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Highlad

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Everything posted by Highlad

  1. I see jeb is grinning with delight at the prospect of blowing stuff up on purpose
  2. That's actually pretty cool. I've built tugs before but this modular design is a nice alternative to my usual design. I might give something like this a go.
  3. Honestly I think you are looking at the game all wrong. If you want a simplistic style of game, I suggest playing sandbox. It is designed to be fun, entertaining etc. Career mode, on the other hand, is designed to be harder. The way I look at it is that it is about the journey not the destination. If you only want to play the game to say, get to the mun, then once you are there, you will have nothing to do. If you focus on playing around with what you have, the game will become much more fun. I do agree that there should be different levels of difficulty, just so that i can play extreem and so that earlier players can play on an easier level.
  4. Here are are a few examples of other types of subassemblies: Resource Module: Fuel Module: Note: the cockpit is just there as something to attach the module to. Small Skycrane: Note: the small drone on the bottom is just something to attach the skycrane to. Science Module: And here are the craft files: http://www./?rd691d5ix3vranb
  5. That thread looks more like a Launcher focused thread. Its not just launchers that you can put in your sub-assembly folder. None the less I can see your point, I shall edit the root post accordingly
  6. I accidentally got lost at the edge of the game... found a nice rocky moon to live out the rest of my life though....TOTALLY WORTH IT!
  7. So, With the new 0.22 Update, we are able to have stock Subassemblies. My question is, what cool things have you got in your subassembly folder? Post your awesome or useful (or a bit of both) Subassemblies here! If you want to share your launchers, I suggest visiting this thread: http://forum.kerbalspaceprogram.com/threads/54880-Share-your-launchers-MEGATHREAD as it is more launcher focused
  8. Well they changed the way the suspension works so its great for landing nice and soft but for this, the legs will sag under the weight and the craft will drop lower. At that point the base is no longer a set hight above the ground as some heavier modules may be lower than the lighter ones. I'm still not to sure how extreme the effect will be. I have been working on another challenge and so have not had the time to build my base... tomorrow I shall get started on my MunBase
  9. Burn him! Blasphemy! Crucify the traitor!
  10. Jool was only a gas giant till the Devs battled the great space craken. Unable to destroy it completely, they banished it to the heart of jool, hoping that the immense gravity would crush into oblivion. Little did they know that the space kraken survived and slowly grew inside jool till it consumed the planet and took its place. This is why we canot land, we are torn to pieces by the space craken. sleeping... waiting...
  11. I really want to get this now. To bad I'm on my mac at the moment... OH, I cant wait to get back to my baby and play this...
  12. This seems to be quite similar to this:http://forum.kerbalspaceprogram.com/threads/25884-Kerbin-Circumnavigation-Challenge-Reloaded-New-Rules-Once-More None the less, It looks cool, Might give it a shot! I have gone round the globe before but I wouldn't mind trying it with some limitations.
  13. Ive never really been one for using other peoples ships, my pride wont allow it I can say however, that i am thoroughly inspired by the design. I tried something similar with a small mining outpost but bumped into alot of trouble when trying to dock when on the ground. I quite like the interesting ways you have got around the problems. One worry I have for my base is how the newly designed landing legs are going to act (what with them being very springy). I have a feeling they will just sag under any semi-heavy structure... also, that looks quite cool Dakitess.
  14. Haha, Yeah the craters do ensure that you build your ships correctly.
  15. I actually enjoy the muns craters. The way i see it is that, if you want to have flat land, go to minimus or some other Moon/Planet. I think the variation in surfaces is one of the things that spurs me to go to other planets/moons
  16. Yeah, I know its not actually realistic, I figure i would put it in inverted commas. I was thinking of it as more of a super hard difficulty more than a realistic space program.
  17. I think they should add a difficulty meter. Then later (when they add resources, weather, money etc) they can tie features to each difficulty level. Easy: Op parts Easy to reach tech-tree goals Good wether everywhere no damage upon re-entry high starting budget (for when money is implemented) low crash damage Medium: Normal parts Normal tech-tree goals medium weather (occasional storm etc) some damage after a few seconds of re-entry effects average starting budget normal crash damage Hard: Inefficient parts expensive parts hard to reach tech-tree goals lots of wind, cloud cover etc low starting budget high crash damage 'Realistic': Really inefficient parts (You can buy efficiency for a high cost) parts cost tonnes to research and buy super-hard tech-tree goals almost always stormy or windy everywhere no starting budget (you go into debt) Go too far into debt: GAME OVER Kill a kerbal: GAME OVER Realistic re-entry heat costs money to train kerbals different levels of training: you have to hire kerbals to train other kerbals (eg. pay jebidiah 2000kerbucks to train john to level 5) Badly trained kerbals will lose control of the spacecraft now and again.
  18. Now there is a good, simple idea that would improve the game
  19. I think that although resources would be awesome (and i would love it if they put it in the next update) it will be a while before they implement it. I suppose the next update will include some serious work on career mode. I can imagine currency coming in sometime soon along with a mission planner, perhaps something along the lines of the training scenarios? My wishlist is long... Im just glad I got the game nice and early, the update system itself mimics the growth of a space agency, I think thats one of the things that really what makes the game so good.
  20. Say, do you think it would be possible to add a feature where you can input your orbital altitude and the body you are orbiting and it can tell you what your transfer angle should be? say if I happened to be orbiting jool at 1000km and i wanted to know my transfer angle to tylo, it would be really handy to input the variables and get an answer. Perhaps I would need to put in my apoapsis and periapsis... or it could just assume a circular orbit...
  21. Project Spectrum was initially a joint venture between myself and Fallingintoblack and I must give him credit where credit is due, however towards the end of this venture, It was I who did most of the work Here is a brief overview of the operation, I wrote this for clarity in my own mind and so that Fallingintoblack would also understand the plan. There are three basic stages to this extended mission, the launch of a module to lko, the transfer of the module from lko to ldo and the landing of the module on duna. If we look at each step individually: The Launch Each launch will consist of two parts, the lifter and the payload. The Lifter: • The lifter must be designed so that it weighs more than half of the payloads weight (in our case the payload will weigh 50 tonnes and so the lifter should weigh at least 25 tonnes) • The lifter must be fully reusable. Ie. no part should be destroyed on landing / splashdown and no visible re-entry effects should be seen. Don’t worry about the re-entry thing. As long as there is fuel in the last stage of the lifter and it has a probe and electric source, it will be able to stop itself from going too fast. • The Lifter must be capable of taking a 50 tonne payload to LKO (70-75km) The Payload: • Each Payload will consist of one or more modules which range from fuel and supplies to habitation modules (I will include a complete list of modules at the end) • The Lifter is designed to take 50 tonnes to LKO and so each payload must not weigh more than that limit. • On the other hand, the payload should be as close to that limit as possible so that we get the most bang for our buck. The Transfer There are several transfer windows both to and from duna in the time of the mission. Not every transfer window will be used though. (For example, the first transfer window will not be used as we do not have many modules in LKO at that time) Again there are two main parts to the transfer, the tug and the payload. The Tug (IPTS): • The tug will be the very first payload launched to LKO • Much like the lifter, the tug is the muscle of the transfer; it will pull all the modules from LKO to LDO and will be used to transfer crew between the two planets. • The tug must have docking ports, balanced RCS and be run on NERVA rockets (as the efficiency is needed) • The tug must be capable of actually pulling the payload to LDO (It must have sufficient ÃŽâ€-V) The Payload: • At this point in the mission the payload will no longer be single modules but many modules docked together. • The payload can be no more than 200 tonnes (as the IPTS can’t tug more than that). This equates to 4 launch payloads each weighing 50 tonnes. The Landing Although the landing is simple enough, there are a few steps that must be taken. 1. The Kethane rig will orbit once around the equator and find a suitable landing site (one which is both flat, has a Kethane deposit and is, preferably, higher up) 2. Once a landing site is identified, the tug will de-orbit all modules, including itself, and will then undock. With the modules now on a sub-orbital trajectory, the tug will burn prograde to achieve orbit. At this point fuel will be low. 3. The modules now falling to duna will wait till they are closer to the surface then proceed to undock from one another and deploy parachutes. The crew will land in the habitation modules with which they transferred to duna. Additionally, fuel will be sent up to the IPTS after landing and, after refuelled, the IPTS will transfer back to Kerbin These basic steps will be repeated a few times during the course of this mission. The following is a list of modules, divided into the launches they will use: Launch 1. TUG – IPTS (Interplanetary Transfer Shuttle) Launch 2. Refuelling Utility – Kethane rig Launch 3. Habitation Module Duna Shuttle – A ship that will take our crew back to LDO once their time is up. Launch 4. Supply module – RCS tanks acting as supplies for the transfer and the Duna base. Launch 5. Power Module – A module which will provide a source of electricity Launch 6. Transfer Habitation Module – A moduke for the IPTS that will allow crews of 8 to be safely transferred from planet to planet. Launch 7. Duna tug – A ground tug to pull the modules closer together Launch 8. Habitation Module Duna Shuttle – A ship that will take our crew back to LDO once their time is up. Launch 9. Supply Module Launch 10. Fuel for IPTS A more detailed launch schedule is shown below: ------------------------------------------------ Here are all the modules, pre-launch: The Lifter: The lifter is fully reusable and is designed with asparagus staging and a heck of alot of parachutes! The IPTS: The IPTS (InterPlanetary Transfer Shuttle) Is designed to pull a whopping 200 tonnes to LDO, With the help of an aerobrake of course! HabMod + Shuttle: Bob has nicknamed this the spaghetti. It will house the kerbals in their transfer and prolonged stay on duna. Refuelling Utility: This may be one of the most important utilities as it will provide fuel on the duna end of things. Duna Tugs: These will help to pull all the modules together SupMod: FOOOOOOD PowMod: I really didn't need this but Jeb said he wanted to play angry birds while on duna... Fuel: The IPTS needs fuel, this is its source. Transfer HabMod: A HabMod that will not land and is only used to take kerbals from LDO to LKO and back. -------------------------------------------- That is it! that's the submission! I am hoping to take them all to duna tomorrow or something. As for now though, that's it. I would love to hear your comments!
  22. Nope, no pre-built launchers. Usually the root part is a decoupler and the module is built on top of that, I then build a launcher underneath the decoupler. I'm looking forward to your submission!
  23. Part 4 is now out! Well done to Omgalof with his habitation module! Please continue to post your submissions. We can only cope with a couple more modules on the OSS so if you want yours to be there, then get submitting!
  24. I am truly impressed! Great job! I doubt many people would watch it. Perhaps when my audience grows
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