Captiva

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About Captiva

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    Rocketeer
  1. How could it already be planned if it is not planned... You know what, never mind I give up.
  2. You clearly did not get my point... That stuff was already planned to be put in, and is only finishing what they started, I said they were probably not going to be adding anything major to the game from this point on. I did not say nothing new was going to be added. But either way I hope they do add all the stuff everyone is hoping for, just that my opinion is we are not going to see much more then fleshing out what is already planned and implemented.
  3. I do not feel the developers are trying to appeal to the hardcore crowd. They have left the appeal of this game broad and will probably keep it that way. I think from what I have seen with the recent updates so far is they are working on polishing what they already have while adding very little in terms of new gameplay features or parts. While it does seem that Squad is dragging there feet a little with what seems like long waits for new patches vs what actually comes in the patches, I do think this is largely due to what I already mentioned, they are not trying to add new stuff as much as they are trying to refine what is here. So while I would love to see more new stuff added to give the game more depth and realism, I would not get your hopes up for anything too ground breaking to be added at this point. I would expect the next foreseeable updates to be focused on fleshing out the game and not adding in many new game changing features. This also explains why there was nothing ground breaking introduced with .22 in terms of the tech tree and career mode and why they took so long to get it in. They wanted to get the mechanics into the game, but certainly was not concerned with making them perfect. I would not expect huge additions though at this point to the way the tech tree and science work, probably just fine tuning. I would like to see both of these features much more in depth, but I do not think it is going to happen. At a certain point you have to stop putting the edge pieces of the puzzle down, and start filling in the center. So hopefully they will get the time and resources to make the game most of us want, but Thankfully we have an awesome mod community to fill in the gaps for now. Anyone who wants to play the vanilla game can do so without mods taking over tech tree. Maybe in future mod authors can make versions that do not modify tech trees only add parts into sandbox. Have a career and sandbox only version.
  4. Celestial bodies by Tingle Couldn't get files to open... was in odd format... after trying to download Part 2 of HD pack, my computer froze and then I got spammed with 3 windows of advertisements.... Never had that happen before, and the part 2 file was extremely small to the point of being seemingly useless. Not sure what is up with all that, but I would be cautious with this till author fixes problems.
  5. May expand and rearrange my ships to fit this in docking bays... but This looks awesome will be testing later. Thanks!
  6. Here is a link to my previous ships... http://forum.kerbalspaceprogram.com/showthread.php/44002-Trek-inspired-NK-01-Escort-Frigate http://forum.kerbalspaceprogram.com/showthread.php/43141-Trek-Inspired-Saucer-Frigate My newest stuff is the same theme as my prior 2 ships.... As I have stated prior... I am not an expert on ship building or Kerbal Space in general... Things will NOT be perfect... That said I do try my best to make things functional and look nice, so if you have any issues or comments please let me know. The Station is a dry dock.... designed as a small station capable of assembling and repairing the new science class ships, Imagination needed... The station will need to be placed into orbit using your preferred method, I described one way on my previous ships page. You will also need to hack gravity (alt+f12 to bring up menu) as it will fall apart on the runway... could have been avoided if I wanted to add another 100 struts to it... decided hacking gravity was much easier on me and having less parts easier on the computers. It is Sturdy in space though. -around 550 parts -Has 6 standard docking ports and 2 Sr Docking ports. -Has plenty of room on station for Kerbals. Action Groups 1 extends communication 2 toggles solar panels Next ship is a small science vessel. Could probably be flown into orbit the normal way with lots of rockets... but I role play so I put into same orbit as station to simulate being assembled there. -Around 200 parts -Has plenty of science equipment for science stuff -Nacelles can detach and act as emergency Escape Vessels (parachute landing) Just be sure to detach the 2 nuclear engines from nacelle before parachute deploys, or you will drop like a rock. I also recommend using the Mod: http://kerbalspaceprogram.com/mk3-cockpit-internals/ To make for a better view. If not your Kerbals will be staring at the wall in the unfinished stock cockpit. Not sure of action groups at the moment though I did set them up. Its been over a week since I made the ship, so I will update page in a bit when I look. Will probably update and add more info to page later, but for now here are the links... When on FileSmelt page Right click and hit "save as" on link. Should already be in .craft format. DryDock http://filesmelt.com/dl/Dry_Dock.craft Science Vessel http://filesmelt.com/dl/Novoyager.craft
  7. You are in luck.... I do accept first born sacrifices!
  8. First off here is a link to my last ship: http://forum.kerbalspaceprogram.com/showthread.php/43141-Trek-Inspired-Saucer-Frigate These 2 ships go good together as they have similar designs and range. Ok but onto my newest creation the NK-01... I suggest looking at my prior thread linked at the top for info on getting into orbit.... This ship is no different, it will have to be placed into orbit around Kerbin but should be fine from there on its own. I am not an expert in every or any aspect of the game, and if there are issues you notice or suggestions you have, just let me know. Ship has not been gone over with a fine tooth comb and some parts might be a tad sloppy. I think most looks good, but won't guarantee it is perfect. It has a part count around 480 and runs smooth on my computer. I have not tested it beyond doing a basic burn in orbit around Kerbin. I don't think there will be any issues though but please let me know if you have any. -It has one Ion powered shuttle and 4 probes already docked inside the bay. -It has 18 nuclear engines and 10 Ion thrusters. -it weighs in at around 320 tons. -It has NO escape pods or any landing craft of any kind equipped to it. That said, it does have 4 more open docking ports on top and 2 Sr ports on bottom. So keep in mind unless you add some escape pods or more shuttles to get to a station or ship with escape pods, then anyone on the ship will not be coming home. I designed it with reusability in mind, and besides, captains and their crew do love their ships. *I use a fuel balance mod to keep fuel evenly distributed, if not you need to manually manage fuel... Main issue is draining RCS from shuttle and fuel from "nacelle" tanks. ** To orient ship for control and burns I placed a probe inside the saucer section, just zoom in all the way inside the very front and you will see it, just click and select "control from here" and it will work great. Just watch switching to cockpit view and back as it will reset the controls and you will have to select it again. --Action Groups-- 1 deploys communication and side ladders.... after first push will then only toggle ladders on docking bay. 2 Toggles Solar panels 3 Toggles Nuclear Engines 4 Toggles Ion Engine thrusters Also wanted to mention I forget some RCS ports on the back side... so just look it over and add a few where you think they will help for now... I will update it later. Here is the link to download: http://filesmelt.com/dl/nk-01.craft When on download page right click link and click "save as" make sure it is .craft file format (should be by default) and then save it where you want. If not it will just bring up the text file when you click it.
  9. Don't forget the wonderful new "sacrifice your Kerbals to the SQUAD Gods to end your flight" sandbox feature they recently added.
  10. I think they should not put Career mode style restrictions in a sandbox game... that is what career mode if for. That said, a way to run "simulations" would be ideal in my opinion.
  11. I would say no, due to an extremely high part count that would be needed to do so.... if even possible... I have edited main post to point this out. I personally find exploring space the best part of the game and just imagine it was launched in parts and assembled in orbit.... Might even be possible.
  12. First off this ship uses parts from Barrydennen12's original enterprise upload... a link which I have been unsuccessful in finding. Just the base of the saucer and the middle fins. Which he did an excellent job on and I saw no reason to spending hours just to try and reproduce. It is all stock parts and It will almost for sure need to be placed into orbit around Kerbin, but can handle things itself from there on. *The best way I have found to quickly and easily edit a big ship into orbit is to first learn how to edit a save file (youtube it) then take up a small easy ship and get it into a good orbit. Now go to the save file and copy the orbit information from that ship into another notepad file and save it... I labeled mine ORBIT INFO and now all you have to do is copy that info and apply it to any ship you want to orbit. Will save you from having the jerky orbit created by just putting in even numbers. *Also a way to roleplay this is to put a station into that same orbit that could potentially assemble and launch ships and then you can consider ships placed into orbit as being assembled at that station. But onto the ship... currently there are two versions. Here are a few pics: I am not an expert in every or any aspect of the game, and if there are issues you notice or suggestions you have, just let me know. Ship has not been gone over with a fine tooth comb and some parts might be a tad sloppy. I think most looks good, but won't guarantee it is perfect. It has a high part count at 530 parts but It runs smooth on my computer. Could easily drop below 500 parts if modified to suit your style or needs. -It has 2 ion powered 1 man shuttles that can be undocked and docked at will and used to transport Kerbals to other ships or stations or used as emergency escape pods. -The Saucer section can be separated from the Engine section and redocked if needed (a few struts would be lost) Each one can act as a separate craft. -Ion shuttles can also be undocked from bay and docked on back of saucer section to act as a engines. -Saucer section can safely land on Kerban or any planet with sufficient atmosphere... it might not land pretty, but everyone will survive. Also Saucer section acts as a very good glider upside down which it will do pretty much naturally, when parachute open fully just before landing it should go upright. -Currently has missiles attached to the front via docking port Sr... Could easily fly more into space and reload it (undock old and dock new), or build landing craft or probes to dock to front.... So it can be very versatile. -It is more then capable of getting into orbit around the Mun Minmus or the Sun, hasn't been tested further, but I am sure it could easily make it to Duna and back or even further. *I use a fuel balance mod to keep fuel evenly distributed, if not you need to manually manage fuel... it wants to drain fuel from smaller tanks and shuttles first before big main tanks. ** To orient ship for control and burns I placed a probe inside the saucer section, just zoom in all the way inside the very front and you will see it, just click and select "control from here" and it will work great. Just watch switching to cockpit view and back as it will reset the controls and you will have to select it again. Download link: http://filesmelt.com/dl/Trojan_Class_Frig.craft When on download page right click link and click "save as" make sure it is .craft file format (should be by default) and then save it where you want. If not it will just bring up the text file when you click it. ***ACTION GROUPS*** 1 activates ladders and communication 2 toggles solar panels 7 activates engines on the top 4 missiles (just make sure to throttle up) 8 Decouples and releases top 4 missiles 9 activates engines on the bottom 4 missiles 0 Decouples and releases bottom 4 missiles ------------------------------------------------------ Next version is a little bit improved and has different equipment added on it. Here is a pic This version is the better version as I swapped out the useless cmnd module inside the saucer for actual structural pieces... Forgot to do this in the top version. Doesn't change the look of the ship, just the inside center of the saucer. -Has 2 landers docked on the front that are more then capable of landing and redocking with the ship -Has 2 communication relay probes or whatever you want to call them (could put more but trying to keep part count down) -Has all the features of the above version minus Missiles that could still easily be installed if wanted. Download link for Exploration Version: http://filesmelt.com/dl/Trojan_Exp_Class_Frig.craft
  13. You did a good job with the pictures. They have a sort of charm to them.... Good job capturing/creating that and Good job on the rescue as well.