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JDCollie

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Everything posted by JDCollie

  1. Hooooly crap. I am hugely impressed with the performance of these tracks man. Way better than the originals. Excellent job!
  2. Realistically, with sufficient technology of course it would be possible. If you put enough resources in, then a closed system can be created assuming you have 100% efficiency, and also assuming that the biosphere is completely artificially regulated (like I said, sufficient technology.) Then real question is if it would be possible to do without importing massive amounts of biomatter and water first.
  3. Ha ha, I love it! Such kerbally solutions. Can't make it up the hill? The answer is MOAR TRAIN!
  4. You might be able to solve some of the rotation during acceleration if you use the bottom of those six fuel tanks to counterbalance the cockpit on the top Also, I like this ship; clean and elegant.
  5. Yesssss! Glad to see BioMass alive and well (or at least heading that way )
  6. Anyone happen to know how to add resources to the configurable tanks? (I don't care about having unique textures, just the capacity fill those spaceplane tanks with something else)
  7. No worries bro. Think of it like the KSP version of Rule 34. If you think of it, someone will make a mod of it. No exceptions.
  8. Persistent trails mod allows you to record one flight, and then be able to see that vessel while flying another. There's also another mod that allows you to have a group of slaved vessels launch together and follow your movements, though you are not directly controlling them.
  9. I achieved orbit within the atmosphere of Kerbin.
  10. Realistically sized solar system + real fuels + reentry heating + life support + realistic aerospace modelling + hostile environments + n body gravity = JEBCORE MODE.
  11. Just drill a shallow hole in the middle of each connecting surface, and then superglue in some small magnets like the when they want their little troops to be modular.
  12. At the request of some of my very small viewer base, I too have made a mod pack. I'm not going to link it here because my goal is not to ninja or derail this thread, but I wanted to ask a few things: 1) I have provided the author/contributor names, mod form post, and the listed license the mod was released under in a text file in the document. Is this sufficient documentation? (I also clearly stated that I do not own any of the content I am redistributing in the same document) 2) I use several mods which are released under non-redistribution licenses in my Let's Play; I have removed those mods from my pack and provided links and installation instructions for those who wish to include them. I also did this for the one or two I couldn't find a license for. Should this be okay? I also made sure to mention that by using the pack, players are acknowledging that there may be issues which arise from mod interaction, and that such issues aren't the problem of the mod authors. Does that sound okay to you guys? Is there anything else I should be doing?
  13. No no no, it needs to be a supercavitating blimp. Supersonic is so last century.
  14. Never over 200k ever? Really? Dang man, you must be king of economical design o.O
  15. I make a 550k vessel, launched it, flew it to its destination, and loaded it up, only to realize that I had made a total noob mistake in balancing and that the ship was essentially useless for its intended role. It is now a very expensive cargo container.
  16. If it were possible to integrate, N body gravity would be a very cool "hardmode"
  17. Personally, I really want the physics simulation to be accurate. That is the aerospace model, as well as multi-SOI trajectory affects (assuming it is possible in Unity). Not because I care about a true-to-life simulation experience, but because the challenge of succeeding in a powerful dynamic modelling system like that is just fun for me. I will say though, if the move is made toward a more challenging beginning experience (with larger planets, accurate drag, accurate ISP, etc) then I think more effort should be put into making the near-Kerbin experience even more engaging (because newer players will be spending even more time there than before) As for the size of Kerbin and the Kerbol system in general, I don't see the problem. Couldn't it be possible for Squad to make a launch option where you could choose your solar system size? As I understand it, if you were just selecting which assets would be loaded, then it wouldn't have much effect on the game's performance other than a larger download, yes?
  18. Successfully used my freighter for the first time. Without nukes she doesn't have the oomph to do interplanetary transfers fully loaded, but she's great for Kerbin's SOI. (Obviously she doesn't land anywhere though; orbit to orbit only, thank you.)
  19. Hooooooooooly S***. How many G's would that be? He dropped 10 KILOMETERS per second in less than 70,000 meters of atmosphere. Jeb would be paste. Hell, his molecules would be paste. It happens at about the two minute mark, btw.
  20. This one has cost me a spaceplane or three.
  21. Given how fast water slows down a bullet, I imagine the failure of a cavitation envelope around a submarine would be . . . slimy for those involved.
  22. Open the Extraterrestrial Calamari and Exotic Cuisine restaurant we've always wanted?
  23. Absolutely, cavitation is an observable phenomenon where bubbles form in fluids that encounter swift pressure changes such as when a bullet or torpedo passes through water at high speed. It doesn't just occur with projectiles either; propellers can have cavitation around their blades, pipes can have it where they narrow (which can cause serious damage btw, and is a topic of much concern for engineers), and the Pistol Shrimp uses cavitation bubbles created by it's claw as a weapon. Someone (I.E., the Russians) figured out how to consistently produce and exploit those bubbles to reduce drag, and viola!, cavitation torpedos.
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