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Frank_G

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Everything posted by Frank_G

  1. When in game, hit esc and click on difficulty on top of the window. You can even turn on comm blackouts from plasma effects during re-entry... Quite challenging, when you suddenly lose control on a badly constructed vehicle... you can also set the g-force at which a kerbal passes out, have atmospheric and underwater pressure crush parts when exceeding pressure limits and such things. It really challenges your building and planing capabilities.
  2. Some kerbals have a hidden third character attribute, which is called badS, like Tapeta mentioned. They just donˋt lose their nerves and recover faster from dangerous situations. It becomes pretty handy, when you play on higher difficulties, where kerbals can actually pass out during flight.
  3. I play since 2013 and i am having a real blast with the new DLC. If you like experimenting with robotics, are interested in creating animations and automated processes, i can really recommend buying it. You also get nice extra gameplay options with the new surface features and science things and new things to explore. For me, it makes a real difference.
  4. Thank you :). The trick was, using 2 of the new K-1000 controllers. One swiches the servo between prograde and normal position and the other between prograde and retrogeade. Both use the target angle function in the track editor to change position. Then you bind each K-1000 to its own action group, using play and switch direction function for both controllers and you are good to go. Just keep in mind, that you need to return the nacelles to prograde position with the same action group, before using the other action group. I will post a craftfile today, so you can take a look.
  5. Thank you very much! A cool rover - like this specimen here - is next on the agenda - I havent found out what damping is, but my guess is, that its the time they need to decelerate, when you cut the power. Edit: and wow... it took me a while to notice, that those wheels are actually stock parts... incredible cool work!
  6. I finally have it back... a working Duna VTOL SSTO... and this time it is made of stock parts only. On final approach: Landing configuration: Touchdown!!!: ...and retro-configuration for deorbiting, without turning the plane around: Thank you @SQUAD, for all these new options and possibilities. I especially like the way, one can control single robotic parts in multiple ways, using more than one controller.
  7. This Breaking Ground DLC is pure awesomeness
  8. I will start a fresh career, but i will copy my vessels over to use and modify them, once i have the parts available.
  9. Did some more basic design and testing on a new science vessel. It comes with more than 4.800 m/s of Delta V, once in orbit and carries a lot of useful science stuff. I hope the scanner will work from in there... if not... well, it will be thrown out X.x On the pad: And in space: Find the craftfile here..
  10. Thank you very much and have fun experimenting with that design. It is quite wobbly at the moment, due to using jr. docking ports. If you try building your own trusses, consider upgrading the design. Maybe a third port will compensate better. Here is another post of the mentioned Kerbin Orbital Station, from a few days back. Enjoy :
  11. Starting to design a science station for munar and minmus missions, based on my Kerbin Orbital One parts. It can be delivered by spaceplane and comes with almost 1.000 m/s of Delta V to adjust orbit or fly from Mün to Minmus on its own. I plan to have resource extraction sites on both moons, to refuel the station. I might wait with the launch till "Breaking Ground" is out though, to have storage for surface science on board.
  12. Here is my Rhino Mk. 2 Lander from the Duna Trek Mission: An older Tylo lander: And an little monopropellant lander (used the smaller versions of the Puff-engine back then):
  13. Today i flew two more missions to get some progress with the construction of my orbital station around Kerbin. Mission 005 delivered the fuel tank and the orbital laboratory. Mission K-OST-I 005 on its way to the station: An OSV Assembler pushing the fuel tank towards the station: The self docking laboratory on its way to the station: And the two new modules installed: Mission 006 delivered the utility truss, the comms tower and the first set of science experiments:
  14. I will finally rebuild a lot of stuff from the days, when i was using mods, like this VTOL-SSTO for Duna... ...and this lander with a full base, that could assemble... ...and i will update or rebuild my Rhino lander, which used stock loading ramps and dangerous jettisoned covers for the integrated launch vehicle... ...besides many many other things, that already came to mind... electric helicopters for Eve, solar powered propeller-planes for Duna and Laythe and and and... [edit] And i will build a system to move the inflatable heatshield away from decending landers, to avoid crashing into them after jettisoning them.
  15. Here you go. One day, i start constructing one of these on Minmus or the Mun.
  16. I prefer playing KSP stock, as a game and the way it was intended to be played. On the gameplay "realism" level, i play with everything on: parts pressure and g-force limits, kerbal g-force-limits, comms-net, require signal, plasma blackouts and re-entry heat all on and set to default difficulty. Missing crew does not respawn. I do allow reverts to do testing though. My vessel designs are aimed to look realistic. I use reasonable sized fairings and always build payload, that can be either transported in a realistic looking rocket or spaceplane. I also tend to design rockets with pre-designed fairings, so i try to fit my payloads into existing launch-configurations. To answer the question, i like KSP in its current state much better, than pre 1.4. - a bit of realism in a physics based game, especially one with space and science in mind, is a good thing. KSP has a good mix to satisfy both sides (the fun and the sim players) - to all others, the mod community does a great job, to deliver the experience wanted.
  17. Today, i docked a Kupola module to Kerbin Orbital One, completing a contract. Besides of the central core, which was too bulky, i used SSTO spaceplanes to construct the station. Here the Starlon Mk. II with the payload: And the docked modules. I use double docking ports on most parts of the station to have perfect alignment of the modules: Docked to the station is a Bussard Mk. I crew SSTO spaceplane, which can carry 6 kerbonauts and 3 tons of cargo. Feel free, to download it from my dropbox here. Enjoy!
  18. Unless its powered by Google or Facebook. This video took away my fears though, that we would only get big robotic parts like shown on the first screenshots. This DLC will be great!
  19. It was fun, i guess? Crashing and failing was never more satisfying than in KSP. And welcome to the forums! Happy launchings
  20. And unsupected and out of nowhere, everything i ever wanted to be in the game is there. Thank you very much. - what a cool expansion... Next stop... Store.
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