

davieholgate
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Everything posted by davieholgate
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Harnessing the Kraken: Eeloo in 11 hours!
davieholgate replied to Comrade Jenkens's topic in KSP1 Discussion
Holy crap... Ive overloaded Google! It cannot compute ancient technology of K Drive! Google 414. That’s an error. The requested URL /search... is too large to process. That’s all we know. You guys try pasting TÃÂÃÂî̂hÉ̗̯̟̖̻̹eÙ̟̟̱̖̪ãì̌̉̇ ̥̲ÉÎ̞å̊̿ìp̬Î̱ÃÂ̚Åo̩ÚÕÓ̘Ãâ€Ã¡ÂºÆ’̘� �ÌÂeÙÎÖ̖̻̱̗ïär̳̤̻ÌÂ̓ã̉ ̼̰ÌÂÌ“Ì¿Ì‚ÌÂÃÂo̲ÉÃẨfṴ̳̘̳̮̰̀Ã¥é̀̎ç çÒ ̤ÃÂÃŒÂÃâ€Ãâ€Ãâ€ÃŒÂ²Ã‹Ì‘ÌŽÌ„k̟̟̳̽ÃÂ¥ÃÂÆÃ¥ÅrÚÙ̽̒ ìÃ¥éî̽á¸ÂÃâ„¢Ãâ€Ã©ÃŠÌ…Ì¿k̯Ú̽ē̊éÃÅ’n̂̽Ëé� � ÃÂ̯̱̺ÃÂÇï̅̀c̅̋×̄̽̀oÇæmÑ̓pÕÖ̪̪ ̬É̱æÌ̓ÃÂeÃŽÃâ€ÃŒÅ¾ÃŒÂ³Ãâ€ÃŠÌ‘lÌ¥ÃÂ̳ÌÂ̹̹ÖÃÂìs� �ÌÂÃŒÂÆ̒Ìâ€Ã‚× ÈÃ¥Ì̒̉ì̚y̹Õ̫Ãâ€ÃŒÅ½ÃŠËÌÂ̈oÓ̲̯ÌÂu̲××� �×Ë̽æ into google. -
Harnessing the Kraken: Eeloo in 11 hours!
davieholgate replied to Comrade Jenkens's topic in KSP1 Discussion
EDIT: DUPLICATE POST (delete please) -
Harnessing the Kraken: Eeloo in 11 hours!
davieholgate replied to Comrade Jenkens's topic in KSP1 Discussion
Ancient language of the Duna people!!!! Maybe the Kraken wiped them out when they poked it too much and left SSTV's to warn us! -
Haha, takes a while but don't worry. Manoeuvre nodes are your best friend (I use MJ too )
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Davie Space Program sends its regards, and we hope your 3rd try will succeed
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Bigger Capsules
davieholgate replied to xenomorph555's topic in KSP1 Suggestions & Development Discussion
on the Bobcat American Pack mod, I think its glitched as it seemed to carry all 42 of my astronauts -
Looks like Kraken already has plans for breakfast, lunch, AND dinner today
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Bigger Capsules
davieholgate replied to xenomorph555's topic in KSP1 Suggestions & Development Discussion
you can get Bobcat's American Pack mod to test these things out, the Orion is great (but I think we need a revamp of the Mk 1-2, I just don't like the design) and should 100% be implemented -
:0 *whole kerbal executive board of rocketry turns around* how big are we talking here?
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about that... I was flying to laythe, entered atmosphere at 4x warp and my whole lander disassembled and multiple crafts around my solar system were, for no reason whatsoever lost and the crew returned to KSC... I did take 1 pic of a station I made though, it wasn't intended to be a lab station but I thought it would be a good opportunity for aesthetics: http://steamcommunity.com/id/davieholgate/screenshot/3372369252196137038
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I've had bigger parts and Saturn v style parts since NovaPunch a year back
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If you are open to mods, try this: http://kerbalspaceprogram.com/hooligan-labs-airship-parts-and-plugin/ On the wiki it says you CAN put Kerbals on the surface, but all craft are crushed or devoured by the Kraken. EDIT: try making a space station then, since it may also be impossible to save while using balloons too, sorry
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i made a 128 meter high rocket capable of getting to Jool. Combined use of KWRocketry, NovaPunch, and Mechjebhelped this thing get there... http://steamcommunity.com/id/davieholgate/screenshot/3281173513834393408 Also, with the probe on top I did my first ever aerobrake, so im happy with that
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Poll: Kerbal Space Program's Mun Landers
davieholgate replied to AncientAstronaut's topic in KSP1 The Spacecraft Exchange
So I clicked yes, and what are you going to do about it if I don't post pics -
http://forum.kerbalspaceprogram.com/threads/25830-0-23-TAC-Self-Destruct-v1-3-1-22Dec
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attach a few seperatrons in a retrograde firing position and when you stage, auto de orbit due to seperatrons applying retrograde forces
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Moon landing, stock parts, without having gained any science prior...
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Moho equatorial station, then return... in one piece?
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Space station Mods in Keeping with Stock
davieholgate replied to chrischambers's topic in KSP1 Mods Discussions
Mod, with stock parts? that's gonna be difficult. Use Kerbal Attatchment System for magnetic clamps etc: http://kerbalspaceprogram.com/0-18-2-kas-kerbal-attachment-system-v0-1/ Use Infernal Robotics to control the arm:http://kerbalspaceprogram.com/infernal-robotics-v0-6a-parts-pack-1-magic-smoke-industries-ksp-v0-21-1/ Or even use Romfarer's arm:http://kerbalspaceprogram.com/robotic-arms-pack/ -
On a mod hunt for something to help with launch windows
davieholgate replied to LunchIn10Seconds's topic in KSP1 Discussion
Mechjeb offers a planner for these things, you don't need to use the autopilot or anything else. and i'm pretty sure there's a protractor mod or something like that, just google it and maybe you'll find it if you are an Mechjeb hater EDIT: Kerbal Protractor: http://forum.kerbalspaceprogram.com/threads/21544-23-Protractor-Rendezvous-Plugin-v-2-4-4 -
Ok guys, I made what I call a 'Universal Launcher', it is designed to be able to launch all manners of spacecraft... and I have just realised that it has basically killed my launch hype, as i: 1: know it always works (100% Success Rate) 2: Carries heavy loads with ease *Disclaimer: I don't take any responsibility if your Station Core blows up attached to our hardware* 3: Long distance (To Eeloo... but ive not tried to get back yet...) Anyone else have any certain craft(s) which became a victim of its own success (like the NASA Shuttle Program or my rocket)? P.S. If you have steam, there will be screenshots of my rocket (and other designs).... it looks like a Delta IV - Heavy. STEAMID: davieholgate
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On planetary bodies, when the planet is at perihelion or aphelion of a planet in KSP, does the temperature differ? I think I may be onto something and squad accidentally added summer/winter style cycles... anyone up for checking all the bodies for this phenomenon?
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Pay for rocket fuel with real cash! Hats! Modders get banned! Anyone who uses mods to get parts better than our "fairly" priced parts on the Origin Store!
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What planet is that behemoth going to?
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Can I move it, or does a mod need to? EDIT: Im planning to use 1 ship constantly, so de orbit then re orbit may take a lot of fuel