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Everything posted by DChurchill
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Technically speaking, I have Kerbals in a universe that appears to be suspended in an etherspace known as Desktop/KSP.20, and another set of Kerbals who just popped into existence a couple weeks ago. Woot! 250. That's Senior Spacecraft Engineer to you, buddy.
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That's what I use them for. Sending 3 guys to Duna in just a Mk1-2 is cruel.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
DChurchill replied to sirkut's topic in KSP1 Mod Releases
Ugh. Ok. My bad. I'll try that tonight. -
I was 4. I vaguely remember it.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
DChurchill replied to sirkut's topic in KSP1 Mod Releases
Never had Damned Robotics and this is a fresh .21 install. It will turn 45 degrees per button push in the VAB but nothing on the pad. Tried both no assignment and with assignment. I noticed the subdirectory is named plugin instead of plugin(s) like it other plugins. Not sure if the path to that stuff is hard coded by Squad or you do it when you make the plugin. Not sure if it matters. Edit: tried both and it didn't matter anyway. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
DChurchill replied to sirkut's topic in KSP1 Mod Releases
I for the life of me can't get this to work. I can see the parts and the interface and have assigned keys 0 and 9 and nothing. Drop the MagicSmokeIndustries folder from the zip into GameData, right? -
Good Add-ons that aren't game changing?
DChurchill replied to potoes6's topic in KSP1 Mods Discussions
ISA Mapsat is fun. Just 2 parts added to the game but it lets you map the surfaces of planets and moons. Lazor Cams is fun. Adds a placeable camera you can use to pan and zoom. I use them on my MapSats so they're sort of like Mars Reconnaissance Orbiter. Lazor Docking Cams add no parts at all but add a layer of fun to docking. -
Best Engines for Lander?
DChurchill replied to LuckySl7vin's topic in KSP1 Gameplay Questions and Tutorials
If you're a noob, try this one. It's real simple and it will have plenty of dV to get you down and back. You can leave off the SAS on the top to save some weight. I'm assuming that's a .20 design, Xeldrak? -
can you rotate a docked space statoin piece?
DChurchill replied to skyace65's topic in KSP1 Gameplay Questions and Tutorials
Hmmm. I might have to try that. Even half a degree is generally not close enough for me. The problem is that I know it's not zero, even if I can't see it. -
can you rotate a docked space statoin piece?
DChurchill replied to skyace65's topic in KSP1 Gameplay Questions and Tutorials
I love the Lazor stuff. I use the regular cams and the robotic arms. Just not interested in weaponry. -
can you rotate a docked space statoin piece?
DChurchill replied to skyace65's topic in KSP1 Gameplay Questions and Tutorials
Nope. Precision is your best bet. Get Lazor Docking Cam which will give you an angle to work with. I can usually get it to within half a degree which is almost imperceptible. -
Not by the time your station crashes.
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I use stock for everything except where there is some function for which there is no stock part. ISA MapSat, MechJeb, TAC Fuel Balancer, KAS, Procedural Fairings. I feel the way regex does. I don't have anything against some of the part packs, they're great, but they don't fit with stock parts, and I like the stock parts. I have KSPX too, because they may as well be stock, but as more and more of those parts become actually part of the game, the need for it has diminished. Claira is working for Squad now, after all. There are a couple tank configurations in it and the big diameter nuke which will keep me using KSPX until/if they make it into the actual game. Has Kasper made any plans to update KSPX for .21? Or does it not need it?
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Yep. I have both on my station, depending on what I'm intending to plug into it. Big fuel tanks get a senior, then I have modular solar power modules, think: standard port - 1K round battery - roundy pyramid girder thing - long girder segment with 4 large solar panels - roundy pyramid girder thing - 1K round battery - standard port. I can stack those up for any length and don't really require a senior port. You can sort of see it on the end, there. This one died with .20 but the new one I have is similar.
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Yet another Mechjeb thread (but this time different)
DChurchill replied to Johno's topic in KSP1 Discussion
And if that didn't get you, the giant blowtorch at the end would. I saw a Shuttle launch from the causeway at KSC which is about 6.5 miles. Loud. Very loud. The pops it made we like shockwaves themselves. -
Yet another Mechjeb thread (but this time different)
DChurchill replied to Johno's topic in KSP1 Discussion
Yes it does. You have to pick that tab from the customization menu. It's definitely in 2.0.9 as a separate tab, but us still could get those stats my hand selecting them into another window in 2.0.8. Some of your other cons are definitely valid, though. I've noticed it's a lot more wobbly with .21. It's going to need to be tweaked. Even Smart A.S.S. tends to be a little twitchy at this point. Honestly, it may be partly due to the ship I was using. I had an ASAS ring on it by force of habit which may not play well with the built in SAS of the Mk1-2 pod. Seems like it should make it more solid, but turning off the torque on one of them seemed to settle the ship down some. -
Yet another Mechjeb thread (but this time different)
DChurchill replied to Johno's topic in KSP1 Discussion
On the other hand, if you install MechJeb and use it to do stuff, feel free to post your achievements on the forums, because any opinion of your achievements that doesn't come from yourself is utterly meaningless, and certainly doesn't need to be validated by some self-appointed "achievement validator" on the internet who you'll probably never meet. That being said, The beauty of MechJeb is that you can use the pieces of it that you want. You can even exclude MJ from loading the pieces that you don't want, so you don't have to even look at them. Engineer is great, but it doesn't have Smart A.S.S. -
I'm not sure how you "abuse" MechJeb. Are there rules for using it that I've missed?
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How can i slow down in an orbit
DChurchill replied to TYRT's topic in KSP1 Gameplay Questions and Tutorials
And burn up a ton of fuel in the process. -
How to Select Target Space Vehicle
DChurchill replied to Apollo13's topic in KSP1 Gameplay Questions and Tutorials
It's a little wonky. You could enter one then use [ or ] to switch to the other. The [ and ] only work when you're actually in the ship and close enough to something else to switch. Or you could fiddle with mouse cursor placement till you get the one you want. There may be other options that I'm unaware of. -
Not without a mod. TAC Fuel Balancer isn't magic, the craft have to be docked and requires a VAB part, but highly worth it if you have those radial RCS tanks. If you connect a new module to your station with it on there then it will work for the whole station as well as any craft that dock there. http://kerbalspaceprogram.com/tac-fuel-balancer-v1-0/
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Okay, guess I *won't* be reporting this bug after all...
DChurchill replied to Tiron's topic in KSP1 Discussion
Nevermind. -
List of working mods working/not working for 0.21.1
DChurchill replied to sidfu's topic in KSP1 Mods Discussions
Yes. 2.0.9 does. It's going to need some tweaking apparently, but it works. I can confirm Ascent Guidance and Smart A.S.S. work as before, though. That's all I've used. http://forum.kerbalspaceprogram.com/showthread.php/12384-PART-0-21-Anatid-Robotics-MuMech-MechJeb-Autopilot-v2-0-