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Frank_G

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Everything posted by Frank_G

  1. Fuel lines are flexible and will move with the leg...looks cool [edit] ...and add stability of course.
  2. Thank you! I will give it a try as soon as i am home. Allways glad to get a useful extension of RPM. Looks good from what i can see on the screens.
  3. Man, i just made the same experience. I was able to pull back up and reach orbit on the last drops of fuel... Tylo is a beast. Hopefully, i have cracked the design flaws in the lander now. Godspeed!
  4. The problem with most early access games is, that a good idea needs not only talent, knowledge and money... The thing an indie game needs most is heart, care, responsibility and the will to get done. That is why so few indie early access games see a final release. I'll stay with KSP.
  5. You should try a hydrofoil design with only a few pylons reaching into the water. The best engine by far is the basic jet engine. It offers decent speed and acceleration at sea level and is very fuel efficient. You can use control surfaces to steer the boat.
  6. You can also use ScanSAT and check yourself. And yes i recently did a scan of Tylo in .23.5 and found an anomaly in the northern region of Tylo.
  7. Thanks for pointing that out, but i had some serious troubles with tweakable everything interfering with some parts (for example the standard inline clamp-o-tron became unattachable). I threw out the mod a few months ago and did not keep track of newer versions. I guess, i´ll give it another try.
  8. Look at the other 2 rows of tanks. There are Decouplers right behind the tanks so they can be jettisoned by staging instead of manual decoupling or using action groups. As all parts of this craft were pushed into orbit bit by bit by realistic rocket launches (meaning no asparagus launchers, only one rocket and up to 4 SRBs or 2 LRBs) and then assembled by docking em together, i needed a solution that fits within regular rocket fairings, is dockable and stageable. This system met all the requirements. The only flaw is, that it leaves 6 sr. clamp-o-trons extra debris floating around. You can take a look at the full mission here: http://forum.kerbalspaceprogram.com/threads/84993-Grand-Tour-to-Jool [edit] Before one asks... I launched one rocket with a payload the weight of the shield and then hyper-edited the shield into orbit. It was the first part, so i pretended it was constructed in orbit or being an inflatable shield. As it weighs only 5 tons it would have been quite easy to push it to orbit, but i hate those unrealistic launches a lot. [/edit]
  9. This craft wouldnt have been possible without supporting structure. As soon, as your constructions go big, you will be glad you have them.
  10. When i blew it, i carry on... If the game glitches or the controller battery gives up or else i certainly reload the save.
  11. Fuel transfer is no problem. Science isnt either, you can process, transmit and clean your experiments with the lab - it does not need a direct connection. I dont know how it reacts when you have certain habitat mods like Connected Living Space installed, but in stock KSP this is possible.
  12. And as i posted the last post, i just saw the above design by GusTurbo which does what i say i hated but it looks awesome... I guess it is just a balancing game between aesthetics and just crunching stuff together that makes all the difference.
  13. I should have mentioned that for unmanned lander with transfer stage (top picture) it wasn´t necessary to turn a cheat on... it is simply done by rotating certain parts inward, or placing them on an adapter plate before adding it to the hull segment (ASAS module in this case). What i really hate when people do part clipping designs are engines or tanks occupying the same space or breaching each others borders... it looks ugly in almost every case. Especially when the interfering objects start flickering and showing ugly edges. From that point i can totally understand, why one would not use part clipping techniques. Oh, and thank you all for the positive feedback
  14. I say one can use part clipping in a very realistic non "offending" way... i posted this a while ago here and i think it is totally ok... Actually it gives you the opportunity to create compact craft and also make them look much cooler, even without sticking stuff together in an unrealistic way.
  15. Hello, I am Frank and i am kerbaholic. I cant get my head clear after work without playing at least an hour of KSP... even if i just click around on the parts in the VAB...
  16. Half an hour is about the same burntime my orbital assembled craft needed to get to Jool too. Find some pictures and mission description here: http://forum.kerbalspaceprogram.com/threads/84993-Grand-Tour-to-Jool
  17. I usually play an hour or two or so a day, when getting home from work - nice to get your head free. And around 3 - 4 hours on weekends, somtimes more, sometimes less.
  18. As long as parts are somewhat unique and useable in creative ways, Squad can add as many parts as they like. And i am sure, they will add much more content as was pointed to in one of the last articles concerning the .24 update. What i dont like, and that counts for most of the mods out there, are parts that turn creative construction into a puzzle game with almost always identical outcome. That is so boring, because it takes the reward of creative design away from the player. In contrary to that are the parts that Squad puts in the game. They allow a massive amount of creativity and things people achieve with the few standard parts are most impressive, both in engineering and visual presentation. So i bet we wont be disappointed by things to come. And as long as the game is under development, i dont care for broken saves. Its just part of the process.
  19. Getting over space adventure and creative gameplay? Never ever. And i wont wait till final release, i will play till and then play more! Godspeed!
  20. That is why i use procedural fairings without ferram aerospace mod installed... i just want my rockets to look like rockets and i like it, when they jettison and present the payload. Its just what belongs into the scenery.
  21. I totally agree with you WillHop... the things made public and the timing was much more determined than during .23.5. And it is awarded by much less ranting, complaining and speculating here in the forums. And the way Squad handled the delay due to more features being added was very nice too. I am really looking forward to this update. Cant wait, to be exactly, but it is a much more pleasant situation than back then. Time to send a "Well done!" to Squad here.
  22. I always use separatrons on every stage of my rockets to move the jettisoned stage out of proximity immediately. That counts for ejectable cockpits as well. And i used separatrons as powered brakes for a skycrane on final descent on Duna and Laythe. But as they are very inefficient regarding the ISP in atmosphere, i never thought about using them on other worlds. Better to use some light liquid fueled rocket motors... The only reason to use solid rockets is for gaining speed during launch, as they pack some serious punch... Probably they can be of use to gain speed when launching from Eve.
  23. Welcome aboard! Nice, that you care for your kerbals, but keep in mind that some of them just wont make it. As a small advice... test your missions with probe controlled craft, before sending your green guys in.
  24. That would totally make sense, robot256. I have heard some rumors on a YouTube Video that the drag model is actually getting an overhaul. There was talk, that the parts in front will take the drag off the parts behind them which sounds more realistic to me than what we have now. So stock fairings should be around in one of the next updates i bet.
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