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Frank_G

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Everything posted by Frank_G

  1. An absolute dream would be an inverse cinematic motion control option, where you click on a point in space or an object and the lead part tries to reach it, automatically controlling all the joints in the chain. But hey.... Pushing buttons is also cool
  2. Countless possibilties of joined operations, indeed. X.x
  3. Hinge watching... very nice. I like the heavy design.
  4. Today i flew two more missions to get some progress with the construction of my orbital station around Kerbin. Mission 005 delivered the fuel tank and the orbital laboratory. Mission K-OST-I 005 on its way to the station: An OSV Assembler pushing the fuel tank towards the station: The self docking laboratory on its way to the station: And the two new modules installed: Mission 006 delivered the utility truss, the comms tower and the first set of science experiments:
  5. I will finally rebuild a lot of stuff from the days, when i was using mods, like this VTOL-SSTO for Duna... ...and this lander with a full base, that could assemble... ...and i will update or rebuild my Rhino lander, which used stock loading ramps and dangerous jettisoned covers for the integrated launch vehicle... ...besides many many other things, that already came to mind... electric helicopters for Eve, solar powered propeller-planes for Duna and Laythe and and and... [edit] And i will build a system to move the inflatable heatshield away from decending landers, to avoid crashing into them after jettisoning them.
  6. Here you go. One day, i start constructing one of these on Minmus or the Mun.
  7. It is already a no-brainer to buy this DLC, but can we please keep up the one-video per day till arrival? - Pretty excited for this DLC for sure.
  8. I prefer playing KSP stock, as a game and the way it was intended to be played. On the gameplay "realism" level, i play with everything on: parts pressure and g-force limits, kerbal g-force-limits, comms-net, require signal, plasma blackouts and re-entry heat all on and set to default difficulty. Missing crew does not respawn. I do allow reverts to do testing though. My vessel designs are aimed to look realistic. I use reasonable sized fairings and always build payload, that can be either transported in a realistic looking rocket or spaceplane. I also tend to design rockets with pre-designed fairings, so i try to fit my payloads into existing launch-configurations. To answer the question, i like KSP in its current state much better, than pre 1.4. - a bit of realism in a physics based game, especially one with space and science in mind, is a good thing. KSP has a good mix to satisfy both sides (the fun and the sim players) - to all others, the mod community does a great job, to deliver the experience wanted.
  9. Today, i docked a Kupola module to Kerbin Orbital One, completing a contract. Besides of the central core, which was too bulky, i used SSTO spaceplanes to construct the station. Here the Starlon Mk. II with the payload: And the docked modules. I use double docking ports on most parts of the station to have perfect alignment of the modules: Docked to the station is a Bussard Mk. I crew SSTO spaceplane, which can carry 6 kerbonauts and 3 tons of cargo. Feel free, to download it from my dropbox here. Enjoy!
  10. Unless its powered by Google or Facebook. This video took away my fears though, that we would only get big robotic parts like shown on the first screenshots. This DLC will be great!
  11. Wait for the „Next Gen Interstellar“ DLC I like the lighting effects as they are also practical, when controlling a Kerbal in total darkness, besides looking cool.
  12. While i agree, that the surface textures need some love, the current way of implementation makes such features easy to spot, which is good for gameplay. I could imagine an animated lightmap with nice glow and some smoke effects to achieve this though. Anyways i am really looking forward to kerbal the science out of these features. Finally a good reason to restart my grand tour program
  13. It was fun, i guess? Crashing and failing was never more satisfying than in KSP. And welcome to the forums! Happy launchings
  14. And unsupected and out of nowhere, everything i ever wanted to be in the game is there. Thank you very much. - what a cool expansion... Next stop... Store.
  15. I still want a simple two directional motor to build ramps, rotors and robotic arms... and the planet surfaces could use a little love, with some more stuff to find and a cloud system...
  16. I started playing shortly before .21 was released and joined the forums around version .23 if i recall that right.
  17. Dont step on the antennas, they hurt like hell
  18. The funny thing is, the Saturn V was actually capable of launching stuff to Mars... Von Braun was already one step ahead, but politics hit the brake again... We would have seen manned Mars landings in our early childhood, as Von Brauns Mars-Project was proposed in the 1950s...
  19. Some productive days... today, i tested a construction rover, that will assemble a base on Mun and Minmus. The baseparts were under construction for quite some time, but everything works fine now. All modules are pure stock as usual, but i used editor extensions to create those fuel line connectors (you can´t get them so far apart in the stock game, but you can load the finished pieces in an unmodded install - it would be really nice, if those unnecessary restrains would be removed by default). ...and what it will construct in the end:
  20. It´s been a very long time, since i posted some new craft here on the forums, but today i am finally back with some new stuff. Today, i´ve built an SSTO spaceplane that can reach 110 km orbit with a 32 ton payload and 1.000 m/s of ∆V of spare oomph left, close to 2.000 m/s when the 32 ton payload is delivered. It runs on 7 R.A.P.I.E.R engines and 2 NERVs. I use a visual mod, that slightly alters the appearance of some parts, but it is completely stock. Here are some pics and the craftfile. Enjoy. Edit: Keep a little oxidizer in the tank or RCS wont work in orbit. To do so, just finish the last bit of the ascent with the NERVs. Any info if the visual mod will interfere with Stock KSP would be appreciated. Thank you Edit 2: I have tested loading the craftfile into a stock install, after upgrading to 1.7. You will get a warning, but the craft loads fine. However the action groups did not move over completely, so good bye ReStock mod. I will upload a pure stock craftfile tomorrow. Edit 3: Craftfile now clean of any errors due to ReStock visual mod. Starlon Mk. II-2 craftfile
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