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sirmonkey

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Everything posted by sirmonkey

  1. thanks.. wish there was a way to make it more automatic when you hit 36000m but so far scripting isn't supported yet in the game. but i can't wait to see what the real version looks like when harvester add's true atmospheric heat/friction and drag, should look sweet.
  2. very nice clean design. way better then my unrealistic satellite launchers.
  3. they only overheat quickly if you don't control the throttle.. just set it to 3/4 throttle and they won't overheat.. its more than enough to get into kspace..
  4. any chance you could post the crafts file? i want to screw around and try to actually put this beast into orbit
  5. sure, here ya go.. i'll see if i can list all the mods used in it, lol tuned SAS sunday punch SIDR&SD Liquid Warp Nacelles Ver 1.1 and Junk Parts Pack RocktCo Hidra Parachute neccelles booster stuff http://kerbalspaceprogram.com/forum/index.php?action=dlattach;topic=319.0;attach=489 i think thats everything.. btw if you do use it remove the red SAS modules at the very top(the rounded ones not the actual SAS modules under them. forgot to take them off but they are insanely to heavy..
  6. ahh gotcha.. thought i was missing something because the decoupler didn't fit right.. makes sense now, lol.
  7. here is my attempt to make a heatsink that can be activated to look like its really going through kearths atmosphere.. eventually this will become standard in the game but this will at least be a good place holder until then, enjoy. for those of you that already have moach's heatsink this version is no longer a decoupler so keep that in mind. notes: when using this make sure you put the booster in its own stage so you don't accidentally trigger your parachute your command pod WILL ALWAYS explode when it hits the ground.. there is no way to get around this until its fixed by harvester(or other coders). burn time is 25 seconds(easy to edit in the cfg if you want it shorter or longer) no the length of the flame can not be shortened or lengthened since the FX is part of the game. when looking from below the capsule you will always see the bottom of the heatshield, there is no way to cover it with flames from that view angle. i spent almost 3 hours changing settings and retesting over and over, sorry. download link: http://www./?17b3cudc1ovx9sv screenshots: here is a video of an earlier version of what i made before i perfected it.. it will give you a good idea on how it works.. http://www.youtube.com/watch?v=s7l8-pJxiUg before anyone asks, yes i was given permission by Moach to post this. if anyone has any problems or things i should change, feel free to let me know.
  8. you don't actually need to use the modified RCS module, the stage III engine can't access the RCS fuel tank due to the location of the instrument unit(SAS module). so you can actually use the normal one that came in the sunday punch mod.. awesome job btw, kingtramp..
  9. i tested 24.. while it works.. it doesn't work that great.. first stage works brilliantly.. release the SRB's and it continues going up on the liquids.. but thats where the problem starts.. even on the liquids it can barely hit 150m/s releasing the first stage of liquids/tanks.. it slows down so much that it starts falling almost instantly so that you can never fire the second stage without blowing up the entire ship.. it probably needs some SRB's on the second stage.. but that will probably add to much weight and nullify any use they would of been..
  10. sorry for bugging you sunday punch, i know people keep requesting a lot of stuff.. but one last request that i think could have a pretty big effect.. is there any chance you could make a single piece coupler thats the same thickness as the double and triple lateral couplers? sometimes when building stuff i have a left over space and the only thing that is the exact same thickness as those couplers are the small fuel tanks. down side to those is they explode and they don't have the ability to hold a ton of weight like the couplers do.
  11. hows this for going big or going home still a work in progress.. its not tested yet and probably never will be until harvester fixes the throttle big when using to many engines.. FINISHED!!!! after looking at it and deciding the final stage looked like shizat, here is the final product.. again like i said above there is no way for me to test this ship.. worst off i get a whopping ZERO!!!! frames per second sitting at the launch pad, it took me 5 minutes just to zoom out for the screenshot.
  12. that thing is bad ass.. but you sir need the tuned sas's will allow you to use a lot less of them and have less weight for more thrusting powa!!
  13. don't worry.. flaming smoking heatshield is here... will post video of it here in a few minutes but will wait to post the modified file and give moach first access to it since its his mod/creation and in case he wants to change anything.. and here is the video, warning the audio will probably be loud and yes it is slightly out of sync due to me forcing the frame rate to 30 using fraps so the audio's still running at 60fps. http://www.youtube.com/watch?v=s7l8-pJxiUg ok after almost 2 friggin hours of tweaking this crap, here is the final outcome of it.. images are 1920x1080 so they are going in spoiler tags.. things that CAN NOT be changed.. *flame length is a constant, there is no way to shorten it without making a custom FX *there is absolutely no way to make the heatshield look like its on fire from an under view unless the ships paint coding is changed which honestly theres no reason to.. it still looks bad ass from the side/top view.. * THE KERMANS WILL NOT SURVIVE A LANDING!!! they will instantly explode when they touch the ground, its a known bug with the ships and how they interact with the surface textures of the planet. until thats fixed you'll have to deal with it.. files are being sent to moach, if i don't hear back from him within a day or so i'll post them myself.
  14. i'd say try not going completely vertical.. start your turn a little early and accelerate out that way.. you should be able to hit terminal velocity with a top speed that high, problem is terminal velocity really isn't that consistant.. so while you think you hit it kearth slaps you in the face and says no..
  15. the whole thing is unrealistic, what does it matter what parts it was using? even if it was using realistic parts the dang thing shouldn't fly. it was a joke from the start of it, none of us expected it to work in the first place. all we did was find a loop hole in one of the mods (5x1 coupler + 4 fuel collecting engines + e-1000/800/600/500 or neccelles engine = unlimited fuel) so we went wild with it and thats what we came up with, lol. i specifically kept that information out of my post so that people wouldn't try to copy it.
  16. thats something on your end, then.. just downloaded it and worked fine..
  17. so some one challanged me in the IRC channel to try to put as many satellites into orbit as possible(can't remember who it was though).. so after 6 friggin hours of screwing around with trying to get it to work here they are... heres the progression of the first attempts to get it to my 8 satellite ship to work.. Failed miserably.. it would wobble like crazy on the launch pad. out of the 10 attempts to launch it i got it to leave the launch pad twice. both times it hit 1000 meters and then flipped over and dove straight into the ground failed miserably as well.. this time it didn't wobble as badly but still it wobbled enough that a few parts would break and cause it not to launch. failed even more spectacularly then the others.. i attempted to stiffen the design so that there was no possible way any single piece breaking could cause the rocket to fail. well i was wrong, one single piece broke making the rocket totally useless.. so after 5 hours i was pissed and decided to fire every single stage in one fail swoop and here is the outcome of that.. so finally decided i had given up with the launch stage i came up with this idea after 6 hours i was pissed so i figured i'd at least see if it was possible to launch and what did you know IT WORKED!!! hard to see but if you look just to the left of the gimball you can see one of the 8 satellites launched following the ship. releasing the first stage getting ready for the second stage..(sorry its hard to see) here is the second rocket i made(i completely expected this thing not to work and quite frankly it SHOULDN'T work but it does). this baby has the ability to put 24 satellites into orbit!!! SUCCESS!! yes its about as unrelistic as it gets but i don't care it worked. it allowed me to put 24, YES 24 SATELLITES into space and orbit!! each satellite can be independently launched one at a time thanks to Nova's awesome mechanical decoupler. you decouple the satellite and single burst fire the engine to slowly move away from the satellite. if anyone wants me to upload the files let me know.. the first ship will only work in the .9 X5 client with the correct stages i created, for some reason the X6 client shuffles all the stages up making it a total pain in the ass todo all the stages(i took me 30 minutes just to do it the first time). the second rocket was made in the X6 client and can not be used in the X5 client because again it shuffles all the stages. there are a ton of mods used in these rockets as well. anyone that wants to sit there and complains about how i used mod's don't bother posting in here because i don't give a crap. this game was designed for mods if you don't like it TO BAD!!!
  18. thanks for thread crapping awesome job.. go thread crap in your own thread stay the hell out of mine.. there is absolutely no reason for it. if you want to play the boring stock parts all day long be my guest but some of us got bored with it a long time ago.. this game is built and designed around modding and modded parts. if you don't like it then go play a different game or make your own.
  19. they are from the v.9 experimental client.. currently its at version 5.. though the final version of .9 should be coming soon..
  20. all you have to do is make the docking station free floating so that while the station rotates the docking hub is actually stationary.. once the ships connected and docked it begins spinning with the station to create the artificial gravity..
  21. yeah whats what i figured.. but its the only thing different between the configs other then that its 100% identical to the stock parachutes.. though i'm wondering if it has something to do with the higher drag that causes it to open instantly even though its not actually making a difference.. hmm.. maybe i'll screw around and change it to the default numbers of the stock chute and see if it does anything. edit i think i figured it out.. testing now.. edit2.. nevermind that didn't work.. edit3 found something else.. testing now.. grr didn't work either.. ok i'm at a loss.. tried everything and it always deploys fully open..
  22. looking at his part.cfg its identical to the stock part minus 1 line thats slightly different.. hydra // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z, size node_stack_bottom = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0 stock parachute // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z, size node_stack_bottom = 0.0, -0.120649, 0.0, 0.0, 1.0, 0.0, 0 i have no clue if that has any effect on how it deploy's but thats the only different. the other thing is that there is an extra .mtl file in the stock one thats not in the hydra folder, again i'm not sure if that has any effect.
  23. for me. [me=sirmonkey]waves...bye bye.. have fun with all the 12 year olds on 4chan, you won't be missed here. try growing up and not being an asshat.[/me]
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