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Everything posted by Frank_G
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What's your preferred method of playing KSP?
Frank_G replied to ZooNamedGames's topic in KSP1 Discussion
I am using the X-55 Rhino, but i am planning to buy the Thrustmaster Warthog as well. I am currently checking, what pedals i will buy. Can you recommend the ones you use? So far i am tending to buy the Saitek Combat Rudders, as they are partially made out of metal.- 51 replies
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SPACE STATIONS! Post your pictures here
Frank_G replied to tsunam1's topic in KSP1 The Spacecraft Exchange
What makes you think that? It takes a bit longer, yes, but they are cheap and do the job quite well. Transporting things to or from orbit is done best with a spaceplane, in my opinion and practical experience. -
SPACE STATIONS! Post your pictures here
Frank_G replied to tsunam1's topic in KSP1 The Spacecraft Exchange
1. Feel free to download the Moray Delta VI on my craftfile page. Put desired crew cabins into the loading bay, and there you go. Delivers 12 kerbals or more, depending on your payload design - a payload under 10. tons can be delivered into munar orbit. Let me point out, that the craft is flying very stable, but designed for advanced spaceplane pilots, that know how to deal with low TWR SSTO ascent profiles. -
You´re welcome! Thanks a lot. Its just going over the same thing again and again, until it is satisfying from both efficiency and looks without losing the original purpose. The capsule you are talking about, has been built, rebuilt and modified at least 4 or 5 times, each time with a slightly different approach (look at the three pictures above, where you see 3 different versions of the Ares replica. The first is close to the look, the second is good in function, but only the last one meets all requirements - thats the usual way i go). I try to approach a design as simple as possible. Crafts get pretty ugly fast, when you mix and clip dozens of parts, where 2 other parts would have been sufficient. I choose parts that support the desired form best. F.e. using rounded radiator panels instead of flat plating for the capsule.
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00.1% is risk enough... i try to save my kerbals all the time. Ok, in two years playing i used it 4 or 5 times in non testing situations, but i always start kerbaled flights with my finger on the abort key. They are not expendable (Especially in career mode).
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Usually, i plan, build, fly and document one big mission, before i retire for 2 or 3 months. Then it starts over... has been so for the last 2 years. But addicted? No... that would include burning out at some point and i plan to play KSP in the future for sure.
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Continued working on my von Braun / Constellation style interplanetary vessel. The payload capacity has finally been determined, so has been the final size. 10 launches of my heavy Kerberos SLS are required, to lift all components into orbit. New modules are the habitation module with crew cabin, laboratory and external science platform and the inline cargo rack for the solar flyer and other mission essential equipment. The two caps on the outer engine blocks will be replaced by emergency re-entry modules, that will also serve as auxiliary command bridges, when the craft breaks up into three different vessels, once it has reached its destination.
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Nope, but not because i dont like or need it... its too weak to lift my custom capsules and bring them to a safe distance... I use customized LES towers.
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In my current career save... not a single one. In the one before... not a single one... I lost a crew of 2 during a Duna descent back in .25... At some point you start to launch unkerbaled, until the design is sound. Or you just waste some life o´green to feed mighty Jool, Gatherer of Kerbal Souls... didnt you notice that Jool grows, from update to update? (Damn... i should had that idea on April 1st)...
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Tested some ion powered solar plane design for my Duna mission. The wings can be detached to reduce the storage profile. The planes body will travel inside a fairing, while the wings will be mounted on the the outer hull of the transfer vessel, so the solar arrays serve some function during transit. Currently the plane can keep its speed and altitude for 3 days, before the xenon gas runs out. The storage bay carries some science equipment, the nose cone houses batteries, reaction wheel, probe core and RCS fuel (which is needed to assemble the plane in orbit, before descending into the atmosphere). [edit] Here a more detailed picture of a later iteration with shorter wingspan. It still has to be tested, if it performs as well, as its predecessor.
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The more i play KSP the more complex my constructions get. I recently built a shell for an inline cargo tank out of large radiator panels f.e... i see constructions here on the forums, using undeployed solar panels as "equipment boxes", retracted landing gear, air intakes and wings as part of a custom hull design and so on. This all looks quite nice, but in most cases, noone wants the function, as some of them wont allow it, to use KSP inputs as they were intended (or you just dont like it, like in my example... i dont want my cargo protection hull to heat up...). An option to select between "functional" and "structural" could solve this. "Functional" would allow for intended use of the part, while "structural" removes all functionality from that specific part, being nothing more than a good looking part of a complex vessel (and by this, saving processing time and memory). Do we need this at all? Do we want such thing to be stock, or would that be something for a mod? What do you think?
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Thanks a lot :). I will take a look at your Moho mission, when i am back from work. [edit] i will create a thread for my mission and will link it in my sig (and drop you a line, if i dont forget), once its active. I plan to check all craft when 1.1 is out. Can be a little while till launch.
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All games i play, are by all means played, not won, beaten, hacked or cheated through meta-gaming. I want fun, a good story, action, challenging game play, something that is different from allday stuff. I dont care about score and achievements and i dont rush through games. And that is fact for all games i play, not only KSP. In KSP, i play without part mods (almost... ScanSat and RasterPropMonitors add a few parts, but thats it). When it comes to gameplay, my three rules are good craft efficiency, craft aesthetics and doing stuff with purpose.
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Inter-stage Fairings
Frank_G replied to CodeFantastic's topic in KSP1 Suggestions & Development Discussion
I use the stock fairings for interstage fairings almost all the time. Even if an engine has the desired base width. I also use them as cover for capsules and as size adapters, like in this Ares I replica. There is lots of stuff to be put under the hood, like separatrons, RCS tanks and thrusters and other things - the stock fairings are ideal for that. And i find them quite easy and comfortable to use. The only thing that is a bit annoying, is that they dont accept radial attachments. But it seems, like this issue is already fixed in 1.1. No need for different parts in my opinion. -
I started mixing up my original Constellation concept with some of von Brauns concepts. Some additional modules will be inserted into the main stack, such as larger solar arrays, communications modules, crew habitation and such stuff. [edit] Each segment of the ship is equipped with a probe core and RCS thrusters, allowing them not only to assemble themselves in Kerbin orbit, but also to reconfigure the ship during the mission. In the current configuration, the ship can break up into 3 independent operating vessels, that can fulfill different tasks, once arrived at the destination. First tests propelled this ship out of the Kerbol system... fuel wont be a problem. The fairing will contain a horizontal landing vehicle, such like this one (which will have to be modified to a 3.75 m profile, to fit its purpose).
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Congratulations on this big achievement. Keep on flyin'
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Here you go. Place the craftfile into your subassembly folder then attach it to a platform (use a launch clamp to give it some height) or whatever part you like. Launch and decouple the lower docking port. You´ll see
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Today, i built and tested a new stock cargo lander for Mün and Minmus. It has 2 deployable cargo ramps, that re-attach themselves to the craft, after being deployed. On top is a return vehicle that can make it back to orbit.
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My Eve ascent vehicle had 12.300 m/s after touching down on Eve (TWR 1.1x) back in .90. Together with the docked transfer and separate return stage it must have had something around 15.000 m/s +. But as said, the last 3.000 m/s came due to orbital assembly. The craft is still available on my craftfile page. Havent checked its numbers in 1.0.5. though, as launching from Eve became a lot easier (which is good in respect for players who dont fiddle on craft all night long).
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Does anyone actually use the first level runway?
Frank_G replied to Prasiatko's topic in KSP1 Discussion
Sure, its fun and challenging. And i dont spend money in KSP until i need to. Besides that, if you can land and launch a plane in the wilderness of Kerbin, you can do so on the tier zero runway as well. -
Took some time to tweak my new rover, closed some ugly gaps in the armor, added some RCS and monopropellant thrusters and did some fine tuning. The craftfile can be downloaded here. Have fun!
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That would indeed be awesome, but yes - looked like a bug that will get fixed before release.
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I saw a youtube vid, where the heatshields where hovering 2 or 3 meters above the water... Ideal for raising the Titanic and convert it into a gigantic hovercraft...