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Enceos

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Everything posted by Enceos

  1. I used Infernal Robotics to make wheels foldable. Other than that I see only the KIS container mounted on the side. The girders for legs were probable scaled with TweakScale. I have a workhorse lander, which has been transporting goods and kerbals for more than two years for me. It has been to Mun/Minmus and back at least 50 times. It's the one on the left in this picture: Here it is docked to a station Landed on the Mun Flying shots Landing at a Mimus base
  2. Returned my heavy freighter from the fueling trip. Brought back some sweet combustibles :3
  3. My super old lander with foldable wheels, back from 2015. I was so proud that it could land and rove between biomes
  4. Nah, that's why we have Kerbals.
  5. I mostly use droptanks on planes, but the stock KSP didn't have an aerodynamic model which would also be fairing friendly, so I made one for myself:
  6. I'm a rational player, but I'm hardly ever satisfied by the looks of functional crafts. My vessels tend to weight 30-50% more due to all the eye candy stuff I slap on them. I've been a functional builder for quite a while, then it got boring. Flying to planets to land a flag was my priority only during early days of playing KSP. Now I find enjoyment in building large stations, bases and interplanetary colonization motherships. I tend to overcomplicate my game with life support mods, 120% heating, remote tech and MKS industry, but that brings real flavor, purpose and functionality to all my creations.
  7. Added the last functional piece to my Minmus industrial refinery.
  8. I tested out the reentry of Kerbals with just their EVA suit. Several descent profiles, in the best one I could only shed 500 m/s with drag + jetpack, that was not enough to keep a Kerbal from burning up. Looking at the post above, there's something fishy about it. Kerbals don't have enough thermal capacity to get through reentry with normal heat setting.
  9. Lots of good stuff to look forward to :3 thanks Squad! Love the polishing endeavor, I hope that one day we'll have native PBR shader support and atmospheric scattering. Oh, and I'm obliged to remind you that walking kerbals on moving vessels instead of ragdolling would be nice too
  10. yes there's a way, but only PBR shaders allow for metallic reflections in a texture, without them you won't perceive it as gold. You'll definitely need Textures Unlimited mod for that.
  11. Finally finished my orbital resource hub. Wanted to make it look unconventional. Nuclear powered, hence no solar panels. The engines at the back belong to the docked cargo lander, the station itself doesn't have engines. There's an "HD" button under the gfycat settings (gear icon).
  12. My latest rendition of Asphalt Tiles which I use myself: https://www.dropbox.com/s/rsl9dsvsqzbdygq/AsphaltTiles2018.zip?dl=0 Has more welded pads, depends on USI MKS and EPL for Inertia Dampener and ExTarget modules.
  13. @BadOaks The base is even bigger now, I got rid of smaller pads and built a big one for heavy landers. Here I got a screenshot of one landing on that pad. The landing pads are from my Asphalt Tiles mod, they are welded together to make one part and I added a couple of modules to the config file, one is ExTarget from Extraplanetary Launchpads which allows me to target a pad and the marker will be right in the center of the pad, makes it much easier to land precisely. Another module is from MKS by Roverdude, USI_InertialDampener, it gets the pads to stick to the ground and prevents sliding.
  14. Utilized low gravity and off-world construction to make a big tank for an orbital fuel depo. Spent an hour in the editor trying to make station arms for a double port docking. Seeing this giant docked at a station and being held from each side was really satisfying. (click the image to zoom in)
  15. @Angel-125 if it's influenced by Mass Effect, can we have that star table in the command room of the mothership? :3 I hope you still remember it.
  16. After 3 months of hiatus my piloting skills got rusty. At least I could still walk away from the landing
  17. In my game my main goal is not exploration but bases and infrastructure, so I usually come up with a lot of cool names for my bases and utility vehicles. Some have just names, e.g. Blue Nova, Daydream Terminal. Some have a name and a designation: ‘Aquilla’ Starbus, ‘Providence’ Heavy Freighter, ‘Rhodeo’ Industrial Skycrane. I even name captured asteroids starting with the letter corresponding to their class, for example: Artifex, Bismuth, Calfaro, Dolores, Enoqi. Before naming I usually just brainstorm several names, no particular theme, whatever catches my fancy. Sometimes I manage to come up with abbreviated names, e.g. Distant Worlds Observer = DiWO
  18. Clicking on a hatch to exit is implemented in RPM. But I would really appreciate a hotkey for going EVA as well.
  19. @Triop I found a gfy I made back in 2016, lil bumpy zoom cause I was scrolling my mouse wheel.
  20. Haystack ReContinued does a better job at giving you a list of things to target. Has filters of what to show, can rename vessels with a click of a button, gives some advanced info about a selected vessel. The best part is that in map view your focus automatically switches to the selected vessel / celestial body.
  21. @tomf In my case I was locked in. After my kerbal got zero monoprop I switched control to Discovery and took Dave out to board the EVA pod, but the cargo bay closed before I could undock and fly out. That's why I couldn't figure out the right way to do the task.
  22. @tomf Well I did :) undocked the OMS craft and timewarped through the hull.
  23. @tomf Nice spaceplane, I had fun with it! The second mission had some quirks: 1) The antenna was repairable with just me pressing the "repair" button in the action menu, no EVA'd kerbal required. Fulfilled the wrench requirement just by going EVA and equipping the wrench then boarded the ship back. 2) Antenna goes down again around Jool - means no way to create maneuver nodes without the uplink, the ship needs a remote control capable AI core or a config tweak of the KAL part to enable the node creation. 3) I reached Jool and had only 880 dV to rendezvous with the Monolith, probably it wouldn't be enough to jump from that low orbit to a higher one. 4) The main engines of Discovery 1 were killed by the script - no way to rendezvous with the Monolith, the cargo bay doors were also shut, couldn't take the OMS ship out. 5) OMS ship ant engines were on the same stage with the main engines, I only realized that by the time I reached Jool, all the OMS fuel was already gone. 6) The Discovery 1 ship is wobbly, Autostrutting the main cabin to the heaviest part solves the problem.
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