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Rover 6428

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Posts posted by Rover 6428

  1. Alfred Kerman was an astronomer in the R&D senter. During a trivial inspection of the Duna's surface through the pictures taken from the sattelites, he found something very weird about one of the northern sectors: Although under visible light there was nothing interesting to see there, the background radiation in the area was a lot more intense than any other area on the planet. As well as that, the sensors picked up a strange signal coming at high frequencies from the sector. Excited to share the news of a new discovery, Alfred rushed back home to prepare his report for the next day. But as the sun rose, he didn't turn up...

    Five days later, his body was found in his apartment. All the files were taken, as well as all the footage from the sattelites. The only two leads that were found in the apartment of the cause of Alfred's death, was a cup of tea with high concentration of Arsenic, as well as high concentrations of it in Alfred's blood. The second clue was the "Ω" symbol engraved on his arm with a knife.

    Kimbly Kerman- eaten alive

  2. During his return from a routine rotation of the Kerbin 2 (a space station located in the LKO) Dade Kerman started the re-entry procedures for planetfall. However, a fluke micrometeorite managed to hit the life support control sytem of their pod, disabling it. But when the alarms went off, it was too late: the reentry has begun.

    When the ground crew arrived to pick up the kerbanauts, no one suspected anything, untill they opened the steaming capsule, only to find  the ashed remains of what once were their friend...

     

    Bobly Kerman - starvation

  3. I present to you: my latest invention!

    Hawk Mk 3 Guardian:

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    The third iteration of the famous line of fighters by Kerbal Dunatian, the company that brought you the Hawk Mk 2 and Falcon Mk2. This fighter utilises some of the most modern software available, putting it at the top of the areal food chain. Designed specifically with combat in mind, this plane can go up to Mach 3 at cruising speeds, can take off at only 50 m/s and is the most maneuverable craft around. It has 2 main and 2 secodary engines, which can be toggled independantly from each other. The craft has an additional autopilot in case your kerbal loses conciosness during a dogfight. It has been proven especially effective during the Free Space War.

    Flight manual can be seen on KerbalX.

    *No weapons included*

    Download from KerbalX

    Known bugs: No bugs as of today!!

    Flight advice: use SAS. When landing, don't turn the brakes on untill touchdown.

    I am open for suggestions on improving and creating new content. If you have any ideas, please feel free to post them in the comments.

  4. I present my newest invention: Samson Mk 1.5!

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    Inspired by the Samson Sa-2 from James Camerson's Avatar, this little helicopter is a vehicle of choice for the scouting parties both on Kerbin and other planets. Initially designed as a search-and-rescue craft by KAEC, which also made a combat prototype also known as "Samson 0", the KSCRD team upgraded it for exoplanet missions. It can carry up to 4 passengers (seats can be swapped for cargo holds), its engines can be easily tweaked for a thinner atmosphere, has an infinite range with the help of its 2 RTG generators, and thanks to its ability to fold the rotor blades, it can fit in the MK3 cargo bay, making it easy to transport.

     

    This craft has two modes: transit and lander (ACTION GROUP 5) Recommended engine speed for "lander" is 80%, for "transit" is 100%

    HOWEVER: before you fly the helicopter, make sure you have pressed ACTION GROUP 3 in order to make it work. It is highly recomended that you fly with SAS on, and that you take caution when performing maneuvers.

    Download from KerbalX

    (You need both expansions for this craft.)

     

    I am open for suggestions on how to improve the craft. If you feel there is something I really need to fix, please comment below and I will update the craft ASAP

     

    Known bugs:

    *Sometimes, when the craft is landed on a building, the lander legs clip through them when loaded  FIXED

    *When opening the engines, there is a chance that one of them will go rogue. Revert to start/quickload to fix this.

  5. Hey, I need a little help with your mod. Nothing too serious, just a little inconvenience.

     

    So, I have two planetpacks installed, one of which adds a new star system in the game, while the other just overhauls the stock one. The problem is that the shine from the "Sun" is so bright that it outshines the parent star of the other system. How do I change the mod so that it stops doing that? I am willing to tweak configs by the way.

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