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Flaglore

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    Bottle Rocketeer
  1. OK guiz To clarify I'm not asking for any new content to be added to the stock game or any kind of mod. I just thought it could be interesting to try out a few battle with a similiar system. I'm a little surprised my one post triggered a flame war.(Is that something to be proud of?)
  2. So I just watched the series 1 conclusion in macey deans KSP series. This was really impressive for me, and I was wondering if we could develop his battle sytem into something that could be used for other engagements. At about 8:10, the rules of engagement can be seen. I'd love to use these rules for some other battle, and even organise them over the forums, but first I feel some discrepancies need to be cleared up. 1. There should be a minimum distance away from every other ship a craft can stray during its turn. This would be to stop people splitting the battle up unfairly. 2. There needs to be a defined way to classify ships as a fighter, frigate, or capital ship. Maybe tonnage or dimensions? 3. There should be a way of quantifying the strength of each ship so that engagements can be fair. Let me know what you think.
  3. Hey guys I recently set up a small laythe base, but much to my dismay found that I'd forgotten to fill the storage container with kerbals! I really can't be bothered to send another mission, so I was wondering if anyone knew what and where I would have to edit to spawn in some kerbals. Then we can just pretend this whole mess never happened Any help would be greatly appreciated. Flaglore
  4. Another method is to construct a large rover capable of picking up and moving base buildings into specific locations.
  5. Mechjeb and Kerbal Engineer would work, and I know the the mun is in a perfect 0 degree inclination orbit around kerbin. For this reason you could just target the mun and look at the relative inclination, but that would only work in kerbin orbit.
  6. This looks pretty damn cool actually. I'll download when I get access to my main machine. I was wonderind though, doesn't the drain of the fuel tanks shift the centre of mass?
  7. Hey Neomorph, To your first question, the best way to return from the mun (assuming you are looking to land back on kerbin or go back to low orbit) is to wait until you are positioned in your mun orbit so that the mun is travelling directly toward you and you are there is a 90 degree angle between the kerbin-mun line and mun-spacecraft line. (That was probably confusing but hopefully you got it.) At that point burn propogade to escape, and you should move into an ellipticall orbit with apoapsis at mun level, and a fairly low periapsis that you can adjust to suit yourself. As for your last question, it is more efficient to travel from the mun to minmus, but as max warp speeds can be quite low in mun orbit and the mun minmus window doesn't come round very often, it might be more convenient to just return to kerbin. Hope that helps. feel free to ask any more questions!
  8. After playing 0.20 for a while I have to say I love the new "cupola" command module IVA view. The huge glass window is great for taking screenshots. Post your best from the new IVA or any other below!
  9. So after an extensive development and testing cycle of about an hour I had free, I'd like to present for your viewing pleasure the Watchful Class Mk.1 "Starbug" I've designed a small lander/dropship to land 4 starbugs simultaneously. Each rover is capable of sustaining itself on solar energy in daylight forever. They also have a reasonable lifespan in darkness and are fairly durable. The Dropship in the VAB http://tinyurl.com/ncwlld6 The Dropship on the Launch Pad http://tinyurl.com/p2ey9gt The Dropship After Deploying 1 Starbug http://tinyurl.com/ofx9h5q The Starbug in Action! http://tinyurl.com/pcpwv7s The Starbug with Deployed Aerials http://tinyurl.com/oyq5cp3 The dropship is available to download here. Hopefully it has enough fuel to last a mun landing! Feel free to edit as you wish and let me know what you think. I'm starting work on the other rovers now. Flaglore.
  10. I can go stock only for the building, but if I have to fly anything I like to use a few of the less cheaty mechjeb functions (go ahead, sue me)
  11. I'd love to help out. What mods would we be using? P.S. I'd love to start work on the rover design
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