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Iapedus

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    Rocketeer
  1. My best guesses are: Proper implementation of heat including: - Reentry heat + animations, perhaps including a heat shield/radiator part - Heat animations for all engines and some parts (notice as of .17 not all engines have this yet) - Some kind of interface or control to view the temperatures of all parts / IV temp. Tweaking of existing parts such as: - Folding sounds for the larger space landing gear (does not have as of 0.17) - Better implementation of an air-breathing model including tweaks to the engines and use of the air intakes/nacelles - Possible engine/part rebalancing (again) New stock utility parts such as - smaller/larger landing gear for space planes - Part adapters and cones that can also carry fuel Better IVA implementation such as - Improved IVA controls, guages, etc. (does any one else find the current ones very hard to see?) - Actual screens and data displays for all of the command modules/cockpits
  2. Aerial Launch Feasibility Study | A Photographic Essay Abstract: KSC scientists and engineers partake in the development and testing of new space exploration techniques. These recently declassified photographs document some results and early findings of the project. Test Vehicle on the runway: Sequence showing successful undercarriage decoupling, post take off: The Test Vehicle begins it\'s climb: Sequence showing aerial launch of rocket stage: Ascent of rocket stage: Destination achieved: Experimental outcome: success
  3. That was one of the most impressive and involved missions I have seen to date (!) The music was very drum n bass.
  4. I think you may have encountered a Brane
  5. ??? There is enough scientific fail in this thread to feed a thousand crocoducks, Fortunately a few more knowledgeable members have come to the rescue. But seriously
  6. Just got home today and downloaded 14.2 without issue. The server works, the game works, THANKS!!!
  7. Having read through this entire thread and seen all of the (sometimes hilarious) photos of you all, I now feel quite ancient. And I\'m not even 20 yet!
  8. The 'true' slingshot effect implies a transfer of momentum from a planet or moon to the spaceship, increasing the total momentum of the ship and thus its velocity. Such an interaction is mathematically identical to a perfectly inelastic collision, with the initial and final directions influencing the outcome, however none of this is modelled in KSP. In-game, craft can however still be 'slingshotted' by another body to usefully correct the direction of travel. Velocity relative to a third object can be maximised/minimised this way by either redirecting the ship along or against the other body\'s line of travel.
  9. Speed: 279 km/s Apoapsis: -57,557,209m Periapsis: ??? Pulled apart by the Kraken living at the centre of Kerbol, so lost power and was unable to venture deeper. Mods, needless to say.
  10. Tried this with .cfg edits a while ago, got into an orbit with something like 10,000m radius? Once you get really close in the speeds and accelerations are enough to wobble your ship around and (sometimes) tear it apart, making additional maneuvering impossible.
  11. Just tried this out with a couple of different rockets, having difficulty getting below about 1:20, good challenge!
  12. After a bit of playing around, I realised that Tosh\'s drones can (unsurprisingly) be added and stacked on each other in any which way the player likes. This made me wonder, how many drones can be launched off a single vehicle? The challenge is simple. Using the autonomous drone made by Tosh and fine-tuned by Iskierka (http://kerbalspaceprogram.com/forum/index.php?topic=4873.0) and any other parts and mods from KSP, successfully launch as many drones as possible. I want to see hundreds. Attached is a pic of one of my early attempts.
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