voodoo8648 replied to RoverDude's topic in KSP1 Mod Releases
Here... I'm watching this right now as we speak. I am also new to MKS -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Voodoo8648 replied to RoverDude's topic in KSP1 Mod Releases
@voicey99 Thank you for the explanation. Given that Tac LS is already included into MKS, I think I will stick to TAC... Unless both, USI LS and TAC are compatible at the same time, then I'll download USI LS as well I have another question: Is EPL needed or required or is MKS a replacement for EPL? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Voodoo8648 replied to RoverDude's topic in KSP1 Mod Releases
Ok! Thanks you for replying Is MKS compatible with Tac LS? Example, will the greenhouse supply the food requirements that TAC imposes? Or is MKS made specifically for USI life Support? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Voodoo8648 replied to RoverDude's topic in KSP1 Mod Releases
Hi @RoverDude, Is MKS compatible with the Kerbalism mod, and if not, could you make it compatible with it? I am looking to switch from TAC LS to Kerbalism in the near future after kerbalism becomes compatible with Kerbal Star System. -
[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Voodoo8648 replied to StarCrusher96's topic in KSP1 Mod Releases
I'm not a Mac user, but here is a link on how to take a screenshot. https://support.apple.com/en-us/HT201361 You will need to upload your screenshot to a cloud service like Photobucket or Google Drive, or Onedrive and attach a link to the uploaded screenshot.- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Voodoo8648 replied to StarCrusher96's topic in KSP1 Mod Releases
Please attach a screenshot- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Voodoo8648 replied to StarCrusher96's topic in KSP1 Mod Releases
That fixed it!!! And thank you- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Voodoo8648 replied to StarCrusher96's topic in KSP1 Mod Releases
Mistaken Post- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Voodoo8648 replied to StarCrusher96's topic in KSP1 Mod Releases
Anybody know what's causing this blue line in the day / dark side transition? EDIT: I ensured that the newest visuals versions were installed but the blue line is still there- 4,170 replies
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Is Kerbalism compatible with Mods like USI Kolonization System?? or should I say is Kolonization compatible with Kerbalism? TAC LS and USI Kololization system kinda go hand in hand
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Voodoo8648 replied to StarCrusher96's topic in KSP1 Mod Releases
I've been using TAC Life Support for years. I have not considered using Kerbalism. Which mod is better? Can you use both or is it better to use just one?- 4,170 replies
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I have always used TAC Life Support and someone in the KSS community just commented on an upcoming compatibility with Kerbalism. My question: is Kerbalism compatible with TAC or is it meant to be used independently? Is Kerbalism compatible with other mods that provide support for TAC? Greenhouses, and converters, ect..