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Levelord

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Everything posted by Levelord

  1. I have a SSTO landed on Laythe with a nice interior hangar and a rover used for ground based exploration. What we have below is the interior hangar bay with roof storage for research materials and repair kits. Towards the bottom of the loading ramp we have the general maintenance area where you can repair the rover that is docked securely to the SSTO via dual overhanging docking ports. The main rover deployment bay can be lowered and the side rails opened up for the rover to move about. Of course, the main hangar bay has ladder access for when the rover is away, so that the main team can use it as a mobile base of operations. When the rover returns to the deployment bay, the structure folds up and lifts the rover into the hangar. Where the dual docking clamps magnetize and secure the rover into place.
  2. Alternatively you could use a smaller vehicle to make short trips away from a main base for some exploration. Then fly back to the main ship for orbit later.
  3. I've already had my fun with my almost decade long relationship with KSP 1. While I hope that KSP 2 suffers no adverse circumstances, you have to consider what KSP 1 has given us. 1. An excellent base game with a great community with all the bells and whistles of unlimited modding potential. 2. FREE DLCs for us original supporters. 3. No microtransactions. 4. No intrusive DRMs 5. Memories and fun times with the KSP 1 team and watching Harvester work on his new game Balsa Model Flight Simulator. You can certainly see a lot of KSP's DNA and passion put into it. (I miss Harv ) The space sim of KSP 1 is great, no doubt about it, but a lot of that fun also comes from the complete freedom to do whatever you want, without the constant microtransactions breathing down your neck trying to tell you that you have an incomplete experience, without a restrictive DRM system, and without a restrictive modding API. KSP 2 hasn't been made yet and I have never tried it. I'm not saying that KSP 2 will eventually have those scummy drawbacks, but if it does, then it'll be a tarnished reflection on it's already well polished predecessor and I will find it very difficult to justify buying another game that essentially does the same thing with just a few new bells and whistles that mods could accomplish on KSP1.
  4. I don't come by the forum as much as I used to but when I do it's always great to see familiar faces like your still posting. I love your new video by the way. The TNT part with the rocks and stuff had me laughing. XD
  5. I admire your dedication to circumnavigate Duna. The hover bike isn't very fast actually, if it flies too fast it somehow loses lifting power with is why I added some tiny wings to help. Other than that it can VTOL perfectly fine (but the physics seem wonky, it can lift off super fast, but doesn't decelerate well when you're landing) Here's the craft file for you to dissect:
  6. I accidentally made a Duna hover bike.
  7. Just arrived at Eeloo with a rover to gather some of the last bits of science. It has special staging sections which allows for the shedding of the remaining tanks and wheels plus it's science module (after data collection and storage) for ascent. Then it can rendezvous with the mothership.
  8. I just need to post in here early so I can be part of this historic event.
  9. Those landing legs are an old stock landing legs. They were also well known in Kraken drives.
  10. Happy birthday! I remember playing the game since 0.16, around the time when Kurtjmac introduced his KSP series. On another note I managed to finally track down an old flag I had. As a bonus I found a Sailor Minmus floating about out there.
  11. I need to build my ships out of the same material as those Kerbal helmets
  12. Made a simple science exploration rover today.
  13. Additionally there has been an old docking bug that has been reintroduced in the DLC. A fellow KSP user has made a video showcasing the problem.
  14. I'm glad I'm not the only one that's seeing this. Frankly, this is going to become a bigger problem than just something that affects elaborate contraptions like mine. I can foresee this causing bigger problems with simpler machines like those of basic cranes used for colony base building.
  15. Then I'm just as stumped as you.
  16. Have you tried enabling autostrutting for the parts?
  17. I've been recently working on a spaceplane that gets assembled in orbit out from a storage bay. In the pircture attached you can see that the plane relies on being attached to docking ports, which strangely enough magnetize after being brought together despite still being part of the same ship. The problem comes when you decouple the holding arms when the parts are all assembled. It seems decoupling the ship from the assembly arms causes the entire ship to undock with itself. (This happens even if you individually decouple/undock the ship from the parent ship). Does anyone have a solution for this? Everything looks okay in the SPH So far so good in space. Ship assembly looks in order and docking is confirmed. Now whenever I try to manually decouple the docking port holding the ship to the mothership... ... Docking with the wings are lost and the entire fuselage is released instead. Here are some other things I have already tried but didn't work: - Simultaneous undocking with mothership. -Using decouplers to separate the mothership. -Enabling/disabling auto struts
  18. Okay, with a smaller ship, it's a little easier to control. I'll have to experiment more if I want to scale up for large bases. I fully intend to create a permanent base on Jool. You heard me right. Jool.
  19. I built a thing, but I'm not sure how to control it yet.
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