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KSP2 Release Notes
Everything posted by DaMachinator
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Mouse supported on PS4?
DaMachinator replied to flaming pineapple's topic in KSP1 Technical Support (Console)
An alternative would be to get a UI designer with console experience to completely rework the control layouts. As for maneuver nodes, a method to switch between the three axis (normal, radial, and prograde/retrograde), using the analog sticks to add/subtract Delta-V from the node, sounds (in theory) like a good idea. -
This is on PC, with a lot of mods, so only partially valid, but my entire KSP folder takes up only 3.5 GB. Also, did someone not mention earlier that they had "seen this issue on PC before" and that "it got patched"? Might this be related to the PS4 and XBOne versions being equivalent to KSP-PC 1.1.1? (the latest version is 1.1.3, which I assume Flying Tiger Entertainment is busily porting).
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- xboxone
- missing save
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Launchpads are made of a material that is highly flammable when subjected to high loads. Suspected mods: KJR and (possibly) SpaceY. Steps to reproduce: Find something big to put into Minmus orbit. Preferably weighing 200 kilotons or more. Add large-diameter SpaceY parts and other things until it can get to Minmus orbit, in the same manner as you would build a regular craft. It should weigh somewhere around 1 megaton or more. Add the big SpaceY launch clamps. (And probably the stock ones too, for good measure.) Set up the staging such that the first stage activates enough engines to go up, and the second stage disengages the launch clamps. Launch the craft. At either main engines start or launch clamp release, the launchpad should spontaneously combust without injury to the rocket. This happens fairly dependably with anything bigger than 1 megaton that use launch clamps. Unfortunately, I have been unable to determine whether this is ALL launch clamps or just the big SpaceY ones, as it does not happen under a certain craft weight (or maybe thrust) and the stock launch clamps look woefully inadequate for anything of this size. I should probably test this again with a LOT of stock launch clamps instead of 4-12 big ones. While I know that I'm on an unsupported version, I am looking for tips on how to narrow this down to a more specific set of actions. In addition, I have no idea whether this issue persists in the latest version.
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- superheavy rockets
- 1.0.5
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Planes always fishtail
DaMachinator replied to noobsrtoast's topic in KSP1 Gameplay Questions and Tutorials
I do mean several wing sections that do not share a root part, but are very carefully placed to look like a single wing. I typically use SHIFT+WASD for rotating parts instead of the rotate gizmo. -
Planes always fishtail
DaMachinator replied to noobsrtoast's topic in KSP1 Gameplay Questions and Tutorials
Cannot tell if sarcasm or not. Would you mind informing me how to get a multipart wing to be properly angled up? (Self-imposed rules regarding part clipping aside, I find putting on landing gear to my satisfaction to take way too much time. I think I have OCD or something...) -
KSP PS4 Button Cheat Sheet
DaMachinator replied to Taipan's topic in KSP1 Technical Support (Console)
If the bottom of the images in the Imgur album is cut off for anyone like it is for me, try clicking in the top left corner. -
Planes always fishtail
DaMachinator replied to noobsrtoast's topic in KSP1 Gameplay Questions and Tutorials
Most of my aircraft are complicated enough that this becomes very difficult. I have a tendency to make 1.25m planes with massive swept wings in a canard + elevon configuration, especially for high-altitude craft. Effectively, a supersonic powered glider with a gullwing design, with in-wing or under-wing engines, a single rear-mount engine, and a lot of fuel. -
Planes always fishtail
DaMachinator replied to noobsrtoast's topic in KSP1 Gameplay Questions and Tutorials
Wait, planes should take off by themselves? EVERY SINGLE PLANE I've made, even ones where the front wheels are higher than the rear wheels, requires me to pitch up at least a little to get airborne. -
If you're amenable to installing mods, install SpaceY Heavy Lifters and SpaceY Expanded and make a 7.5m megalifter with side boosters (because usually the core stage will not be able to orbit on it's own - you'll need aspargus or onion staged boosters, or some of the really big SRB's) Mod also comes with massive radial decouplers with integrated sepratrons, and a bigger version of the sepratron.
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Craft gets contorted after reload
DaMachinator replied to Dafni's topic in KSP1 Technical Support (PC, modded installs)
Have you recently passed by this craft at high relative speed within physics loading distance? -
Transfer burns and alarm timings
DaMachinator replied to Zo San's topic in KSP1 Gameplay Questions and Tutorials
You can get to Moho without a normal/anti-normal adjustment by intercepting it at it's periapse relative AN/DN which should be at or close to Moho Ap/Pe. -
The Grand "Imgur albums/links are broken" thread.
DaMachinator replied to Bloojay's topic in Kerbal Network
It's been like that for the past year, at least. It's literally just a simple image hosting site with no way to find things you've already uploaded - you've just got to keep the links around. -
Okay, about aerocapture . . .
DaMachinator replied to CobraA1's topic in KSP1 Gameplay Questions and Tutorials
There are mods that allow you to run simulation flights, like K.R.A.S.H.- 21 replies
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- aerocapture
- reentry
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Okay, about aerocapture . . .
DaMachinator replied to CobraA1's topic in KSP1 Gameplay Questions and Tutorials
The other option is to install the Inline Ballutes mod and go much higher than you ordinarily would, as they have a lot of drag. I aerocaptured to suborbital trajectory on Duna with one of those from a flyby trajectory with periapse 12km. The craft was of a design such that aerobraking was possible without the 10m inflatable or the ballute, instead attaching heatshields with integrated decouplers to the bottom of the main stack and each of the four radially attached engine+fueltank pods.- 21 replies
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- aerocapture
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It's almost certainly less than that - I've reversed orbits on Minmus before, and I don't remember it being THAT much...
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Hence my suggestions of BBCode or MarkDown. The only thing unrestricted HTML allows you to do that could make it a bad idea (that I am aware of) is embedded objects. Workaround is to use a different image hosting site. I like u.tylian.net + spoilers to pretend that I have an album and not several embedded photos.
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Effects of Special Realitivty on STL vessel
DaMachinator replied to FreeThinker's topic in Science & Spaceflight
I think this is what happens from the point of view of an outside observer were a ship to travel at the speed of light. From the point of view of an inside observer, everyone would be blind. -
Which reminds me, what are the objections to having an alternate editor layout that uses HTML, Markdown (as used by Reddit and GitHub) and/or BBcode? To clarify, this would be an "Advanced" option or something in the standard editor, where one could switch modes.
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This Day in Spaceflight History
DaMachinator replied to The Raging Sandwich's topic in Science & Spaceflight
The Explorer 4 drawing looks like they commandeered a Minuteman ICBM to put it into orbit. -
On minmus nothing is expensive. I bet you could EVA the kerbal in the wrong orbit all the way to your ship with just his/her jetpack.
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See also: NEXUS, DC-Y concept, North American Air Augmented VTOVL, and others.
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If there are, they are military designs and therefore probably classified. You would have to design one from scratch. Which you would have to do anyways, because replacing engines on a precisely designed aircraft is no simple task. It might not be possible at all. Voyager/Voyager 2 http://www.aerionsupersonic.com/ is probably the one. Note my above comment that the noise of the sonic boom is proportional to the lift generated by the wings, heavily favoring business jets for supercruise capabilities. Unless it's a closed-cycle design, like a nuclear lightbulb (closed-cycle gas core reactor rocket) Which so happens to be even more efficient than a solid core NTR. Even better would be nuclear pulse propulsion, which has the side effect of frying unshielded electronics on the same side of the Earth as it when you use it because of the EMP from a nuclear explosion.