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ioftd

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    Bottle Rocketeer
  1. Rareden - I wanted to let you know that I still have your heat shield parts that you released a while ago and they are fantastic, I like to use them as protection for aerobraking with large interplanetary ships. Every time i share pictures of a craft that uses them I get a couple requests for the mod, but it seems impossible to get now that the spaceport is gone, and I didn't want to repost something thats not mine. I'm still living in the past playing .24 but they still work fine, so please consider reposting them so others can enjoy them. Thanks!
  2. I wanted to see if anyone has experience using a 3D mouse for KSP. I figured that since they have 6 axes of control, it would be perfect for controlling rotation and translation with one device. I was looking at the SpaceNavigator, as it seems like its compact and affordable (though I'd like one with a few buttons, those are rather pricey) and just wanted to see if anyone here had recommendations on which product to get or tips on setting it up. My biggest concern is making sure that it will be compatible and that I will have variable sensitivity of control (not just mapping WASD and IJKL to each axis, but actually having more analogue control). Thanks!
  3. This is possibly too complex to implement but being able to pull up the map view and place maneuver nodes on the iPad would be INCREDIBLE. Even if you couldn't edit nodes, just being able to see the map and the ship views at the same time would be very useful.
  4. This is a small suggestion I haven't seen elsewhere about making nodes easier to find on the navball. When a node on the navball is 'behind' your ship (more than 90 degrees rotation from you) there is no way of telling where it might be. On small ships this is not a problem, as you can easily just rotate around quickly and find it but on large ships that take quite a while and quite a lot of fuel to turn, Its hard to tell which direction I should start rotating to minimize the amount of rotation needed to reach the node. My suggestion is to add a small arrow around the edge of the navball that shows the general direction of the maneuver node. An example of this (though on a 2D map rather and a navball) can be seen in many games where an objective is outside of the minimap like this one: http://vnmedia.ign.com/lotrovault.ign.com/wiki/8/86/MinimapNodes.jpg. Thanks!
  5. With the changes to the SAS and ASAS in the .21 update I am interested to know whether SAS reaction wheels, the stock one along with ones from mods like B9, can now torque in all 3 axes like a command pod rather than just controlling roll? I like making big ships and would love to be able to place a few extra reaction wheels and not have to wait a few minutes just to turn my ship around without RCS. Thanks!
  6. Here's my latest interplanetary ship the KSS Dauntless, I have been trying to refine the tug configuration with engines in the front and this is my most successful (and best looking) attempt so far. Here's an imgur album with more pictures and description : http://imgur.com/a/EWuoF edit: Just realized this thread has the [stock] tag and this is definitely not stock, but I'm proud of it so I'll leave it here anyways...
  7. Is there anywhere I can download this mod? Seems like the link has been removed. I'd really like to try it out.
  8. I have two large ships to share. First is the Odyssey class, made for the first mission to the Jool system, and transported a space station, kethane miner and a reusable lander to Vall. Odyssey class drive core with Vall Exploration Package (VEP) in tow. VEP in orbit over Val, with the 2 landers getting ready to decend. The Odyssey class was effective, but barely had enough fuel to return to Kerbin after dropping its payload, let alone continue to other destinations. Thus the Sojourner class drive core was born. This thing is MASSIVE, and launched empty so it took me a days worth of playing just to mine/transport/refine enough fuel to fill it for its mission. Testing fuel flow/structural strength of the drive core at KSC Sojourner drive core, command core, 2 landers and Duna Colony Package (DCP) assmbled in orbit. Closeup of the drive core, I ended up editing the nuclear engines to have more thrust as my duna transfer burn was slated to take almost an hour and physical time acceleration is out of the question. Closeup of command pod & landers. The home modules were (stupidly) connected with smalller clamp-o-trons and struts which ended up causing a ton of wobble. One of the landers on Duna's polar cap. These landers are probably the most successful part of this whole ship, they are capable of carrying cargo down to the surface, mining and refueling with kethane, very well balanced (unless you forget to empty the kethane tanks before getting back to space) and sturdy as hell (also I think they look awesome). Finally, the deployed Duna base. I had no idea that the HOME radial aerospikes were complete ****, so this took many many attempts to land properly. The Sojourner was a nightmare to pilot with all of its cargo attached. I was hoping to suffer though it on the way to duna, then be able to ditch the base and continue merrily on. Unfortunately even after leaving the base and one of the landers (which was not part of the plan) on Duna, it still had too many parts to make it really enjoyable to play. Its currently on a long transfer to the jool system and I am developing another lighter drive core with fewer parts, try to strike a balance between functionality, aesthetics, part count and ease of use. All of my funtional ships are ugly, and all of my pretty ships are borderline unusable...
  9. I went mod-crazy this last week and installed at least a dozen new mods, mostly parts. Seeing as the 4 Kerbin stations I had were now woefully outdated (and redundant), I deorbited them all and started work on a new pair of stations, one that would be a mission hub/refueling station, and another that would act as a science/observation/communication. Here are some mysterious (read: too dark) pictures of the Hub/Fuel station: I like the look of the spherical tanks from this pack , but they dont have the option to launch empty like the ones from the spherical tanks pack, so I sat on the launchpad for a long time bleeding off the fuel with little thrusters. My goal was to get this thing into orbit in only two launches - the fuel/power/control core and the habitation/docking section - in order to reduce wiggling as I'll be docking some pretty massive ships here to refuel. Here is the station's first crew in their transport/escape craft about to dock. There's room for 13 Kerbals onboard, but I am sending only 6 so I have some room for crews returning from interplanetary missions. I typically don't include a Kerbin descent stage on my large ships, so most missions begin and end at a LKO rendezvous with the station and take a lander (Or hopefully a spaceplane once I figure out how to actually make/fly one properly) back to the ground. The station is fairly large, but mod parts (big generators, big batteries, stronger struts) have kept the part counts fairly low so that it gets a much better framerate than my old stations. I put the research/science station on hold as I am building an orbital kethane refinery at minmus so I can actually fill up the tanks on this thing.
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