Blasty McBlastblast

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Everything posted by Blasty McBlastblast

  1. spaceX should have gotten bongo cat in to play this music live!
  2. Here are some ideas for aircraft: make a craft with very low landing speeds that will allow you to land anywhere to do science; for example try to land on the mountain tops west of the space centre. make a high speed, high altitude, long range craft with only low tier parts. build a reliable cargo plane that can deliver other vehicles to remote places, make sure it flies well both empty and full. fly a aircraft under the R&D walkover. replicate a real world aircraft using stock parts launch an orbital rocket from an aircraft flying at high altitude for rolling vehicles: go for a long drive, maybe even all the way around the planet! enjoy the scenery, relax, take in the views, and meditate on what it means to be an overland explorer. make a train! rig up a towing hitch and haul as many carriages as you can, be careful going down hills though! perform some stunt work by creating ramps to jump your cars off of. use a truck to deliver a rocket to an impromptu grassland launch site, and then find a way to stand the rocket upright for launch. feeling aquatic: make a boat and set sail across the seas, yarr! create a submarine to explore the limits of the ocean. launch a rocket from a submerged submarine. for rockets: test your skills by doing a powered landing on the roof of the VAB, no aero parts allowed! no reaction wheels also for extra challenge. grassroots rocketry challenge: assemble a rocket on the space centre lawn, fuel it, load the victims pilots, and launch! destroy every KSC building with pre-aimed rockets in a single launch
  3. Here is my entry, destination Dres with an unmanned craft named Terminus. https://kerbalx.com/blasty_mcblastblast/terminus
  4. @mystifeid i see your satellites are controlled by organic-processors... but was this challenge meant to be unmanned? Also: I like your rover!
  5. What a lovely challenge, and a great excuse to build a replica craft for the occasion! I present my take on the "F15e Strike Eagle" https://kerbalx.com/blasty_mcblastblast/K-15e-Science-Eagle
  6. Just noticed this cool engine lighting effect, is it new this patch or have I been blind?
  7. That face when you accidentally delete 2 game years of mission while ensuring a clean 1.4.5 install... But things will be okay, I can rebuild it. I have the technology.
  8. It took longer than expected but I think I've finalised my 150t capacity re-usable launcher! I went for a rocket with core stage + 4 boosters (onion style fuel flow), everything splashes down or lands intact so that it can be recovered for reuse. https://kerbalx.com/blasty_mcblastblast/Duna-Outpost-CYS-launcher Spoiler below contains a test flight with an over-large dummy mass of 180t to 100km orbit.
  9. @Norcalplanner I was having similar thoughts, although settled on 150t payloads to allow a little leeway for fuelling in orbit before transfer. My current initial payload (after many iterations) looks a little like this so far: After being placed into orbit, the transfer craft has just enough fuel to detach and fly to Minmus for refuelling (maybe 2 trips to top up everything), then I should be underway at the first transfer window. Using USI-LS, there is enough supplies on board to last a full return journey (if things go badly), but once landed I should be able to produce more than I consume insitu. I have also devised a cunning landing method whereby all surface gear enters together, then separates above the landing site. Each module's chutes deploy at slightly different heights so they spread out and won't land on top of one another (or despawn because of in-flight distance!)
  10. general challenges go here, mission reports go into mission reports missions for making history dlc go into making history missions
  11. lol I guess if you define "Low Kerbin Orbit" to extend slightly past Duna then it would be fine!
  12. @qzgy all "hardware and all fuel used for interplanetary transfers must be launched using the SLV" reads to me that the transfer stage must come as part of the NPM, no matter how quick you are! Also: yeah, has the rule on returning Kerbs changed? I thought they could stay on Duna indefinitely once you get the big four (backup plan, duna space station, duna space bus, and positive uplink) and so long as you could feed and house them?
  13. I've been testing some methods to move ground modules about, but i'm running into a problem where all my landing legs explode as soon as I dock/undock anything! Has anyone else encountered this or know of a solution?
  14. @DoctorDavinci who needs a beam to tractor stuff?!
  15. with a tether i could tow my craft instead of push...
  16. @Klapaucius no mods, the ground scatters a stock option in the general game settings. You can't interact with the trees (but there is a mod to fix that) so they just look pretty, also often they wont appear until you do an F5 quick load (it's some kind of bug I think)
  17. hi @ryoji and welcome to the forums! that's a great time, congratulations!
  18. I made an attempt, and managed to impact with a time of 16:15 Unfortunately the landing legs I put on the probe were insufficient for a safe landing. The vessel I used had 9 stages and approximately 17,000 dV. Imgur album of the flight is here Grab a copy of the craft from kerbalX here
  19. I always rinse new mods in lemon juice under the light of a full moon to remove viruses...
  20. "Part Time Action Men" - stuntmen available for all your action movie kerballing needs! call Wernher today for a quote!!
  21. I had a rescue contract for a landed kerbonaut on the mun, but every time I got within 2.3km the stranded craft would spontaneously explode. Many, many attempts were made to approach gently from various directions, but death was always the result.
  22. Lagrange points as stable orbit locations only makes sense if there is some mechanism making all other orbits decay or become unstable, having one without the other is kind of pointless. Currently all orbits are stable, and by introducing decay or instability you would detract from the entry level fun and friendly nature of KSP Having said that, it would be nice to have some educational DLC covering the finer details of real orbits (legrange points, procession, solar pressure, lumpy gravity, atmosphere decay, etc..)