• Content count

  • Joined

  • Last visited

Community Reputation

527 Excellent

1 Follower

About quasarrgames

  • Rank
    Call me Quasarr

Profile Information

  • Location In the Deepest Realms of Imagination

Recent Profile Visitors

2843 profile views
  1. If we're going to restart: there's one change that should be made: I think some people (myself included) were getting bored of this because launches were so infrequent. Given that someone could build a rocket in a day or two, waiting a few months for a launch also seemed a bit unrealistic in proportion to other timescales in the game. Just saying, it would be good for a new RLKSP to draw off of other community projects like the Stock Community Space Station and Naval Battle Club, in that people could reserve dates in which they could launch, and the save could be pased to them on those dates, and we could use an honor system to report failures and such. Would make launches much quicker.
  2. 10/10 as a fellow human i also find the thought of those crocs enclosing my propulsion appendages appealing. I am a human because i have no capacity for true empathy. I consume my home planet's resources unsustainably without any serious second thought to the organisms i am harming in the process. I discriminate against, murder, and even commit genocides upon other humans based on race/gender/religon/class/ any other arbitrary value. I start conflicts over easily negotiable and often meaningless territorial disputes. I do not contribute my excess of resources to other humans with extreme scarcity. I can never truly feel whole and thus i mask my emptness with any values i see in my society, or i resign myself to pointless nihilism. This got very dark. I hope this display of automatic negative bias which is present in most human cortexes proves i am human.
  3. Well i'm gonna try making a supercapital for my fleet that should be combat-ready. 120-150 tons and 250 parts assuming my current part/weight ratios scale. With alien alloy armor i could scale even bigger. All this is conceptual right now, but should be done in the next week. Would love to have a mega-scale battle with you or someone else in the future.
  4. I'd be interested. Sounds like a great idea. Got a light tank that could do some battling. Working on making a good air to surface missile too, so maybe we could expand it to airstrikes as well.
  5. I did a lot of stuff regarding stock RSS a little while ago. You can do a kind of career progression too. If you bump science and funds rewards up to 300-500% you get a progression simlar to stock career. Here are some pictures if you need inspiration: Reusable launch stage. Gets 20-25 tons to orbit with a parachute-recoverable lower stage. Costs 650k and you get about 275k back from recovery, so pretty good. Gets 1 kerbal to orbit and back. Enough for a 1-kerbal mun flyby ALSO you can get to orbit with only 8.5km/s. However, your rocket needs to be designed a certain way. It must have a very large lower stage, and an upper stage with a TWR of more than 1. Otherwise your gravity losses will be too great. Hope that helped.
  6. @iamonfire done my turn. So, the final Neeson rendezvoused with the Drift and tried the weapons pod it salvaged previously. There was no front-facing docking port on the pod so the only way to aim was to eyeball it, which made it JUST off by a couple metres. Coupled ith a couple misfires, none of the missiles impacted, to the neeson detached the pod and tried its own weapons. A missile hit and destroyed the cockpit and the fuel tank behind it, shattering the Drift. Given that it was the only ship with weapons remaining, and there are no more weapons on the field with exposed docking ports to salvage, i think that means i won? I'm not sure, i can give you the save if you want to try and do anything else. Anyways, you fought very well for a first time. Your ships are quite well armored, your weapons are effective for their size, and you used some good tactics like salvaging my weapons (and thank you for proving to me that cloaking is utterly ineffective now). I'm not sure if you want any advice, but if i could give any, i guess it'd be that claws are love and claws are life. Had a lot of fun battling you. Hope you did too.
  7. @iamonfire, sorry for the delay. A TON of real life work snuck up on me over the past two days so i didn't have much time. Finally got around to my turn now. persistent: https://www.dropbox.com/s/9j14g86qvraajl3/persistent.sfs?dl=0 (by the way, does anyone know how to change the wording on a link so it says "turn 5" instead of a web address? been wondering about that) The Bullock took its full force out on the Drift that salvaged my weaponry (i'm actually more afraid of my missiles than i am of yours). Took two heavy guided and one unguided missile to disarm it (which i don't understand. your drifts have no cockpit armor, so how in kraken's name does a 1 ton 40m/s impact tolerance cockpit stand up to THREE missiles twice its mass going 200-300m/s? Makes no sense). drift now has no frontal docking port and a compromised rear. Still has its cockpit, engines, and small weapons ports, but given that there are no salvageable small weapons on the battlefield it won't be able to do anything. Finally, the Johansson found more of the nightmare's missiles and salvaged them. It's gained like ten tons in mass and now looks like a strange legless gundam, but it's not gonna have any armament problem anymore. Your turn. Good luck! P.S. Saw some of your videos. really liked those guided missiles. Kinda wonder how many you could have in the air at once
  8. @iamonfire turn done! Persist: https://www.dropbox.com/s/9j14g86qvraajl3/persistent.sfs?dl=0 The pilot of the other Neeson escort took extra care to aim this time. One lucky shot shot destroyed the root part of the Nightmare, killing the ship. the Neeson then salvages one of the Nightmare's weapons pods, gaining six missiles. Secondly, the johansson slavages the remaining missiles from the corpse of the destroyed Neeson, making it armed again. Finally, sensing an imminent attack on it, the Bullock class battleship takes preventative action. Good luck on your turn!
  9. @iamonfire turn done! Saw that you clumped all your ships together. Looked cool. Decided to do the same. Here's the fleet: Sensing a large enemy fleet violating Munar Delimitarized Space, a Quasarr fleet is dispatched to discourage attackers. The lightest ship in the fleet, a Johanssen class Heavy Fighter, performs a high eccentricity rendesvous with a Drift, and fires three high-velocity ibeam rounds. Two of them miss. One hits but suprisingly does no damage. Luckily they were all warning shots... yeah... warning shots... Anyways, nothing else to see. here's the save: https://www.dropbox.com/s/9j14g86qvraajl3/persistent.sfs?dl=0
  10. Great! sadly i have stuff to do today, but if you wanted to set up i can do my turn tomorrow morning
  11. That sounds fine by me. Did you want to start the battle now?
  12. Message to everyone:
  13. Hey guys, if it's not too late, might i be able to join the tournament? Even if it's just fighting the loser of a match i'd be happy to battle.
  14. So, i've tried many different realistic designs for the Aeolus, ranging from the XB-70 (landing gear were finnicky, craft was too expensive) to the D21 (control surfaces were too far back to pitch properly) to ADELINE (same problem, plus it was too long) to the XS-1 (was too tall to fit the requirements). All designs were inadequate. I made one last push today, but i've run out of inspiration, so sadly the Aeolus project has now officially been abandoned. At least the Trinity is still a good backup. That's too long to wait. Designed a better version that can still take 5.5 tons to orbit and is significantly thinner. Would it be clear to launch now? Also, I have a challenge for all you payload providers, to get the public focussed on potential kerbal colonization, I'd like to start the Greenhouse Challenge! Your goal is to make a greeenhouse station module that can support 1 kerbal for 200 (24 hour) days, or 2 kerbals for 100 days, without any resupply missions. In addition, the module must weigh less 6000 kilograms. The builder of the best module will get a launch-related prize, to be decided later. I've been trying to mess with greenhouses myself, but there's always some important resource like nitrogen, ammonia, or oxygen that drains within a few days, making them useless. It'll be interesting to see if you guys can make them work any better
  15. Darn. Didn't expect to get this much negative feedback from this craft. Though i guess there is no real life analogue, the closest thing i'd say is the Xb70 supersonic bomber, which could reach similar speeds and carry many tons of cargo, just like this craft. It was very large, but that's mostly because it needed a lot of fuel for its huge range. This little thing only needs to go two hundred kilometres or so, so it needs significantly less fuel. Replace its payload with any generic plane-launched rocket, like Orbital ATK's Pegasus, and you have the craft i made. As for the wings, I'm currently trying to make a version that looks a bit better. Until then, take my Trinity Full Thrust. For 23,000 funds, it carries up to 5.7 tons to equatorial LKO. Costs 16,000 on its own, and parachute recovery of the lower stage takes 6,900 off that. Yes it's a bit wide at the bottom, but not by much, and it is the second iteration, so i hope it's acceptable @TheEpicSquared