Blasty McBlastblast

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Everything posted by Blasty McBlastblast

  1. i'm glad the launch escape system worked and everyone is ok everyone at mission control will receive a complimentary "check yo staging" bumper sticker after this!
  2. @voicey99 Brilliant! My kerbonauts can now clumsily collect science with confidence! Later, when I need to deliberately scrap parts, I will just reinstall the cfg file
  3. Is there a way to disable the "disassemble part" right click option, or add a second "are you sure?!" step? I've ruined several missions lately by accidentally disassembling critical parts
  4. these revamped parts are beginning to look very exciting, i can feel my hype growing! are there any plans for colour variant options for nose cones, structural tubes, or engine shrouds?
  5. I have also experienced problems with landing legs and wheels: small aircraft landing gear bouncing while parked (kind of like a pimped lowrider) landing legs exploding when docking rovers to bases (somewhat less explodey on lower gravity planets) wheel suspension fully compressing and sagging for no good reason when away from Kerbin radial placed landing legs providing uneven support, leading to rocket tilt landed vessels jumping when you approach them (I had a bad experience with a münar landed rescue contract where approaching the target caused it to jump & explode every time ) Also I really miss having the ability to right-click retract individual landing legs from a symmetrical set, this was very handy for landing on steep slopes! I hope that in 1.5 squad can fix some of these problems, because I really like making bases, rovers, and planes. For now I can work around most problems by using MKS for the tougher legs and logistics functions.
  6. @Mitchz95 exactly! this might be the most brilliant piece of PR that mankind will ever see! also: I hope SpaceX sticks with the "body flaps" terminology, makes my body-flaps seem awesome now!
  7. Inviting artists, musicians, and film makers along is fiendishly clever! How better to reach into the dreams & aspirations of the masses than by co-opting the very people who already control what we see and hear all day long?
  8. spaceX should have gotten bongo cat in to play this music live!
  9. 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
  10. Here is my entry, destination Dres with an unmanned craft named Terminus.
  11. @mystifeid i see your satellites are controlled by organic-processors... but was this challenge meant to be unmanned? Also: I like your rover!
  12. 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"
  13. Just noticed this cool engine lighting effect, is it new this patch or have I been blind?
  14. 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.
  15. 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. Spoiler below contains a test flight with an over-large dummy mass of 180t to 100km orbit.
  16. @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!)
  17. general challenges go here, mission reports go into mission reports missions for making history dlc go into making history missions
  18. lol I guess if you define "Low Kerbin Orbit" to extend slightly past Duna then it would be fine!
  19. @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?
  20. 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?
  21. @DoctorDavinci who needs a beam to tractor stuff?!
  22. with a tether i could tow my craft instead of push...
  23. @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)
  24. hi @ryoji and welcome to the forums! that's a great time, congratulations!