The Destroyer

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About The Destroyer

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    Flight Director

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  1. @FreeThinker That's the thing. Near future (all of it), konstruction, KSPI, USI-LS are all thats needed. What I'm not sure is what's required to make the craft fly
  2. @zanie420 Busy as always, will check today. EDIT: Here it is Zanie and @FreeThinker KSP: 1.2.2 (Win64) - Unity: 5.4.0p4 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bit Filter Extensions - 2.7.4.2 Toolbar - 1.7.13 USI Tools - 0.8.7 B9 Part Switch - 1.5.3 Bon Voyage - 0.11.1 CameraTools - 1.7 Community Category Kit - 1.2.1 Community Resource Pack - 0.6.4 CommunityTechTree - 3.0.3 Contract Configurator - 1.22.1 CustomBarnKit - 1.1.10 Extraplanetary Launchpads - 5.5.4 Firespitter - 7.5 Flexible Docking - 1.0.4 Interstellar Fuel Switch - 2.3.2 KAS - 0.6.1 Kerbal Engineer Redux - 1.1.2.8 Kerbal Joint Reinforcement - 3.3.1 HyperEdit - 1.5.3 KerbNet Controller - 1.0.2 Kerbal Inventory System - 1.4 KSP-AVC Plugin - 1.1.6.2 ModularFlightIntegrator - 1.2.2 NearFutureConstruction - 0.7.2 NearFutureElectrical - 0.8.2 NearFuturePropulsion - 0.8.2 NearFutureSolar - 0.7.1 NearFutureSpacecraft - 0.5.4 Outer Planets Mod - 2.0 Play Your Way - 1.0.1 RCS Build Aid - 0.9.1 RCS Sounds - 5.0 Science Relay - 1.0.3 SSTULabs - 0.5.34.130 StageRecovery - 1.6.5 Strategia - 1.5 TweakScale - 2.3.3 USI Core - 0.3.5 Karbonite - 0.8.4 Karbonite Plus - 0.7.3 Konstruction - 0.1.8 USI-LS - 0.5.14 Malemute Rover - 0.2.3 UKS - 0.50.8 KSP Interstellar Extended - 1.11.14
  3. @zanie420 Well, that's odd. My turbojets worked just fine, as long as they were close to the reactor, just not directly connected. They were working last week, maybe one of @FreeThinkers KSPI updates broke it. Or maybe it has something to do with the Near Future Electrical patch I use, maybe you need it? Not sure Also, I thought the Resistojet was KSPI as I thought it used Megajoules and hydrogen... hm. As per procedure, the Z-6 takes off on its turbojets, activates ramjets and flies at roughly 45 degree angle ascent until they cut out and D-T for orbit. Wakefields NEVER use at high throttle unless emergency
  4. @zanie420 Huh. I didn't realize I used those, I knew I used NFS but removed the panels and replaced em with stock ones. Even weirder is the Near Future Spacecraft.... huh.
  5. @zanie420 Antimatter core produces heat and charged particles. The heat goes to the ramjet for power, and a small amount of charged particles is used for electric charge- megajoules can refill electric charge, to power life support and reaction wheels. Don't attempt editing the craft file, as it's connected to other parts
  6. @zanie420 Ahhh darn, I keep forgetting how many mods I use, I don't design these for resharing! Anyway, It's SSTU for an adapter, Konstruction for the long ladder, and USI-LS for the life support tank (apparently I didn't empty the craft as much as I thought). I can try and reupload without those, but It'll take time
  7. @zanie420 KSPI-E, tweakscale, and Near future electrical. Sorry, forgot I had some NFE batteries on the crafts (but due to scaling it may or may not work without NFE anyway)
  8. Heh. This reminds me of when I first joined the forum, a long time ago in .13 (different account even, pre-vbulletin) and made some cfg edits to stock parts to make them "star trek". Now, cfg edits can be good, especially with paired with a different texture for a first mod, but really, you might as well use the debug menu for this (or tweakscale for the tiny jet engine). Nice attempt at a first mod, though I don't think it belongs here
  9. Here they are. It took an hour to type out and make, and the silly editor (I still miss vBulletin greatly) stopped working after I inserted one picture, so kept going in and out of it to get all the images in. Hope you enjoy.
  10. The X, Y, and Z series are Xperimental SSTOs. They are heavy, sometimes a little unstable with the older crafts, but they have a much more massive range and capacity than any other SSTO. THIS REQUIRES THE EXCELLENT KSPI- Extended mod by Freethinker (and its requirement, Tweakscale) And: Near Future spacecraft, Solar, and Construction. USI-LS and Konstruction also present (I'll try to edit it out later ;_;) Guide to the class: X: Fission powered. Early craft, requires maximum tech in fission reactors, heavy. Usually LKO transporters. Y: Fusion powered. Requires maximum tech in fusion reactors. Usually heavy LKO cargo SSTOs Z: Antimatter powered. Expensive, godly SSTOs. Grand tours, huge delta-v, massive payloads to orbit. Now, let's begin. X Series X-5 Desc: The first succesful heavy SSTO, but certaintly not the first entry in the X series. With impressive TWR and delta-v to spare, it can take just about anything that fits in its cargo bay to LKO. 1: Toggle engine 3: Switch propellant Download X-6 The Succesor to the X-5, the X-6 features an extended range and cargo bay, making it ideal for carrying moderate payloads to orbit. It is still used today by some agencies as a passenger aircraft, provided the cargo bay is refitted. 1: Toggle engine 3: Switch propellant Download X-7 The X-7 is a hastily put together interplanetary craft, primarily designed for minums. It tanks that are jettisonable, which means it's not entirely a SSTO anymore. Its down-facing cargo bay makes it ideal for deploying rovers. 1: Toggle engine 3: Switch propellant Download The X-8 was the last of the X program, designed to be interplanetary, even to Duna. With a large cargo bay, and closed cycle gas core engines, it was also designed to refuel itself, if you equip drills. Otherwise, it makes a good long range cargo carrier. It also features a thermal electric generator, allowing the ship to run for a long time. 1: Toggle Ramjet 2: Toggle Gas core engines 3: Switch propellant Download Y Series Y-4 The Y-4 was the first succesful fusion SSTO. Capable of carrying 100 tons to LKO, half its weight, it then detaches its wings to safely fly back to the KSC and be mostly re-used. The Y Program is still greatly under development, with more focus on the Z series 1: Toggle engine 3: Switch propellant Download Z-Series Z-2 The Z-2 was the first antimatter spaceplane, with fantastic results. Despite its small size, it packs a massive 10 km/s of delta-v, meaning it's possible to do a return trip to laythe, if your kerbal is willing to sit in the cockpit that long. 1: Toggle engine 3: Switch propellant Download Z-3 The Z-3 was the first warp-capable spacecraft, and with a magnetic nozzle, a long range. However, due to the sheer antimatter usage of the plasma core, collecting antimatter from Jool will be a top priority. 1: Toggle turbojet 2: Toggle magnetic nozzle 3: Switch propellant Download Z-4 The Z-4 Utilized an antimatter initiated fusion reactor, giving the antimatter a much longer lifespan, allowing for long term missions. With a D-T drive and plenty of cargo space for habitation and drills, this ship is technically capable of a grand tour. However, difficulty on landing on Duna and difficulty taking off from planets meant the Z-4 never did. 1: Toggle ramjets 2: Toggle D-T Vista 3: Switch propellant Download Z-5 Still WIP. Z-6 The Z-6 is the pinnacle of engineering. With communication, refuelling capability, long term fuel storage, cargo space and most importantly, a VTOL system, the Z-6 is capable of a grand tour of the solar system, and any others. Note that the VTOL system is configured for Kerbin takeoff, and thrust will need to be limited during the voyage. 1: Toggle ramjets 2: Toggle D-T Vista 3: Switch propellant 4: Toggle Plasma wakefields 5: Toggle VTOL Download Z-7 The Z-7 is very similar to the Y-4, except antimatter powered. Using 1 gram of antimatter, it's expensive to run (100,000 funds) but it can easily take up to 500 tons to LKO. 1: Toggle engine 3: Switch propellant Download It's been a long time since I've shared a craft on these forums (I think it was 0.15, a B747), so report any problems or feedback here. Cheers!
  11. Glorious grand tour SSTOVTOL
  12. Heh. It's coming. Been busy over the weekend, groceries in -40C without a car, fun. Probably monday night
  13. @gajbooks I don't have a problem either. Also, my lag issue is still apparent. It occurs maybe 10 minutes into gameplay, gradually getting worse and accelerates with time warp (I think). It may be my Duna base trying to process all its converters and life support in the backround, or it's an issue with unity garbage collection- quicksaving and quickloading fixes it, temporarily.
  14. So, I thought my 500 ton Duna City was impressive. After a few years, I decided to bring in new crew... turns out the Z-6, a 400 ton SSTO is much more massive than I thought!
  15. @FreeThinker Nope, log seemed normal. I'll check the other logs though @zanie420 Now that Grand tour line is almost finished, I've been working on the cargo line. 750 tons at the runway, carrying a 500 ton payload! After unloading the payload, front wings detach to allow a safe glide back to the KSC- But it doesn't need a runway