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quasarrgames

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Everything posted by quasarrgames

  1. Hey this sounds cool. I quickly print out everything i can about rocket technology invented past 1969, grab anything valuable and any electronics i can find, and travel to the past. From there i hitchhike to orlando florida, where i sell most of my valuables (which should give me enough money to live for a year or two) and enroll in the unversity of central florida as an aerospace engineer (perhaps completing some qualifying exams beforehand). While i study and work to support myself, i keep the post-1969 rocket schematics a secret and patent them. Once i get my undergraduate degree, i reveal the rocket plans i have found, earning me enough respect in the aerospace field to get work in the Kennedy Space Center. After a few years, i create an amalgamation of various mars transfer plans (perhaps an SLS booster to send an ion-transfer staged merlin lander to the moon) and present it to NASA's advisory board. I might also send some rocket info to the russians before the soviet union collapsed to kickstart their buran program, to fuel political tensions and make the space shuttle look like much worse idea. If that didn't work, i'd also say that i was from the future and make up some story about the russians and about how humanity's survival depended on going to mars, using my technology as proof (or i might just do that anyway to speed up the process). The first mission would be an unmanned ion orbiter to the moon and back, launched on an early shuttle launch, to demonstrate the technology worked. The mars mission would have to be small, maybe only two people, and it might have to be a one-way mission, but that should be enough. If not, i'd still have fun selling all my other technology to the highest bidder to give me a life of 70s luxury In 5 minutes you will be sent to somewhere in england in the year 1925. You have fifteen years to prevent world war 2, or at least postpone it until after 1940. Good luck!
  2. The armor looks a lot better, that's for sure. Same to you, @0111narwhalz. Never tested mk2 cargo bays as spaceship fuel tanks, so i'm very interested to see if the increased structural integrity is worth the extra size. I've been busy as well... This is the Eversor, a reboot of an old, very successful battleship of mine. 129 parts, 3 engine pods, 5 control points, 11 unguided and two guided heavy missiles, and the toughest armour I've ever seen. Seriously. I fired almost the entire ship's ordinance at itself, and IT STILL SURVIVED! One of the engine pods and most of its weaponry was knocked off, but it was functional. Gosh i love double layer cargo ramp armour. Of course it's slightly OP so i may avoid using it in battles (and at 99 tons, i won't get to use it in many battles anyway) and just keep it as my trophy capital ship. Still, i'm happy with how it turned out. I also made this 86-part, 52-ton cruiser to compliment it. Has 8 unguided missiles and 1 guided one. Had many problems with its aim, but at the end it turned out fine. On the conventional armour side, i made this 123-part, 57-ton cruiser, nicknamed "flaming steel". 7 unguided and 2 guided missiles and decent armour (capable of repelling most light missiles and a few heavy missiles). Finally i made this bad boy, nicknamed the "Aucturus". Made entirely with conventional armour, it has 3 engines, 4 control points, 9 unguided and 4 guided heavy missiles. It's capable of withstanding 4 of its own heavy missiles, thanks to the strategy i found to spam structural girders where all your utilities are, so missiles that phase through or destroy your outer armour will hit the girders before hitting your important bits. And all this for 166 parts and 79 tons. I would like to release all these ships to the public, all i really need are some good names for them. Do you guys have any suggestions? Also, given the number and diversity of the ships i have created, i may create a short cinematic series with them.
  3. Now this is a project i've been working on for a long, long time now In secret. And it's finally ready. Ever since i learned that scanners had infinite torque, i've been wondering if it was possible to harness this torque, not for a walker like other people have done previously, but for a helicopter. Even with its low rotation speed of only half a revolution per second, it would be able to hold rotor blades of infinite size and lift. Unfortunately, this was much, much harder than i thought. The scanners kept wanting to wriggle out of their sheaths, or misalign themselves horribly, or create catastrophic kraken forces. I tried everything, from structural panels to more structural panels to smaller rotor blades to attaching a claw to it (which just wouldn't spin) to using indestructible colliders to keep it in place. After many weeks of testing, i finally had a working model. It used two coaxial scanner blades held in place with structural panels, landing gear, and an indestructible fairing wall. It worked brilliantly, able to lift up to 20 tons in Kerbin's gravity. So naturally, i wanted to take it to eve with 20 tons of fuel and engine, and make an SSTO. It would be perfect, only igniting the rockets at 20km instead of a measly 7km from a mountain. But Eve had its own challenges. The gravity sheared at the joints and hinges with almost double the strength. Then there was heating, more atmospheric drag... It took another few weeks to iron all of that out. But finally, it is done. It can transfer one kerbal on a seat from sea level to low eve orbit. I present to you: The Will Of Steel MK79 I hope you enjoyed it.
  4. I'm not really sure where to post this, but i thought some of you might like it. I found a way to make negative mass in stock KSP. The results were... interesting To sum up the video if you don't want to see it: Negative mass: Creates an immovable cosmic anchor that slowly sinks through the ground Zero mass: Teleports your craft into the sun Positive mass that's less than it should be: I'm still not even sure How to make negative mass yourself: 1-save a single fuel or ore tank as a subassembly 2-go to saves>your save>subassemblies and open the file with notepad 3-scroll down to where it lists fuel information for the tank, and set the fuel to some negative number Hope you enjoyed!
  5. Good point. And good idea about reserving spots @Alshain, i'll edit the rules to add that. Also, the leaderboard has been updated!
  6. In this unique challenge/game, the first person proposes a challenge for somebody to accomplish in KSP. The second person tries to perform this challenge, and replies "hold my beer!" and posts some proof that they performed this challenge (a picture or two). This second person then posts a new challenge for the next person to do. Important: You do not need to ACCOMPLISH the challenge, you just have to prove that you TRIED to accomplish it. (although you will be commended the more effort you put into the challenge) Rules: 1- before doing a challenge you must reserve a spot on this thread. You then edit your attempt at the challenge into the spot you reserved. If you do not put in your attempt within 24 hours, then you cannot propose a new challenge when you are done. 2- You can attempt past challenges as well, but you must also attempt the most recent challenge at the same time. Otherwise you cannot post a new challenge. 3- unless otherwise specified by the challenge-maker, the challenge you do is meant to be (a) without any part or physics changing mods and (b) done without cheats 4- It's all about having as much fun as possible! Now, i guess i should do this challenge myself to start off...let's see...I challenge myself to land a VTOL on an aircraft carrier. Hold my beer, me! It is done! I challenge the next person to...make a plane that consistently performs 15g turns! Most Challenges Tried: - @spacebrick3 1 - @Hodari 1 - @IncongruousGoat 1 Most Challenges Completed: - @spacebrick3 1 - @Hodari 1 - @IncongruousGoat 1 Have Fun!
  7. I've always hated the way drag is shown in stock KSP. I have no idea which parts are causing the most drag, and by how much. All i get are a bunch of long red lines overlapping each other so they are impossible to distinguish from one another. Is there a mod that changes the way drag is shown in the aero forces overlay view? I'm looking for something stock compatible that's not going to actually change drag, but just show it easier. Thanks in advance!
  8. @Sgt Doomball apologies i had other things to do so i have not been able to get to the save. Hopefully i will get back to it soon.
  9. 6/10 weird wording, but the general concept makes sense. There is a screen, on rails, that was somehow cheated (maybe won in a bad poker game?) and the government projects the moon onto it. Here's an old good one: a=b a2=ab a2-b2=ab-b2 (a+b)(a-b)=b(a-b) ans/(a-b) a+b=b 2=1
  10. @MiffedStarfish I really enjoyed battling with you too. Again, your armour was impeccable, and your guided missiles are some of the strongest weapons i've encountered so far. Your ships performed well for an experienced battler, let alone a first timer. I guess the only thing that might help you in future battles, though unecessary, is to add claws to all your EX2 ships. Without claws on my ships i would not have won this battle.
  11. Sorry, i guess that was a bit of a misunderstanding: I don't think we can have a naval battle if we use mods. Mostly, it makes it too easy to destroy things. I mean, this is all turn-based, so there's no opportunity to maneuver out of the way of fire or deploy countermeasures or fire back like real ships would do. So any ship would be torn apart by modded guns. There would be no engineering challenge in creating the best armour or weapons. There would be no suspense in finding out if a ship survived or perished. there would be no opportunity to use clever tactics to outsmart your enemy. It would just be taking turns reducing ships to shreds, and whoever got to go first would automatically win. Doesn't sound as fun, does it? Also, i don't want to risk corrupting all my saves, or spend two hours re-copying my entire game just for one naval battle. Not enough reward for the effort. So if the Bahamut is a stock warship, i suggest you break it out and prepare for fun times
  12. That sound great! One hiccup though: I don't use BDArmoury or any kid of boat mods. I could easily put together a stock boat with some stock missiles on it, and i'd encourage you to do the same, in order to keep this battle in Naval Battle Club spirit and prevent any compatibility issues. That's just fine take as much time as you need
  13. @MiffedStarfish Another turn done! Dismayed at the demise of Joke Kerman (he was so young!) Doodcal in the QSS Poor Armour Design rendezvoused with and fired upon the Artemis: After four shots, the Artemis was destroyed by Poor Armour Design (though actually the armor on it was quite good). Meanwhile, the Itself salvaged some weaponry, and engaged its prototype cloaking device, masking its appearance to long-distance radar. Save: https://www.dropbox.com/s/9j14g86qvraajl3/persistent.sfs?dl=0 Your move! P.S. For future reference, normally I put name persistance files as something other than "Persistent" and load them manually by pressing alt-f9 and selecting the correct save from the drop down menu. Just to avoid any confusion from now on all the persistence files i upload will actually be called "Persistent". Also, @Sgt Doomball, are you challenging me to a space battle as well?
  14. @MiffedStarfish, apologies, but there appears to be something wrong with this save... For one, the Zeus is intact. for two, the Itself has all its weapons back. My rickrollingship and the Weak Weaponry are destroyed, but it's as if the last turn i took never happened... did you load the save once you had put it in your savedata folder, or did you take your turn without loading it? Just not sure where to go from here... do you want to assume that the Zeus is destroyed, have me take a stack of weapons off the Itself, and continue normally? Or did you want to repeat your turn?
  15. @MiffedStarfish my turn is done. Sorry it took so long. The QSS Itself Rendezvoused with the Zeus and fired. The first and fifth shots missed, and the other shots whittled away at its armor (which is a lot better than i expected for such a low partcount; well done!) destroying a significant portion but leaving one engine and most of the weapons intact. (Sorry, forgot to take a screenshot of this) To salvage the situation, Itself rendezvoused with a piece of the now immobilized and dead QSS Weak Weaponry and salvaged one of its seeking missiles. It took this missile back to the location of the Zeus and fired it, destroying the root part (got a No Target notification) and severing the ship into several pieces. Itself then salvaged two of Zeus' seeking missiles, making it still armed. I guess you could say the Zeus was destroyed by Itself. Save: https://www.dropbox.com/s/6wlyzk1056n9rrf/Round 2.sfs?dl=0 Your move.
  16. @MiffedStarfish Done preparing! Location: Laythe Save: https://www.dropbox.com/s/5bxxitxfqyze7bw/Quasarr vs MiffedStarfish.sfs?dl=0 (Persistent file, just paste it into an existing savefile and open it with alt-f9) Sadly i surpassed the 180-ton limit by 3.5 tons, but it shouldn't provide me any significant strategic advantage. Spoiler: fleet P.S. I shall make most of my ships public domain soon. Seems only fair. Just need to finish a little more testing.
  17. I would indeed appreciate the oportunity to have a good battle. It will take me 24 hours to ready my fleet, however, if you do not mind waiting that long. Do you prefer conventional armor, or are you fine with me using some "alien alloys"?
  18. Would you be able to post some pictures of your ships? It would be good to get an idea of what kind of armor/armament would be used in such a battle. When the weekend rolls round i should be able to battle. I already have some missiles that should be effective against ground and sea targets, just have to build some boats around them.
  19. Reboted an old design of mine, the Hyper Phoenix: An exotic luxury single-person spaceship, with 3800m/s in orbit (so far).
  20. In mathematics, the Riemann hypothesis is a conjecture that the Riemann zeta function has its zeros only at the negative even integers and complex numbers with real part 1/2. It was proposed by Bernhard Riemann, after whom it is named. The name is also used for some closely related analogues, such as the Riemann hypothesis for curves over finite fields. The Riemann hypothesis implies results about the distribution of prime numbers. Along with suitable generalizations, some mathematicians consider it the most important unresolved problem in pure mathematics. The Riemann hypothesis, along with Goldbach's conjecture, is part of Hilbert's eighth problem in David Hilbert's list of 23 unsolved problems
  21. La La Lad: The sequel to the 2016 best pic-PSYCHE NOPE!, Ryan gosling sings along to the tune of his own loneliness, after Emma Stone dumps him. Moolight: A homosexual, racially-discriminated cow just wants to be happy in the world. Home Aloe: Will a lonely plant be able to stop cosmetic companies from invading his garden and putting his extract in every single lotion brand in existence? Stay tuned! An Inconvenient Ruth: Darnit Ruth stop interrupting me i'm trying to make movie parodies here! The Fault In Our Sars: You thought this would be a nice romance movie? PSYCHE! She dies of bird flu! (didn't read through all 11 pages, hopefully none of these have been done before)
  22. Those look like some very nice ships! The general armor design seems solid. Lots of weaponry too. I'd suggest adding more armor to cover the engines in the rear, and other than that, looks great. Alas, i've finally given in to peer pressure and started venturing into the realms of conventional armor. I've yet again upgraded my Neeson class frigate: Its armor has improved over previous designs both in partcount (78 parts vs 84) and in coverage. It can now repel shots from old anti-capital weapons (specifically @ScriptKitt3h's shipkillers) from short ranges. Unfortunately it gets disabled by 2-5 heavy ibeam shots. I'm trying to beef up its weak points, but there's only so much armor i can fit onto a ship that fits in a mk3 cargo bay. Does anyone have any tips on saving partcount and size when designing ships?
  23. Just started playing with Realism Overhaul. I'm not going to play to create replica rockets, i'm going to play to explore space the way i see fit, but with every accomplishment just that bit more satisfying. Got to orbit today. Used a J2 second stage (wow it has kick!) a nuclear orbital engine, and an x1 cockpit. It was very fun. look forward to more. ...also, if it's okay to ask here, how do i use procedural fairings? I want to be able to click and place them like in stock, but im not sure how in RO. using the procedural tank interface to make fairings isn't exactly intuitive. ...also, could someone please quickly explain ullage to me? I've been operating with my fuel tanks at 95% full just because, but i'd like to know any advantages leaving more of the tank empty might bring.
  24. YASS! Now is my time to shine! First off, i present to you the... whatever this is! It's actually pretty accurate. Fires structural beams into a 20mx20m radius about 1150 meters away.
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