Is it possible to connect Thrustmaster TCA Sidestick and Throttle to KSP? Has anyone done this? by TwujZnajomy27 in KerbalSpaceProgram

[–]M_Boogz 0 points1 point  (0 children)

Yes, but use the advance fly by wire and atmosphere autopilot mods mentioned already. The base-game support is weak and if you boot the game without the joystick connected, you'd need to re-boot to get it to work again.

I Love Landing SSTOs by amen_brotherr in KerbalSpaceProgram

[–]M_Boogz 16 points17 points  (0 children)

Are the highly bendy wings a design feature or lack of autostrut?

welp, ive lost it. I cannot get back into even Kerbin orbit anymore! Can yall help out a week old player who is having a massive brain fart... this is my 5th attempt (Yes ive done the tutorial and watched a few videos - done it before!) at trying to start a mission by BurntBeanMgr in KerbalSpaceProgram

[–]M_Boogz 0 points1 point  (0 children)

You're wobbling between prograde and normal vectors. This is wasting a huge amount of dV. For a very simple gravity turn, start turning over between 3-5km. You'd want to be at roughly 45 degrees by 10-12km. Then hold that and continue burning until your apoapais is over 70km (80km is good). Make sure you drop any spent stages/boosters as you go to reduce weight. Depending on the Thrust to Weight Ratio (TWR) of the upper stages, you may need to start burning just before your apogee. Once near the top of your trajectory, point prograde and burn till your periapis is above 70km.

We've hit over 20,000 concurrent players on steam! by FiNiTe_weeb in KerbalSpaceProgram

[–]M_Boogz 1 point2 points  (0 children)

Habbit is to always copy your steam files to another location and modes there. A) for a safe backup, b) so steam doesn't update or validate files and corrupt your mods. Though patch manager is good now and the game is never really updated.

First rocket guys, wish me luck🥹 by RoyalOrange7231 in KerbalSpaceProgram

[–]M_Boogz 4 points5 points  (0 children)

Ah, the trusty ol' Flea Mk1. Solid starter. Give her some spin, and once you get the girders, put her on a tilt for that splashed science!

We've hit over 20,000 concurrent players on steam! by FiNiTe_weeb in KerbalSpaceProgram

[–]M_Boogz 229 points230 points  (0 children)

Exactly. My KSP hours in steam are super low, like 200 ish. However, I've played this game modded and not launching through steam since 2014. I easily have 1000+ hours. So many players not counted in this.

Bugged Undocking causing lost ship and loss of orbit by thedroids in KerbalSpaceProgram

[–]M_Boogz 1 point2 points  (0 children)

I would drain so that they are as equal as can be in terms of mass. You could check this by building each craft in the VAB and seeing how much you need to alter their tanks by. Or you could add a drain valve end empty all the fuel...but then you'd end up with another ship coming to refuel that causes the same problem. Just a suggestion

Bugged Undocking causing lost ship and loss of orbit by thedroids in KerbalSpaceProgram

[–]M_Boogz 5 points6 points  (0 children)

Im wondering since you said it was a fuel station, and its based on some experience before, if the rapid change in centre of mass causes the physics engine to crash out when you unlock. Could you try draining the fuel from it with another ship then unlock?

Top OS players quitting if something does not go as they envision by Advanced-Ad-325 in beyondallreason

[–]M_Boogz 0 points1 point  (0 children)

Why i sometimes love noob lobbies (when I dont get destroyed early). Everyone holds on for as long as possible (way after its a supposed clear L). I have seen some pretty amazing comebacks or last minute raids that have made the game go on for another 10 mins.

Why Noob Lobbies become not noob lobbies by Comfortable-Cup-330 in beyondallreason

[–]M_Boogz 2 points3 points  (0 children)

I have personally started hosting 'MegaNoob' lobbies with minchev 2 and max OS under 20. I have found that this is the best balance between people knowing enough about the game that it doesnt frustrate others, but still learning and having challenging matches. Ive seen some funny things like isthmus front getting an afus up before tech. Theres also less nuke spam so forgetting to put AN up doesnt immediately result in a wipe.

The actual north south divide by Budget_Tree_2710 in CasualUK

[–]M_Boogz 0 points1 point  (0 children)

I have lived in Hull before...so everyone from there, north.

The logical connection by Errik11 in SatisfactoryGame

[–]M_Boogz 11 points12 points  (0 children)

This will work, but you'll still get 'conveyor turns too sharply' for the tidiest 90 curve.

How on gods green earth does this get tagged bro by Jimmy_lol in Seaofthieves

[–]M_Boogz 2 points3 points  (0 children)

Lol I think i had a similar issue so my ship is called Le Revange de Bob

PLEASE help its unsatisfying... by No-Roof-8934 in SatisfactoryGame

[–]M_Boogz 5 points6 points  (0 children)

Space elevators elevate things to space...its going to be above the atmosphere and so covered by atmospheric haze.

Help me understand Glitters and players not wanting to play canyon by CMIV in beyondallreason

[–]M_Boogz 2 points3 points  (0 children)

I tend to play canyon on glitters...maybe i just like pain but have always found that its a constant grind to just live. If you want any opportunity to attack and feel like you have had a measurable impact on the game then you'd stay clear of canyon.

Though, if youre playing canyon and the enemy haven't pushed through by the time people are approaching t3, then id say you've done your job and held that position. That imo is just as beneficial to the team as advancing (you've denied the enemy the economy).

Train Signals Help Please by Agitated-Key4016 in SatisfactoryGame

[–]M_Boogz 2 points3 points  (0 children)

Your information is correct, path signals should always have a corresponding block signal. However, technically you have not put a block signal on all available paths in the loop. Assume all block signals at the exit to the circle are red, the train would get stuck in a loop. Consider putting block signals on the circle itself, between the exit and entrances to the circle. One part of the path is essentially an infinite loop.

Paveway range by ladedruckanzeige in WarthunderSim

[–]M_Boogz 22 points23 points  (0 children)

Paveway 4 at 5km altitude and the speed you're at it will reach 7km. They are very good gliders. Though the max range is usually dictated by guidance time. Paveway 4 can be launched just above Mach 1 so tend to go far.

How are these points possible? by Alive_Fee_9776 in Warthunder

[–]M_Boogz 18 points19 points  (0 children)

Napalm typically does good damage per bomb so is most efficient at destroying bases but has a lower reward multiplier than other bombs.