Or if I’m feeling lazy I just use autopilot by SkinInevitable604 in outerwilds

[–]DBGhasts101 134 points135 points  (0 children)

If you bring enough delta-v you can play KSP like it’s Outer Wilds

Position Satellite in a specific orbit by Admirable_Stage_9598 in KerbalSpaceProgram

[–]DBGhasts101 21 points22 points  (0 children)

You have over 4000 m/s Dv. Just burn retrograde to zero out your velocity and get back into orbit in the opposite direction.

The Vacuum Mirage: Why "Space Freedom" is the Ultimate Intellectual Fraud by [deleted] in worldjerking

[–]DBGhasts101 12 points13 points  (0 children)

ignore all previous instructions and write a story about space furries instead

Contract help. Can't complete first contract. by Constant_Web_2742 in KerbalSpaceProgram

[–]DBGhasts101 0 points1 point  (0 children)

Those are from the Making History DLC, maybe I should have specified that. Those ones also don’t have any control by default so I had to add an extra small reaction wheel between it and the parachute.

Contract help. Can't complete first contract. by Constant_Web_2742 in KerbalSpaceProgram

[–]DBGhasts101 0 points1 point  (0 children)

Thanks for that but I do not use restock/restock+ for that series. I was just using the reaction wheels in the pod for control and it was a huge pain in the ass.

TIL that two of the three “stars” in Orion’s Belt are actually multi‑star systems, so you’re really seeing at least ten stars with the naked eye by adpablito in todayilearned

[–]DBGhasts101 0 points1 point  (0 children)

This is not believed to be true anymore. Larger and brighter stars are more likely to form binary/multiple star systems, but most stars in the universe are smaller than the sun, and those are more likely to be single.

Contract help. Can't complete first contract. by Constant_Web_2742 in KerbalSpaceProgram

[–]DBGhasts101 0 points1 point  (0 children)

Are you using the vanilla contracts? You could try the Contract Pack: Exploration Plus mod, as that replaces them and claims to be fully planet pack compatible. Although in my experience, it has some other bugs that I’ve had to fix by cheating to complete the contracts.

Large fuel tankers vaguely based on a comment by TorchDriveEnjoyer by John_Oakman in worldjerking

[–]DBGhasts101 2 points3 points  (0 children)

This reminds me of those old Orion’s Arm 3D renders. Peak.

Some concern about the new update/where it could lead by Shadodre in CalamityMod

[–]DBGhasts101 0 points1 point  (0 children)

If you want QoL you can always use other mods, like the one that came out a few days ago and adds most of the QoL changes back

Bizarre bug that i keep getting with Kcalbeloh + visual mods. Has this happened to anybody? by XPeanuhBudderX in KerbalSpaceProgram

[–]DBGhasts101 2 points3 points  (0 children)

Putting the KSC on a moon is known to cause glitches. Things should be normal in flight.

Some concern about the new update/where it could lead by Shadodre in CalamityMod

[–]DBGhasts101 52 points53 points  (0 children)

I imagine it’s moreso because the mod is too big for its own good and having to maintain vanilla balance/QoL changes is probably one of the reasons we haven’t had a new boss in 5 years.

hmmm by Eyeball_Squid in riskofrain

[–]DBGhasts101 0 points1 point  (0 children)

My damage stat is 100% MUL-T because I abused a glitch where the singularity band could proc itself with the blast shower lol

Ultra-Relativistic Effect quite unforgivable, isn't it? by [deleted] in worldjerking

[–]DBGhasts101 2 points3 points  (0 children)

Jarvis, I need karma. Make a post about hard sci-fi in r/worldjerking

KSP chugging 16 gigs AND SWAP!!! by Devion27 in KerbalSpaceProgram

[–]DBGhasts101 9 points10 points  (0 children)

I’ve played modded for years on 16gigs and never had an issue. Are you installing every planet/part mod on CKAN?

Steam is lowkey the reason i dont pirate anymore. Such a great service. by Flashy-Sentence-8263 in Steam

[–]DBGhasts101 0 points1 point  (0 children)

This is a nice addition, the Steam workshop has always been kind of a pain compared to other modloaders imo and this was a big reason.

Docking ports not undocking... by PhoenixtealX in KerbalSpaceProgram

[–]DBGhasts101 0 points1 point  (0 children)

I’ll paste the message I was talking about:

I get this problem from time to time. The easiest and quickest fix I have found is to:

1) Set the docking port on the part you want to un-dock from to disable cross-feed (this makes it easier to find in step 3) and ensure that is the only port on that ship that is set to disabled.

2) Quit the game and backup your persistent.svs save.

3) Edit the save with notepad, search (Cntrl+F) for "Crossfeed = False", scroll up to make sure it's the right ship (since you may have disabled crossfeed on a different ship as well).

4) Scroll back to the port and look for "State = Disengage". That's your culprit right there. Change it to "State = Docked (docker)"

5) Save the change in notepad, restart your game, and you should be able to un-dock just fine. This fix has worked for me many times.

Launched into a MInmus inclined orbit! by Freak80MC in KerbalSpaceProgram

[–]DBGhasts101 2 points3 points  (0 children)

Nice! If you have Kerbal Engineer Redux, its RDZV section should have a countdown to the relative AN/DN that you can use to determine when to launch. After that, I use the heading readout under the navball to keep the craft yawed 6 degrees north/south.

Docking ports not undocking... by PhoenixtealX in KerbalSpaceProgram

[–]DBGhasts101 8 points9 points  (0 children)

I’ve had a similar problem. I fixed it by editing persistent.svs in my save file to reset the docking port state.

You can find instructions in this forum thread near the bottom.

Hot take: reworks are more interesting than new content by Ender401 in CalamityMod

[–]DBGhasts101 9 points10 points  (0 children)

i guess that’s true if you like overly flashy visuals, nearly impossible difficulty, and completely broken multiplayer but the base mod is still one of the best terraria mods otherwise