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  1. I understand the team desire to cut down on single use science experiments but I feel like this has left the amount of experiments feeling rather barren. So I've made a small bundle of ideas for different experiments that could be done, keeping in mind the design goal of making all the experiments more involved than simple button presses. Telescopes! Artificial gravity wheels! Plane science! I hope you enjoyed reading my ramblings after having delved into the current For science! update. Thus far I'm halfway through tier two in a max difficulty ramp up save file (200% reentry heating, -50% science), and this came as a response to feeling like the current science system, while a good base, is rather lacking. I hope these are some fun ideas for you all to chew on! Have a lovely morning, evening, or night! ^w^ ~Sammy
  2. I guess you'll keep setting yourself up for disappointment 10 years from now. Because you are right, the 'damage' has been done, and it's been done since KSP 1.0, more then 8 years ago. And it's been going that route since, up till it got noticed by Take Two, which causes even more 'damage' selling it to the masses. KSP went from 'figure everything out yourself', to 'here are some tools which you may need to go to space' since Take Two took over. To ' We are going to guide you to get into space' in KSP2. That's the reality, the highway it's on and one can keep trying get it to take an offramp, but it's been a setup for disappointment for a very long time. I don't think you will ever get Take Two to get the Kerbal franchise to become what you want it to be, fortunately KSP did show there is a demand for 'Space Program' games, and alternatives are in active development. Challenges like land 200 ton on Minmus is a learning experience, it by itself challenges you to build and learn, and to be creative, it's just another tool to learn the game. It might not get the seasoned players to run warm for this, for many (newer) players it does create the dopamine in succeeding. Orbital mechanics haven't been dumbed down either, so enough challenges, if you haven't done it all before in KSP.
  3. Thank you for the advice. In fact, I also use a similar design in KSP1. Based on my experience, this configuration (one Inflatable Heat Shield on the bottom, and the other on the top) works for the vessel <200 ton; if the vessel >300 ton, it would still flip. Furthermore, in KSP2, the Inflatable Heat Shield can not resist heat. Even the one on the top would get overheat and explode during re-entry.
  4. The Tarantula rover arrived at Eve, capturing then separating from its transfer stage. The transfer stage performed an inclination maneuver to enter a polar orbit of Eve, where it could serve as a comms relay. After this, the descent vehicle performed an aerobrake to enter Low Eve Orbit. To prevent re-entry heating damage, each pass would be fairly shallow. The heat-shield couldn't be deployed, because that would bock the thrusters. It would remain in LEO until a suitable landing site was chosen. Many aerobrakes were needed. Both the Valiant and Scylla arrived in the Eve system during this time. Final descent. With the landing site decided, the braking thrusters fired, and the ballute deployed. At first, the ballute's drag tried to pull it toward the back, which would have resulted in the drogue chute being destroyed by the heat of entry. Eventually, though, the ballute faced forward, and took the brunt, keeping everything safe behind it. Drogue chute deployed. Velocity 200 m/s. Aeroshell ejected. At this point, aerodynamic forces began interacting with the rover, sending it spinning. I had no choice but to deploy main chutes and separate the rover from the descent stage. So long, and thanks for all the fish. This layer between the clouds looked like a gigantic cave system. No wonder the surface is invisible from orbit. What the...? Bubbles? They are bubbles! ...plants? Eve has plants? Firing retros for landing. At 6 m/s, it was unlikely to be neccesary, but it still softened the landing. Touched down, safe and sound! And an old friend happened to drop by. I performed a number of science experiments, but transmitting them to Kerbin will have to waitt until I can take a look at the .cfg file for the triangular truss that makes up the Tarantula's body. It's set to Support, which is supposed to have ec storage, but for some reason does not. The larger octagonal truss does, and both have batteries as part of the model. Until then, it's stuck with 150ec, barely enough to send basic science. ...oh, and to top it off, I forgot to include a Bon Voyage controller. So any journeys to other biomes will have to be done on manual control. Good thing these wheels have a top speed of just under 40 m/s, and Eve's gravity should prevent any shenanigans. As I mentioned earlier, several other events occurred while the Tarantula made its way to LEO. Valiant arrived at Eve, making a capture burn then maneuvering to intercept Gilly. The Scylla FTV also arrived, braking into a 200km high orbit over Eve. It will stay there until the Ronin needs it, if that vessel actually succeeds in its test flight. The Ronin SSTO itself is still a day out from encountering Eve's SoI. And finally, Leviathan arrived at the Duna system. It will perform a braking burn at periapsis, with the aim of intercepting Ike.
  5. We begin today's update with a science probe arriving at Asteroid TRK-003 to perform some science, both nearby and while grappled to the surface. It wasn't all that valuable scientifically, but it allowed me to complete a mission contract. Next, the Harpy Truss Extender was launched, which was met in orbit by an engineer. Parts were rearranged, and the two sections welded together with Konstruction ports. About a week later, Adventure entered Kerbin's sphere of influence, with 1,200 m/s of delta-V remaining. The braking burn began. Capture was almost instant, but there was still another 900 delta-V to go to reach LKO. Finally, Adventure was back in low Kerbin orbit, running on fumes. 149 experiments had to be moved from the Adventure's command pod to the descent vehicle. It took a while, and looked like the end credits of a movie on fast-forward. The descend vehicle detatched, made its decel burn, and fell back through the atmosphere to land in the sea by the KSC. Pretty good! It'll only unlock one or two more science nodes, though. I haven't built a nuclear saltwater rocket yet, so I'm gonna leave it alone until I have.
  6. What's the point of doing *anything* in KSP (1 or 2) once you've done it once? Because doing rocket things is fun. It can be challenging to land 200 tons on Minmus and that alone can be a motivation. If that's not a motivation for you because you've already done it in KSP 1, then I'm not really sure what else to say except that you'll likely be happier just waiting until interstellar stuff comes out so there's something that isn't in KSP 1. Simplified and not tedious are a lot different than magical. There is absolutely nothing positive about a game forcing you to fly an identical mun -> LKO supply mission that you've flown 30 times already just so it's not "magical" Saying to a player "prove you can do this and then we'll automate the monotony of it" is actually an excellent choice for 99.9% of players. If you really want that back, I'm certain someone will make a "resources can only transfer when the player manually flies them around" mod Yea but once I've done one race against other players at the bottom of the Dres canyon what motivation is the game giving me to do more races or race in different places????
  7. Missions are guided gameplay for new players, in fact, if you actually do go through the job of building an overkill first or second launch to get further than the missions say, you'll quickly realize the missions aren't even designed for people to overachieve anywhere. Once you get out of that, they're pretty much Skyrim radiant missions. Why do I even need to land 200 tons on wherever? What if I've unlocked the tech tree already? What more "show that I can" is there left? It's absolutely pointless, the whole of it. I've already got an entire previous game where I've done most of that stuff, which is even more valid considering this game didn't change anything of the basics. As for colonies, the AMA answers given until now point to another feature not built for veterans, with magical resource transfers, the magic heat system and what not. Sandbox offers literally nothing different to KSP1. Mods are not what I paid $50 for. Nice fallacy. The sequels to the mario games all had evolved systems that required a bit more skill, new enemies, new platforming challenges, then it went 3D, and spawned a lot of spinoffs. And I can say that without even liking Mario. This is a sequel for a game that's been out for 10 years, and it's clearly failing, for now, to challenge whoever had played the previous game, as if we don't exist .
  8. 1.) 100% completion of in game missions 2.) Building colonies and resources management 3.) Sandbox mode 4.) Mods Obviously 2 and 4 are very limited or non-existent right now, but that's what the roadmap is for. Obviously if the team just said "OK, games done, we'll fix up some bugs and call it good" they'd get (rightly) destroyed for even making a new game that adds nothing to the previous game, but that's not the plan. This update adds the initial bones of the science system that will underly some of the future updates. It also provides a reason, albeit a little thin and contrived, to do certain missions. It also gives you some crazy missions that force you to build some totally unnecessary craft to accomplish. No one ever needs to land a 200 ton thing on Minmus to accomplish current goals. There's absolutely no reason to land more than a single Kerbal on Eve, never mind 10 at once, Space Stations have zero use, etc. but you're prompted to do these things to show you that they can be fun to try even after you're learned your way through the base system. If that's not the motivation you're looking for, then frankly this update isn't really for you, and it seems like you're waiting for a different update and complaining that this one isn't it.
  9. According to what they say, getting into modding means spending more time tinkering than playing... After hours and hours of research, reinstalling my entire mods setup (around 200) one by one to find the cause of the problem, I still haven't found the source. It's not Krash that's working perfectly. But no matter, my previous game is ruined. I'll still follow your excellent idea of having a test craft save to incorporate into my new game. Thank you for suggesting that! I took the opportunity to clean up all the mods, add GAP, which seems to work with GAP Kerbinside, and I'll use this opportunity to focus this new game on planes, something I've never done in KSP since 2011... This mission pack really makes me want to explore aviation and try to learn space planes alongside rockets and see how things played out in the real world. After all, it's also thanks to aviation that we reached Earth's orbit. Thanks for all the help anyway, it works, so I'll explore all of this with a new approach, and I apologize for my approximate English.
  10. It seems like this mission is trying to urge the player into using multiple launches to accomplish the task given. If that is the case, the problem I have with it is that there were no missions to intercept and/or dock two vessels together. I would suggest to replace this mission with a simpler, ' Dock two vessels together in Kerbin orbit' and give it the 35 Science. Then, ' Dock and refuel a vessel in Minmus orbit' for 100ish science, and then a ,' land 200 tons' for 300ish science. Use earlier missions to teach concepts on how to achieve the goals of later missions.
  11. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Edition Windows 10 Home Version 22H2 Installed on ‎29/‎06/‎2022 OS build 19045.3803 Experience Windows Feature Experience Pack 1000.19053.1000.0 | CPU: CPU Intel(R) Core(TM) i7-3770 CPU @ 3.40GHz Base speed: 3.40 GHz Sockets: 1 Cores: 4 Logical | GPU: GPU 0 NVIDIA GeForce RTX 3060 Ti Driver version: 31.0.15.4633 Driver date: 06/12/2023 DirectX | RAM: Memory 32.0 GB DDR3 Speed: 1600 MHz Slots used: 4 of 4 Form factor: DIMM Hardware reserved: 4 Severity: Low Frequency: High, reproduced 2 times Description: The M-Beam 200 Pocket Edition plasma effect during reentry does not display correctly. I re-entered Kerbin at orbital speed and the plasma did not cover the beams that were placed vertically, the heating effect looked as if the beams were placed horizontally: Included Attachments: AutoSaveBurn12_27_202310_28.json
  12. I thought it was a setting, defaulted off. I don't know for sure though because that's the opposite of what I want. When I hit go I want the rocket to go. --- As for me, no screen shots but I've just been playing the game, doing what Mission Control's been asking plus some extracurricular activities to keep me entertained. Today, I sent a probe to Jool that furthered the storyline and also dipped into Jool's atmosphere to run the atmosphere analysis. I was scared but it went fine, and I learned 3 things that made me very happy: You don't instantly explode when you touch Jool's atmosphere. I only dipped down to 195km (200 is the top) but it was pretty sedate. The probe core showed the temperature bar but it didn't go up. The atmo survey tool remembers how much you did earlier when you come back. It takes 2 minutes to run, and at my orbit I was only in atmo for about 45 seconds. I was able to get the experiment done in 3 passes. Similarly, you don't have to transfer the entire report all at once, nor do you have to accept a partial transfer if that's impossible. The report took about 4x the power that my batteries had, so I just transferred it in 4 bursts when my batteries were full. I then tried a similar thing at Laythe, but Laythe's atmosphere is not as forgiving and my craft exploded in seconds.
  13. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen 5 5600X 6-Core Processor | GPU: AMD Radeon RX 6700 XT | RAM: 15.91 GB I was attempting to complete the contract for landing 200 tons on Minmus, and after my landing I planted a flag, after which the 'Plant a flag on Pol' contract was completed. I didn't have the contract tracked. Included Attachments: .ipsImage { width: 900px !important; }
  14. As @EchoNovemberDelterreferenced, the follow up contract (BIG 'N HUSKY) which you can get before completing this one FWIW), says to go land 300 tons on Duna (100 more) and references that additional number both as numerals (300 tons) and text (one hundred tons of additional mass) so likely wasn't a fat fingered issue. "We delighted you with our LIL CHONKER vehicle, but 200 tons to Minmus is kid stuff. Now it's time to hit that growth spurt with the BIG 'N HUSKY, one hundred tons of additional mass for all your Duna exploration needs!" That one offers a more reasonable 2400 science, but that's still fairly low considering the mass of the vehicle. In general these two missions (any maybe more beyond?) seem to be a "this is a ridiculous request" type setup/mission, and in general it's fine to have those types of missions, but it should be more clearly communicated to the player via mission description by having the description say something like "This missing is ridiculous, can you believe we're being asked to do this? And for such a puny reward?" that way it's clearly communicated to the player that this is more of a "lol why not be silly" mission instead of real mission to complete. The fact that LIL CHONKER is available when you have relatively few missions unlocked also makes it important to communicate that this is a bit crazy since players will have far more inclination to do an "optional" mission when it's one of only 2 or 3 they have.
  15. Somehow none of the images work ------------------------------------------------------------------------------------ All the parts are located here >Link< ------------------------------------------------------------------------------------ All the images are resized to 1380x2048 ------------------------------------------------------------------------------------ Top Donations : Aleks Clark Allan Kristensen ------------------------------------------------------------------------------------ Community creations A really cool kerbal rocket that actually flies , made by FishInferno (Image clickable) An awesome Mk3 shuttle done by MoffKalast : ------------------------------------------------------------------------------------ How to make your own templates : ------------------------------------------------------------------------------------ Update 1.8 http://www.mediafire.com/convkey/ff02/mpb1r7811cv8n7gzg.jpg Added new landing gears ,a xenon tank and radiators : LY-01 Fixed Landing Gear LY-05 Steerable Landing Gear LY-50 Medium Landing Gear LY-99 Large Landing Gear PB-X750 Xenon Container Radiator Panel (Large) Radiator Panel (Small) Thermal Control System (Large) Thermal Control System (Medium) Thermal Control System (Small) ------------------------------------------------------------------------------------ Update 1.7.9 Added all the 1.0 parts except landing gears and the new xenon tank : A.I.R.B.R.A.K.E.S Advanced Canard Advanced Nosecone - Type A Advanced Nosecone - Type B AE-FF1 Airstream Protective Shell (1.25 m) AE-FF2 Airstream Protective Shell (2.5 m) AE-FF3 Airstream Protective Shell (3.75 m) Atmospheric Fluid Spectro-Variometer Basic Fin Big-S Delta Wing Big-S Elevon 1 Big-S Elevon 2 Big-S Spaceplane Tail Fin Big-S Wing Strake Ch-3 Fly-By-Wire Avionics Hub Circular Intake 'Drill-O-Matic' Mining Excavator Engine Nacelle Engine Pre-Cooler FAT-455 Aeroplane Control Surface FAT-455 Aeroplane Main Wing Fuel Cell Array Fuel Cell Heat Shield (1.25 m) + Cover Heat Shield (2.5 m) + Cover Heat Shield (3.75 m) + Cover ISRU Converter Large Holding Tank M700 Survey Scanner M4435 Narrow-Band Scanner Mk1 Inline Cockpit NCS Adapter Ram Air Intake RT-5 "Flea" Solid Fuel Booster Service Bay (1.25 m) Service Bay (2.5 m) Small Holding Tank Small Nose Cone Standart Canard Surface Scanning Module Swept Wings Tail Connector A Tail Connector B Tail Fin ------------------------------------------------------------------------------------ Update 1.7 Resized all the images + added these new stock parts : 2.5m to Mk2 Adapter C7 Brand Adapter - 2.5m to 1.25m C7 Brand Adapter Slanted - 2.5m to 1.25m Mk3 Cargo Bay CRG-25 Mk3 Cargo Bay CRG-50 Mk3 Cargo Bay CRG-100 Mk3 Cockpit Mk3 Liquid Fuel Fuselages Mk3 Rocket Fuel Fuselages Mk3 to 2.5m Adapter Mk3 to 2.5m Adapter Slanted Mk3 to 3.75m Adapter Mk3 to Mk2 Adapter ------------------------------------------------------------------------------------ Update 1.6 Added these new stock parts : Delta Wing Elevons Mk1 Cockpit Mk1 Fuselage - Intake Mk1 Fuselage - Jet Fuel Mk2 Bicoupler Mk2 Cargo Bay CRG-04 Mk2 Cargo Bay CRG-08 Mk2 Clamp-O-Tron Mk2 Cockpit Mk2 Crew Cabin Mk2 Drone Core Mk2 Inline Cockpit Mk2 LF+O Fuselage Short Mk2 LF+O Fuselage Mk2 Liquid Fuel Fuselage Short Mk2 Liquid Fuel Fuselage Mk2 Monopropellant Tank Mk2 to 1.25m Adapter Long Mk2 to 1.25m Adapter Shock Cone Intake Small Delta Wing Structural Fuselage Structural Intake Structural Wings Swept Wings Wing Strake Z-100 Rechargeable Battery Pack ------------------------------------------------------------------------------------ Update 1.5 Added these RLA Stockalike parts : Bi-Modal Arcjet Thruster Bi-Modal Resistojet Thruster Boostertron l Solid Rocket Booster Boostertron ll Solid Rocket Booster FL-R15 Monopropellant Tank FL-R50 Monopropellant Tank FL-R200 Monopropellant Tank FS-L12 Fuel Tank FS-L25 Fuel Tank FS-L50 Fuel Tank FS-L100 ION Type-2 Electrostatic Propulsion System LV-Nc Atomic Rocket Motor LV-T5 Liquid Fuel Engine MMRTG MPR-1 Monopropellant Engine MPR-1R Monopropellant Engine MPR-5 Monopropellant Engine MPR-5R Monopropellant Engine MPR-45 Monopropellant Engine MTS-20 Stack Bi-Adapter MTS-30 Stack Tri-Adapter MTS-40 Stack Quad-Adapter PB-x450 Xenon Container PE-3 Radial Attachment Point Protective Rocket Nose Mk1 Rockomax 'Spinnaker' Liquid Engine Stratus-V Capsulated Monopropellant Tank TR-1V Stack Decoupler TT-16 Radial Decoupler TtH-2B 'Kingfisher' Liquid Engine TtK-6A 'Albatross' Monopropellant Engine TtKH-6B 'Cormorant' Monopropellant Engine TVR-50R Radial Srack Extender TVR-100R Radial Stack Extender ------------------------------------------------------------------------------------ Update 1.4 Added these KSOS parts : Advanced, Large Solar Array ChemKorp Mystery Goo Light Docking Port, Standart Docking Port, Octagonal Docking Port, Small Docking Port, Square Small GreenLab Habitat KerbaLab KSO Auxiliary Fuel Supply Module Coupling Adapter Observation Module Octagonal 6 Way Frame Hub Octagonal 6 Way Hub Octagonal Truss QA-2á Coupling, Extension QA-3C Coupling , T QA-4á Coupling, 4 Way QA-6á Coupling, 6 Way QA-D12 Docking Module QA-D24 Docking Module Single Solar Panel Pane Solar Panel Truss Square Truss Hub Standart , Solar Panel Array Station Docking Module Station Power Module Station Service Tug ------------------------------------------------------------------------------------ Update 1.3 Added these KSOS parts : EWBCL CSEs EWBCL Fuselage EWBCL Gears EWBCL Wings EWBCL RCS Module EWBCL Rudders EWBCL Tailplane QA-900 Liquid Fuel Booster QA-1200 External Fuel Tank Thrustmax 300 ------------------------------------------------------------------------------------ Update 1.2 Added these KSOS parts : KSO Cargo Bay KSO Cockpit KSO Elevons KSO Engine Mount KSO Gears KSO Tail Plane KSO Wings KSO Vertical Control Surfaces Omnimax 40t QA-850 Liquid Fuel Booster Thrustmax 200 Thrustmax External Fuel Tank TT-750 ------------------------------------------------------------------------------------ Update 1.1 Added all the "Spaceplane Plus" parts : Mk2 Bicoupler Mk2 Cargo Bay CRG-04 Mk2 Cargo Bay CRG-08 Mk2 Clamp-O-Tron Mk2 Cockpit Mk2 Crew Cockpit Mk2 Drone Core Mk2 Fuselage LFO Short Mk2 Fuselage LFO Mk2 Fuselage Short Mk2 Fuselage Mk2 Inline Cockpit Mk2 to 1.25m Adapter Long Mk2 to 1.25m Adapter Shock Cone Intake SP+ Delta Wing SP+ Elevon 1 SP+ Elevon 2 SP+ Elevon 3 SP+ Elevon 4 SP+ Elevon 5 SP+ Small Delta Wing SP+ Structural Wing Type A SP+ Structural Wing Type B SP+ Structural Wing Type á SP+ Structural Wing Type Ò SP+ Wing Connector Type A SP+ Wing Connector Type B SP+ Wing Connector Type C SP+ Wing Connector Type D SP+ Wing Connector Type E SP+ Wing Strake Structural Intake ------------------------------------------------------------------------------------ Update 1.0 Parts added : Cubic Octagonal Strut (Re-done) LT-1 Landing Strut LT-2 Landing Strut LT-5 Micro Landing Strut Ram Air Intake Sensor Array Computing Nose Cone TT18-A Launch Stability Enhancer XM-G50 Radial Air Intake ------------------------------------------------------------------------------------ Update 0.9 The new parts are : BZ-52 Radial Attachment Point EAS-1 External Command Seat FL-A5 Adapter FL-A10 Adapter NCS Adapter PB-ION Electric Propulsion System PB-X50R Xenon Container PB-X150 Xenon Container (Re-done) Rockomax Brand Adapter 02 ------------------------------------------------------------------------------------ Update 0.8 Brand new parts : 2.5 m Expanded Fairing Base 2.5 m Expanded Fairing Cone Half 2.5 m Expanded Wall Half Comms DTS-M1 Communotron 16 Communotron 88-88 Telus Mobility Enhancer Telus-LV Bay Mobility Enhancer ------------------------------------------------------------------------------------ Update 0.7 New parts : Advanced Grabbing Unit Launch Escape System LFB KR-1x2 S1 SRB-KD25k Kerbodyne ADTP-2-3 Kerbodyne KR-2L Advanced Engine Kerbodyne S3-3600 Tank Kerbodyne S3-7200 Tank Kerbodyne S3-14400 Tank KR-2L Cover S3 KS-25x4 Engine Cluster TR-38-D ------------------------------------------------------------------------------------ Update 0.6 Added : Hydraulic Detachment Manifold M-1x1 Structural Panel M-2x2 Structural Panel M-Beam 200 I-Beam Pocket Edition M-Beam 200 I-Beam M-Beam 650 I-Beam O-10 MonoPropellant Engine OX-4L Photovoltaic Panels Probodobodyne HECS Probodobodyne OKTO2 Probodobodyne QBE RT-10 Solid Fuel Booster Small Hardpoint Stayputnik Mk.1 Structural Pylon The Not-Rockomax Micronode TT-38K Radial Decoupler TT-70 Radial Decoupler ------------------------------------------------------------------------------------ Update 0.5 Featuring these parts : Probodobodyne RoveMate RoveMax Model M1 RoveMax Model S2 RoveMax Model XL3 TR-2L Ruggedized Vehicular Wheel ------------------------------------------------------------------------------------ Update 0.4 What's new : SC-9001 Science Jr Mystery Goo Containment Double-C Seismic Accelerometer PresMat Barometer GRAVMAX Negative Gravioli Detector 2HOT Thermometer Mk1 Lander Can LV-1R Liquid Fuel Engine Rockomax 24-77 Rockomax Mark 55 Radial Mount Liquid Engine LV-1 Liquid Fuel Engine Rockomax 48-7S LV-T30 Liquid Fuel Engine LV-T45 Liquid Fuel Engine LV-N Atomic Rocket Motor Toroidal Aerospike Rocket Sepratron I Vernor Engine Rockomax 48-7S Cover LV-T30 Liquid Fuel Engine Cover LV-T45 Liquid Fuel Engine Cover LV-N Atomic Rocket Motor Cover Oscar-B Fuel Tank ROUND-8 Toroidal Fuel Tank ------------------------------------------------------------------------------------ Update 0.3 Which brings : no idea (T-T) ------------------------------------------------------------------------------------ Update 0.4 Full unfolds list : Mk1 Cockpit Mk2 Cockpit Mk3 Cockpit R.A.P.I.E.R. Engine TurboJet Engine Basic Jet Engine Rockomax BACC Solid Fuel Booster Radial Engine Body Circular Intake Engine Nacelle Standard NC Aerodynamic Nose Cone Protective Rocket Nose Mk7 Delta Wing Swept Wings Structural Wing Wing Connector AV-T1 Winglet Tail Fin AV-R8 Winglet Standard Canard Advanced Canard Standard Control Surface Small Control Surface Delta-Deluxe Winglet Small Gear Bay Z-1k Rechargeable Battery Bank Illuminator Mk1 Illuminator Mk2 ------------------------------------------------------------------------------------ Update 0.1 So , i was working really hard whole June and i think i can release an Alpha version of my project =) Here are some photos : That was for my mom's birthday , you may have seen it Wheeee And a glorius docking So i've unfolded about 1/3 of all the game parts and my work continues . All the parts can be downloaded here >Link< I'm going to update the thread every week or more Hope to see your creations in the comments ! ------------------------------------------------------------------------------------- If you'd like to support my project with a little penny , here's my webmoney purse : Z115199211496 (USD) ; E411998938718 (Eur) ; R339054727082 (Rub) OR -> ------------------------------------------------------------------------------------- You can also contact me with Twitter
  16. Overflew Kerbin and gathered air sniffer data from 5 biomes for 200 points. No screenshot or else you will notice that I accidentally put the wings on in 2x radial symmetry rather than bilateral reflection *oops* Flew OK though!
  17. The mission has way too low of a reward for two reasons: 1) If done in a single launch it requires at least the first engine in tier 3 to accomplish, and even then you might need to dock a fueling vehicle to get the mass back up past 200. 2) If done without tier 3 it requires at least 2 to 4 separate launches and then docking them together to make a bigger vehicle before landing it. Either of these options requires alot of science points, or alot of time, neither of which makes that reward reasonable.
  18. Keep in mind the successor to this mission- 'Big n' Husky',' acknowledges the 200 tons to Minmus, then proposes a somehow more absurd mission to Duna with 300 tons. I got a 2-stage lander, game, not the ISV Venture Star.
  19. I think there's no distinction between a large creature compressing itself to become small and dense, and a dense creature spreading itself out to become thin. I think this website might be helpful for calculating how much bioballoon you need to lift a given weight - actual calculator is at the bottom of the page. However, if you want some ballpark figures, then assuming you're in Earth's atmosphere and your hot air is heated to 100 o C, it requires about 4 cubic metres of hot air to lift a kilogram of mass. Going the other way, it takes about 0.1 cubic metres, or 100 litres of hot air to lift 26g of mass - which is the mass of a slightly larger than average, common frog. A 50kg human would therefore require 200 cubic metres of hot air. Assuming that hot air is contained within a spherical bag, that bag is going to have a 3.5 meter radius, give or take and a surface area of 150 square meters, give or take. I think that's a lot of membrane to manage. I think that any worries about having the organs work OK are moot because if you want to fly like a hot air balloon, then you're going to be shaped like a hot air balloon, with all your organs, limbs etc. in as light a package as you can manage, attached to a large, thin, gasbag. At most that gasbag is going to have blood vessels and perhaps very fine tendons running through it to assist with repacking, but I honestly can't imagine it containing more complex organs. I think the idea of having complex organs which can be stretched over a 3.5 meter sphere, and then squashed together into a jello-like mass, which then semi-hardens is... implausible. I think that a protein heavy diet is possible, but a balanced diet consisting of some protein, plus a lot of energy dense nutrients such as fats or sugars would work equally well. I think that you need to be less concerned about the laws of physics and more concerned with anatomy. TL:DR, I don't think this critter is going to work as a shapeshifter, unless you count caterpillars as shapeshifters because they turn into butterflies.
  20. Blender froze while rendering over 200 glasses of chocolate milk.

  21. Reported Version: v0.2.0 (latest) | Mods: Flight Plan, Maneuver Node Controller, MapView Focus and Targeting, K2D2, Micro-Engineer | Can replicate without mods? Yes OS: Win11 | CPU: AMD Ryzen 9 3900 12 core | GPU: GeForce RTX 2060 Super | RAM: 32GB Had this happen to me today. Waited until I hit about 10km before attempting to deploy (speed was at ~200 m/s). The pair of drogue chutes deployed, but the pair of radially attached Mk16's did not. Deployment was attempted through staging. Quicksave and quickload did not work; Mk16's did not deploy through staging. However, through PAM I was able to click deploy and they worked, slowing the craft down to 14.5 m/s...before flipping the craft over and picking up speed to 20 m/s. That's probably more a function of the weight of the craft, but I've never seen chutes slow something down and then have that thing pick up speed after flipping over. Weird. All told, chute deployment is simply not working through staging.
  22. 200 REP!
    YEAH!

  23. almost 200 rep!

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