ExMachina
Members-
Posts
27 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by ExMachina
-
[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
ExMachina replied to Boris-Barboris's topic in KSP1 Mod Releases
Hey! I don't know if it's a bug, but when I am on the standard fly-by-wire mode and I fire missiles from BDA, the plane nose dives quite violently and I cannot regain control nor input control. But when I turn off the autopilot and go back to SAS, the plane flies fine. Any idea why this happens and how could I resolve it? Thanks! -
[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.7.1.0 [2024-09-04]
ExMachina replied to DocNappers's topic in KSP1 Mod Releases
so does the irst pod help heat seekers to lock on long range targets (e.g. r-27et from smi missile launchers launched at 15km)? i tried to play around with the detection curves and it doesn't seem to detect heat from front and rear aspects beyond 11 km, even with full burners on.- 641 replies
-
- bdarmory plus
- bda+
-
(and 2 more)
Tagged with:
-
I have this weird extremely high-drag bug on the f-14 I made. The high drag only comes from the front glove of the craft, and on take-off roll, it explodes almost immediately after a few degrees of aoa (i also set the %mass to max and it doesn't help). I turned off aero failures and this causes me to stall out immediately, even without putting any control inputs. the wing glove is made out of the b9 pWings.
- 935 replies
-
- aerodynamics
- far
-
(and 1 more)
Tagged with:
-
[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.7.1.0 [2024-09-04]
ExMachina replied to DocNappers's topic in KSP1 Mod Releases
Hey! First off, great mod continuity, I really like the new targeting logic with the missiles A few questions however: 1. Does maxOffBoresight actually work? It seems to me that even if I set it to 200 and heatThreshold to 10, the IR seeker does not track. 2. Does uncagedLock actually slave the IR seeker to radar? 3. What's the difference between AugProNav, ProNav, and AAM?- 641 replies
-
- bdarmory plus
- bda+
-
(and 2 more)
Tagged with:
-
The BDB Inon (or RL10) engine does not seem to change thrust even on different tech levels nor change thrust from different variations. Any idea why?
- 232 replies
-
- real fuels
- configs
-
(and 1 more)
Tagged with:
-
[WIP] Photon Corp. (Stockalike Orbital ATK Mod)
ExMachina replied to DylanSemrau's topic in KSP1 Mod Development
First off, I wanna greet everyone a Happy New Year, and second, this mod is amazing However I have a problem with the Shuttle Modular Launch Pad, the SRB gets caught in the walls of the pad. I'm also using the reDIRECT SRB decoupler so that it wouldn't clip in the launch pad, but the shuttle still does a post-launch twang movement because the SRB gets caught. -
I don't know if it's just coincidence or a bug but I tried to use the IUS but I keep crashing in the VAB. Anyone got a scooby for this one?
- 46 replies
-
- breaking ground
- payload adapter
-
(and 1 more)
Tagged with:
-
Science aint' working on BDB Probes
-
The reDirect SRB's have no thrust curve and is just full power all the time, burning through the entire tank in 20 seconds How do I combat this?
- 232 replies
-
- real fuels
- configs
-
(and 1 more)
Tagged with:
-
-Problem with reDIRECT- -tanks still have Oxidizer and I don't have a Switch Tank option when I right click.- disregard, found solution from past posts
- 232 replies
-
- real fuels
- configs
-
(and 1 more)
Tagged with:
-
Just wanna ask, Can I add different fuel types to modded engines? For example, the Soyuz U uses RP-1 (or RG-1 in Russia's case) and LOX, but the Soyuz U-2 uses Syntin and LOX. Can I edit the .cfg of the Tantares RD-107 and 108 to add different fuel modes? If so, how do I do it?
- 232 replies
-
- real fuels
- configs
-
(and 1 more)
Tagged with:
-
Alright so I've figured out that Tantares performs well with 3.2x But another problem arises, where do I put the configs for RemoteTech compatibility? I've put it in the Tantares folder, didn't work. Put it in the Tantares/parts folder, and it still didn't work.
- 22,525 replies
-
- 1
-
- totm march 2020
- mod
-
(and 2 more)
Tagged with:
-
Will Tantares rockets have enough Delta-V for a 3.2x scaled Kerbin?
- 22,525 replies
-
- totm march 2020
- mod
-
(and 2 more)
Tagged with:
-
KSP Interstellar Extended Support Thread
ExMachina replied to FreeThinker's topic in KSP1 Mods Discussions
So I've just discovered that it happens on any engines that use air as propellant. -
KSP Interstellar Extended Support Thread
ExMachina replied to FreeThinker's topic in KSP1 Mods Discussions
Hey I'm back. Problem with the Nuclear Turbojet... again. Only one engine works, the other always flames out, even with the working engine shut down. Air combustion fails on atmospheric, even when I change to oxidizer. How can I resolve this issue? -
[1.8.1-1.9.1] Rescale Continued v.1.0.0
ExMachina replied to Profiremu23's topic in KSP1 Mod Releases
what's the geosynchronous orbit altitude for 2.5x? -
Any tips on how to land this thing with FAR?
-
[1.8-1.12.x] Buran Energia [Fully Usable]- 2.1 [RSS/RO Compatible]
ExMachina replied to papasid's topic in KSP1 Mod Releases
Do I need to put the RO folder even though I'm playing on FAR/Stock save? -
KSP Interstellar Extended Support Thread
ExMachina replied to FreeThinker's topic in KSP1 Mods Discussions
Hey! Im fairly new to this mod, thus trying out everything on sandbox. I tried using the Nuclear Turbojet, and everytime I pass 193 m/s my throttle just automatically goes down and I can't throttle it back up. I tried using pre coolers and shock intakes, even changing from Atmospheric to Carbon Dioxide fuel mode but, no luck still. Can someone tell me how to properly make the engine run? -
[V1.2.3] Nice MKseries Body [NMB] [V3.8] [2022.11.2]
ExMachina replied to Kernowden Kerbin's topic in KSP1 Mod Releases
Hey! I was just wondering, how can i make the f-22 cockpit and bomb bay gray? I had the TURD mod but it isn't featured as a recolor compatible -
[V1.2.3] Nice MKseries Body [NMB] [V3.8] [2022.11.2]
ExMachina replied to Kernowden Kerbin's topic in KSP1 Mod Releases
Do you mind if I ask? But how did you manage to get the all-moving wing to move together? When i do it to mine they just kinda float away from each other everytime I input control then fuse together when I let go and it breaks my immersion.