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RedPandaz

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Everything posted by RedPandaz

  1. Is TweakScale allowed? if not, can you make a seperate list for tweakscale? Because Ingame, it's not hard [Just build bigger parts, it's not new tech or anything], and so many people have it it's more or less stock anyway
  2. Versimilitude AND more things to fly around [or into]. They would also give a reason for more airports And maybe XD. But we already have tourist contracts, it makes sense. Maybe they want to go to space and land at another airport, like a suborbital hop?
  3. My suggestion is for a future update, the code be rewritten to run much faster, and thus speed up the game
  4. For a civilization, there isn't any visible signs of it on Kerbin except the two KSCs, the Island Airstrip, and the Ancient Ruins My suggestion: Add multiple [5? 10? 20?] Cities into the game, each with their own airport Possibly have contracts for ferrying passengers between cities? Airshows? There are really many possibilities
  5. Now there is Muahahaha Updated this challenge, now the initial score is the speed squared, to emphasize speed, and the Passengers is simply multplied by 10 and added
  6. I edited the rules now, you must land horizontally on the runway Manage to do that and you have a competitive entry
  7. The challenge is simple- Land with as fast of a speed at touchdown as you can. There are separate leaderboards for modded and stock entries, please state which your entry is along with a screenshot of your vehicle. You must land on the runway (with a greater horizontal velocity than vertical velocity)! Finally, you must stop before the end of the runway- no touch-and-goes. Other then that there are no rules SCORING -Score is the landing speed, squared -+10 for each passenger that can fit in the aircraft -Minus 250 for each passenger that does not survive -Minus 100 for each parachute -Minus 100 for the inclusion of RTGs or Nuclear rockets- The average Kerbal does not like irradiation. -Plus 100 points if all crew and passengers survive -Plus 500 points if the aircraft is completely intact -Plus 1000 points if you land supersonic. Good luck XD (If you have ideas, please speak up)
  8. Here's a challenge! Build the Fastest thing to circumnavigation the planet! Rules! 1. No warp drives 2. No HyperEdit! 3. Stay below 50,000 m 4. Must be manned [One minute subtracted from time if by by Jeb] 5. Name must be a pun! Have fun! Mods are allowed and encouraged
  9. Is TweakScale allowed? It's technically a building mod, but it doesn't give you better parts than usual
  10. The node doesn't help me know when the Mun will get there tho- and what if it's, say, on the other side of the planet?
  11. How do people ever figure out where other planets and stuff are going to be? Help? Haven't even been able to get to the moon cause of this
  12. Then again, most modern day planes have an autopilot
  13. I can't get it to work. I have warp plazma, zero point energy, xenon, all that stuff hooked up, but the bubble forms for only an instant before collapsing help
  14. I use FAR too. In fact, with FAR, I've built a working plane that is literally just a mk2 lander can, an observation window as the cockpit, and 6 of the Panther-fuel-intake combo, and it flies around fine
  15. Try four engines them, and put them right next together
  16. Put one mk1 jet fuel container for each and an intake at the front
  17. But if you want a working flying wing, it'll do it
  18. My current project only has its frame complete and is at 7000000 tons. Then again, It'll use hyperedit to get to orbit, as in theory it was built in space XD
  19. What I would suggest for control is to put 6 Panther engines on the back, and use an action group to toggle them and another one for afterburners. As they have thrust vectoring, thus makes for a very easy to fly, controllable craft.
  20. Ooohhh I'm making a ship that is bigger than any ship I've seen in KSP Here are 3 details, as it is still a secret 1. It works as a mobile space station 2. The megastructure, the basic skeleton is complete, and with fuel tanks at full, weighs 7,000 kT 3. It's over 1450 parts already, and as such, crashes KSP some times, but I'm doubling my RAM and trying to get the Part Welder mod to get it to work
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