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Goddess Bhavani

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Everything posted by Goddess Bhavani

  1. I wouldn't mind to help balance the early engines. I am a big fan of "primitive" planes and have helped a bit to balance KAX props a long time ago. Background: Spent many years playing prop sims including IL-2 and Aces of the Pacific (oh my thats ancient). Familiar with most generic historical aircraft performance.
  2. Just installed 1.2 after a year of haitus
  3. CameraTools has been my go-to camera mod for just about all my KSP youtube vids so I'm looking forward to the update
  4. Hi, I took about a years' haitus from KSP as I felt a bit burnt out and not able to make awesome stuff. I also had a RL career switch to tend to at the time. Things got serious and what do you know, I felt out of place in life and everywhere else eventually. Also looks of shock from friends as I went from typical office drone to commenting in an arcane fashion on electronic medical records and sharing interesting tales from the operating rooms.. But anyway, I got in the mood for some KSP and Oh My God 1.2 already. When I left it was 1.0.4 and I'm pretty sure I will have to go mod shopping already. Feel free to school a returning newbie on what changed and what magically appeared from the magical forges of Squad - while some things like Z, T and space are the same, it looks like the UI has had a revamp making it look that much more modern. And clouds. I need a nice cloud pack that doesn't destroy the framerate. Once I have a couple hundred hours in I'll start posting/sharing creative craft again and posting them on youtube, hopefully!
  5. Omg I was on haitus for a year helping to develop the community of another build/engineering game and came back to this notification. Hope you enjoyed the house @Ultimate Steve
  6. I think I like the new "modern" appearance and features, it reminds me of the stuff that my workplace's email and incident management systems just migrated to. I'll get used to the new layout and stuff in time but whoops, looks like my huge thread subscription list is forever gone
  7. I'm surprised I haven't seen someone make a whaling ship and try to ram it for this purpose already
  8. Oh dear, who revamped the forums? Now I can't find any of my hundreds of subscribed threads.

  9. OMG this adaptation is fantastic. I haven't used FAR in a while, sadly but I absolutely like the attention to detail in your build. Great use of the airliner ailerons as flaps too, they look functional for flap blowing. After hospitalization a few weeks ago all I could do is eat, sleep and (barely) get to work, and I've only just been getting energy back to near-normal levels. It'll take a while for me to have the motivation to KSP again but I appreciate the craft thread and inigma's coast guard contract pack being kept alive @Kerban Aircraft Industries The mod for the custom decals/flags has a folder name of zzz_flags and can be downloaded from here http://www.curse.com/ksp-mods/kerbal/222813-flag-decals-v2-3
  10. [quote name='Snark']If you'd like to mod this in, you can do it as follows: [LIST=1] [*]Make sure that you have [URL="http://forum.kerbalspaceprogram.com/threads/55219"]ModuleManager[/URL] installed [SIZE=1](you almost certainly have it already, if you're running any mods)[/SIZE] [*]Go into your GameData folder anywhere, and create a new file called WetWings.cfg [SIZE=1](or whatever you want to call it, as long as it ends with .cfg)[/SIZE] [*]Paste the following text into that file. [/LIST] [CODE] @PART [*]:HAS[@MODULE[ModuleLiftingSurface],!MODULE[ModuleCommand],!RESOURCE [*]] { @description ^= :(.)$:$0 New and improved model now has liquid fuel.: RESOURCE { name = LiquidFuel amount = 0 maxAmount = #$../mass$ @maxAmount *= 500 } } [/CODE] This will add liquid fuel to all wing sections that don't already have it. I've defined "wing" to be essentially "any lifting surface that's not a control surface, command module, or resource container." Therefore it won't add to tail fins, ailerons, Mk2 cockpit, or the wings that already have tankage. The amount of fuel the wing has is tied to its mass, so smaller wings will have less fuel. Enjoy![/QUOTE] OMG! Many thanks, I was just thinking of MM patches. I wonder if you're able to redistribute it as a mini cfg mod?
  11. [quote name='Majorjim']Damn dude! How fast is it? Oh and, ouchies![/QUOTE] It's about twice as fast as the real-life boat. Real boat, 40 knots on biodiesel engines. KSP version, 84 knots (~42m/s) on afterburning jet engine. [quote name='Mad Rocket Scientist']Sorry about your health, I hope you get well soon! Also, now I've got to try a speedboat too.[/QUOTE] It's easy to make go-fast boat these days, I have a really tiny one to get your first Kerbals' marine license with, called [URL="http://kerbalx.com/pandoraskitten/WaveRunner-PC-1-Speedboat"]WaveRunner PC-1[/URL]. Powered by 2 Juno water-jets it's quick, easy to maneuver and low on maintenance. Top speed is about 60 knots which is about on par with a mid to high end luxury speedboat IRL. For even faster designs we need to look at hydrofoils, which are easy to do too - just take the Ady Gil's functional planing hull and offset it as far as it will go downwards and we have a hydrofoil.
  12. I'm currently using a Acer V Nitro 15" budget gaming laptop for all my casual gaming and KSP youtubing needs - basically it's a computer that can run X-Com Enemy Within, Tomb Raider, War Thunder, Mass Effect series and various other games of similar vintage without bogging down; it can handle Witcher 3 too albeit with some compromises on resolution. Specs: Core i7 4510U 2 ghz (turbo 3.1ghz) nVidia 850M 8mb RAM 1TB HDD You could get such a computer for about a thousand USD these days. There are other much better gaming laptops in the market today, take a look at the [URL="http://www.asus.com/us/site/g-series/"]ASUS ROG series[/URL]. Basically, take my specs above as the bare minimum for a gaming laptop of December 2014 which is exactly what I wanted; nothing fancy, something inexpensive and light enough to serve as a mobile desktop replacement to spread the love and joy of Kerbaling amongst various RL communities.
  13. For [URL="http://www.youtube.com/baconspaceprogram"]my channel[/URL], doing my own stuff at random is the most fun. There's no storyline, there's no narration, there's blatantly no effort whatsoever to adopt any cinematic post processing. It's just KSP as it is with various mods showing what's fun with each new physics update. Sometimes I get the opportunity to indulge in collaborative builds with random craft builders, or contribute example craft to mod packs and being the youtube equivalent of the tiny corner bakery keeps things sane.
  14. [quote name='inigma']Very interesting project. I have a fan request to develop a contract for KSC Coast Guard (in the SSI Aerospace contract pack) to chase down this sucker: [URL]http://forum.kerbalspaceprogram.com/threads/139605-Begun-the-Whale-Wars-have%21-Sea-Shepherd-MV-Ady-Gil-Posting-from-the-emergency-ward?p=2297143#post2297143[/URL] not sure how to spawn a moving vessel...[/QUOTE] Hehehe... I have this idea to spawn a vessel with the engines already activated and at moderate to full throttle, so we can have various stock boats wander about a target area so the location is not directly known until player craft enters the area. Or at least have a script that makes craft activate engines on proximity, so as to allow pursuit and shadowing scenarios ("locate smugging vessel SS Minnow and shadow for X minutes within Y range, whereupon you are given authority to disable and board" - basically a rescue contract involving a moving, non-compliant vessel) It would also be fun to have WhiteCat's contract pack support stock parts and spawn various player-contributed sea and subsurface craft, considering we can actually make viable ships and submarines with stock parts now!
  15. Discharged from the hospital, heavy sedated on meds and took the MV Ady Gil on a shakedown cruise, achieving a top speed of 84 knots (over twice as fast as the real boat!) [video=youtube_share;QRuA6axxyUg]http://youtu.be/QRuA6axxyUg[/video] Experimented with multiple craft control - one vessel would be powered up with the Z key then rapidly switching away allows for a fun pursuit or formation sailing scenario. However it is frustrating to setup and only one savegame worked (apparently one can only do the hit Z and switch away real quick trick a total of once. a second attempt to regain control and reset heading and power simply results in the speedboat being 'dead' as the game auto throttles to zero when switched away)
  16. Thanks for the compliments and well wishes; I have been discharged and on home rest with painkillers after receiving treatment for a swelled kidney that felt like an exploding SSME with no jettison option. Here's a short craft feature. [video=youtube_share;QRuA6axxyUg]http://youtu.be/QRuA6axxyUg[/video]
  17. I ended up in the emergency ward today after enduring hours of excruciating pain from the moment I woke. This didn't stop me from Kerbaling... Craft thread - MV Ady Gil Replica http://forum.kerbalspaceprogram.com/threads/139605-Begun-the-Whale-Wars-have%21-Sea-Shepherd-MV-Ady-Gil-Posting-from-the-emergency-ward?p=2297143#post2297143
  18. MV Ady Gil (World Record Trimaran, Formerly known as Earthrace) 1.0.5 stock speedboat, download from KerbalX Ady Gil, formerly known as Earthrace, is a world-record trimaran utilized as an anti-whaling ship by the Sea Shepherds. In KSP format, it is powered by a Panther afterburning engine and a Juno lift jet; she is capable of over 80 knots in correct trim (Alt S/Alt W keys). It will serve KSC Coast Guard as a maritime interception and patrol vessel. This replica was scheduled for a Sunday morning release but was delayed as I woke with excruciating pain earlier; so I'm posting this from the emergency ward. Hope you enjoy the craft!
  19. I'll send off a few ideas to you later, and oh my god I do have ideas on what to design for a maritime operations campaign. Just a teaser... There just might be Whale Wars, just saying
  20. I'll start work on the bigger boat shortly. In the meantime, moar KSP coast guard fanart just appeared on my news feed! After discussions about hydrazine prohibitions, moonlighting and NASCAR, this also appeared: Credits: Plamen Dobrev of the 'big' KSP Facebook group.
  21. Or arm the rescue craft with stock missiles and attempt to scuttle the debris after rescue to prevent the capsule from falling into enemy hands creating yet more debris:D
  22. Hiya. I liked seeing the BigS and FatS (airliner) wings come with internal tankage and would like to request the same for the old airfoil sections. Now now, I know the issue with game balance but don't you find the stock airfoils awfully thick compared to the nearly razor-sharp leading edges of high performance real world aircraft? That 'fatness' makes them just ripe for a wet tankage conversion/upgrade. For the sake of balance, definitely don't cram 100 units of fuel into a Type D section but maybe a more modest amount like 100 for a big type A or B board and 25 for a Type C section. This will make the ability to build with wet wings constant across all wing types instead of having this for the new wing parts only.
  23. I saw this fan-edit in my Facebook news feed... Looks like some Kerbals smuggling rocket fuel in the dead of night.
  24. Northrop F-20 Tigershark Although I built the very same craft in 1.0.4 just recently, 1.0.5 was well worth the wait for both the awesome Panther afterburning engine, and the much improved radial mount intakes. Results speak for themselves! 36 parts stock 1.0.5, including centerline external fuel tank. Download Craft file at KerbalX
  25. Kerbal Planes: Fire & Rescue (A mod maker 'hired' my plane for a new Coast Guard contract pack) And I finally released my F-20 Tigershark
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