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alway

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    Bottle Rocketeer
  1. Here\'s a pair of craft; Loftr shoots it up really fast, NULLSPACER fires it into NULLSPACE. http://www.2shared.com/file/sn7uAefg/ships.html Or at least, that\'s what they repeatably do on my machine; dunno whether hardware plays a part in it or not.
  2. Altitude does indeed cycle constantly. Tracking station seems to track them sometimes... though neither were available to be controlled, and vanished from the tracking almost immediately after. But again, results have been highly scattered; there may be a possibility of just about anything happening. If it doesn\'t happen immediately, it won\'t happen with that craft design (as it is repeatable using the same craft each time). As I said, it occurs just after the game physics initialize themselves. It\'s all about getting that angle as close to vertical as possible; gotta chuck the trig at that asymptote, heh.
  3. Almost immediately. During the pre-launch initialization of the game, when it shows you the craft and such but button presses don\'t work, the craft typically appear ~5-10 km up. At the same moment the actual game starts (when the physics start happening and buttons start working) is when the effects occur, but it tossing off the tower, launching at high speeds, or throwing into NULLSPACE.
  4. So it appears one can create space-elevators now. Space elevators which, depending on the design, will fire you into another dimension: NULLSPACE*. But I get ahead of myself. So. Launch stability enchancers. As it turns out, launch stability enhancers have no maximum limit. Create a capsule, put on a strut or 24, and then grab the capsule. Aim the camera straight up, and place it directly above you. This results in an unstable situation. If done in a mediocre fashion, your craft is now a few hundred to about 3 thousand meters above the ground. It then is thrown from the clamps at a moderate speed. Not too exciting, nor useful; after all, the violence of the start destroys any additions to the capsule. If done in a decent fashion, your craft shoots upward at about 100 km/s... and oddly enough, so do the launch stability enhancers. Your craft is positioned oddly compared to the stability enhancers, in my test they were always 1.4km ahead of my craft, and offset to the side a few meters. Observe: Activating time-compression stops the struts from moving, though your craft continues to be shot ahead at a high rate of speed. In this manner, I now have a space elevator structure whose length extends past Minmus. Like so: So; rapid travel, and trying again with the same ship demonstrate repeatability. Next up, as promised, To NULLSPACE. As it turns out, if you position it almost exactly on center (and it seems additional modules attached to the capsule may help), something interesting happens. Instead of parts being flung from the craft, as occurs with mediocre positioning, the craft stays together. As soon as the game begins, the craft\'s speed goes to NaN, as does heading; welcome to NULLSPACE. So spacewalking in NULLSPACE is possible; though of no use, as the image is entirely black, and it doesn\'t seem possible to re-enter the craft after leaving it. And now... and beyond. It would seem if you position it correctly and build the right sort of spaceship (testing is extremely varied in the effects observed), the craft goes into NULLSPACE as above, but the altimeter dials appear to spin faster at the start. The dials then slow down, and shortly thereafter the game crashes to desktop. So there you have it. Space elevators, NULLSPACE, and beyond, all in a nice little nutshell. For the glory of Bay12! *I found it, I put kerbins in it, therefore I named it.
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