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Everything posted by doggonemess
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I've got a Mun station! The core station has the huge fuel tank (which is full), hab module, and cupola. Launched separately were the science lab and ore refinery. They split in twain and then linked up to the core station in two different places. My Kerbals look super excited to be there, so mission successful. Here's a photo log of the mission: https://imgur.com/a/fwUuoZb The finished product: I might have been a little too liberal with the solar panels and radiators...
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Very cool mission! A suggestion, it would be easier for everyone if you put the images in a "spoiler" tag so that people don't have to scroll so much to go through the forum.
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I don't understand why, but engine plates always report decoupler attached wrong when I build with them. I can't figure out why this is how they're supposed to work if I'm doing it wrong. When I used them as designed, they work just fine. Can someone explain this, or is it some kind of bug? Thanks, Jamie
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I was curious about the same thing.
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Good to know - I'll do that next time. In the meantime, I sent Val up on a recon mission. Spoiler below, if you want to find anomalies by yourself.
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I intend to! This time, with a different craft. One with a lower part count. It was going 6 frames per second all the way to the Mun and back. EDIT: Yes, definitely the Mun. I used Kerbnet to find it, set the nav point as my target, and went to the exact spot. The navigation marker was actually several meters above the surface, with nothing visible outside of the map. Jamie
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So my excited journey is complete! I made it to the Mun and back... but didn't find an anomaly. Oddly, I reached the coordinates and there was nothing there. It was still a fun trip, and some very amusing things happened. And one not so amusing thing. Here's my complete travel log: https://imgur.com/a/OQmMPvB This screenshot sums up the mission pretty well: Jamie
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Yay! My obsessive-compulsive ADD fueled nitpicking is satisfied. And I am actually fielding a mission, no trolling intended.
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I think he's pointing out the typo in the title. Can it not be corrected once the thread posts?
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I've been using this for a few days now, and it's so good. This is how the craft menu should be. Bravo!
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This looks awesome! Trying it right now. Hey katateochi, post two more times at you'll be at 3,000 posts!
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High speed stock Aircraft challenge.
doggonemess replied to TheTripleAce3's topic in KSP1 Challenges & Mission ideas
In my experience, there's no such thing as 'luck'.- 71 replies
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Flying wing challenge!
doggonemess replied to Lego_Prodigy's topic in KSP1 Challenges & Mission ideas
I went kind of literal on this one. Believe it or not, it works. It'll do Mach 4 at 25,000 meters for two hours, too! I wouldn't recommend trying to turn or change pitch at full speed, though. It's pretty stable with or without SAS, but it's difficult to control, at best. Landing is nearly impossible. Bring a chute! Jamie -
Thanks so much! I can see it now. Glad to know that my machine is still capable, at least in this regard.
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Greetings, Excellent work! I have a newbie question - what mod did you use for the example screenshots? I'd like to see if the reflections are working on my setup, but none of the parts in SSTU have a "mirror" finish. I'm wondering if my graphics settings are configured properly. Thanks! Jamie
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"This end up". That's awesome. But the Russians recently proved that even with that label, it doesn't always work the way it's supposed to.
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[1.5.x]Dr. Jet's Chop Shop v0.11.4.3 (20.10.2018)
doggonemess replied to Dr. Jet's topic in KSP1 Mod Releases
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[1.5.x]Dr. Jet's Chop Shop v0.11.4.3 (20.10.2018)
doggonemess replied to Dr. Jet's topic in KSP1 Mod Releases
Can someone point me to an older version of this mod? I have an old craft that uses inlinechute.1t and I can't open it as the current Chop Shop doesn't include the part. That, or can someone tell me how to remove the chute without breaking the file? Thanks! Jamie -
Can an asteroid be destroyed?
doggonemess replied to Crusher48's topic in KSP1 Gameplay Questions and Tutorials
CHALLENGE ACCEPTED. -
Search for VAB mod that shows part source
doggonemess replied to doggonemess's topic in KSP1 Mods Discussions
Thanks so much guys! I didn't reinstall Janitor's Closet, as I was previewing a bunch of part mods and didn't see the need for it right away. AWESOME! Jamie -
Greetings, I had a mod a few months ago that showed the mod originator when you hover the cursor over the part menu in the VAB/SPH. For instance, you could hover over a stock part and the word "Squad" would appear, or over a KW part it would say "KW Rocketry". I had to reinstall at some point and now I can't remember what the name of the mod was. Can anyone point me in the right direction? Thanks! Jamie
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KerbalX.com - Craft & Mission Sharing
doggonemess replied to katateochi's topic in KSP1 The Spacecraft Exchange
I'm getting this problem as well. It started last night, as far as I can see. EDIT: This is what I see when I try to upload from KSP using the mod: I tried changing the images, omitting the images, changing and deleting the description, nothing seems to work.