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KSP2 Release Notes
Everything posted by Camaron
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I've never use FAR in my entire history of playing KSP. At least 95% of the time, I was fully stock. When the new aero came around, and I played for the first time, My rockets immediately behaved dramatically differently from how they had before. Some flipped, some just went completely wild. So naturally I was irritated that improving the game meant I had to relearn something. No wait. I meant the other thing.... "Thrilled". Now the rockets I design work just fine because I've paid attention to the new behaviors and understand relatively well how it works. Entirely new life has been breathed into a game I've already loved. Naturally, this is a lot of fun. Also, you can have even more pride in launching something wild and ridiculous, because you had to fly an aerodynamic rocket, and didn't just blast a flying flatbed into space for which you may or may not even bother capping the boosters with something aerodynamic.
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I haven't played recently enough. I'm pretty sure that's a major sin.
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Same here. I have 6 rescued female Kerbals. I only recruit through rescues. I've accepted and succeeded at every rescue. I'm not very far along yet, but that's how it has been. Also, Jeb and Bob mysteriously died, so Bill is the only male left at the moment! His dream come true.
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Jebidiah spent a few weeks orbiting the Mun after my first Mun landing came up short on fuel to finish a return and was picked up later by Cargy Kerman, who was herself rescued from her wrecked craft (rescue contract) by a probe ship designed to recover her from Kerbin orbit, and Nephe from a Mun range orbit. All three Kerbals were safely returned to Kerbin. (All one trip) Jeb and Bob are now MIA. Not really sure why. All six of my Kerman rescues so far have been female. These girls need to learn how to drive, lol.
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Meet the 2,200-Ton Titan Thirteen Fuel Lifter
Camaron replied to Camaron's topic in KSP1 The Spacecraft Exchange
Started up Kerbal just to check on that: -
Meet the 2,200-Ton Titan Thirteen Fuel Lifter
Camaron replied to Camaron's topic in KSP1 The Spacecraft Exchange
Ufortunately, I've tried that. Doesn't currently work as advertised. Why didn't I think of that? I've been moving the ship to the side but it seems like that would work a bit better. Best Idea ever. You have given my insanely oversize fuel ships true meaning. I'll have to do that sometime. With something like Titan XV, it should be really interesting http://forum.kerbalspaceprogram.com/threads/114072-The-Titan-XV-250-000-units-of-fuel-DL-Link-included -
You know you overbuilt your rocket when...
Camaron replied to Deadpangod3's topic in KSP1 Discussion
When I find myself having to clip the biggest engines into each other just to get off the ground with a small enough partscount for the ship to load at all. I've spent the last two days just experimenting with "compound engines" -
Well, in my case it deosn't seem to do anything at all except seemingly contribute to a bug involving glitched parts placement which I have to fix by exit/re-entering the VAB
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Does this work differently than it used to? It doesn't seem to be working at all. I'm sure you didn't claim it to be updated for 0.90 for no reason, am I doing something wrong here?
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Works in 1.0! Minor updates - D/L link updated EDIT: The Titan Xv actually performs significantly better than it did in .90, and reached orbit with a mass of well over 4,500 tons and 402 parts. (Two more heavy stages still attached). I haven't updated the stats of most of this post, or uploaded a new launch album yet, but have just finished testing this beast in the new version, and it passes like a true champion. Also, thanks to the Nerva update to Liquid-Fuel-Only operation, future Titans will be primarily pure LF carriers. A few weeks ago, Jebidiah got it into his head that those recently-discovered Class E Asteroids were built by somebody with something to prove. Not one to back down from a challenge, Jeb told his engineers that they were going to out-build this unknown challenger, and despite their qualms, eventually surrendered and got to work. So... here is a ship that can haul over 250,000 units of Liquid fuel into a solid round orbit as high as 400km. It uses a design that allows it to shut down the last set of boosters when the 70km orbit is reached, and allows the onboard LV-Ns to draw from remaining booster fuel to get your fuel station where you want it without draining the main cells. 9 - Shutdown Innermost Launch Boosters. 0 - Activate LV-N Engines. DO NOT TURN BEFORE DROPPING THE FIRST STAGE http://forum.kerbalspaceprogram.com/threads/122198-Aerodynamics-Lesson-Of-The-Day Weighs as much as an upper-end Class E asteroid! Future similar designs will include a Titan XV with fewer parts, (Titan XV R2) and one designed for hex-docking others like itself to create even more insanely huge stations, the first Titan that will be built with modularity in mind. Mechjeb will be mandatory for docking them. You can download it at the mediafire link below. Warning - the launcher starts at 1,518 parts; not for the faint-of-heart PC's. http://www./download/j8nfmj6pz48882m/Titan_15_Build_Phase_9.craft MUST BE LAUNCHED FROM SPH / RUNWAY!!! This will collapse if loaded onto the launchpad!
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I landed this Kethane drilling platform on the Mun: Based on my original huge Kethane platform, which went to minmus:
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The gigantic SSTO designs I've built will get dusted off and upgraded with the new landing gear. Hopefully I will be able to fly them now.
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Well.... That's what 3,300 ton Fuel stations are for
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Wow. it's NOT big. After saying you were having trouble orbiting, I thought it was going to be some sort of behemoth. Are you trying to make it SSTO-functional?
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How big is that dropship? There's a good chance I can figure out how to orbit it. I have previously sent up to 3,300 tons to orbit with around 1500 parts.
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Upon request, I have dug up the Banefire Kethane Lander, and made a few edits. First, "armor" panels are removed, except for one that mounts the launch boosters. I didn't feel like redesigning the entire lifter. Second, I have adapted this ships launcher to a common technique of mine, where the ship can use an action key to stop firing main engines once orbited and allow the main LV-N's to draw from remaining booster fuel until emptied before using internal fuel. Actions - Brakes - Toggle Solar Panels 5 Key - Toggle LV-Ns 6 Key - Shutdown Boosters, Activate LV-Ns. "Longrange Boosters Mode" 8 Key - Undock 9 Key - Deploy Drills 0 Key - Retract Drills https://www./?6dqjkd66dqk1zkd
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Developing a Kethane lander the size of some people's Interplanetary ships. Launching a fuel station that weighs more than a Class E asteroid in orbit, full stock. I also hit planets without plane shifts. Building spaceplanes that have the same weight to lift positioning balance throughout the flight. Docking just about anything with great ease because Ive done it a thousand times, while some people can't seem to pull it off at all. ...and by extension, building landers without additional monoprop tanks because the built-in 15 will be far more than enough. Wondering why people need mechjeb for just about anything besides autopiloting a three hour burn or pulling off an octo-docking.
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All of my names are normally astorlogically based or astrophysically based in some way some examples of my craft names have been: Antares (An interplanetary cruiser) Andromeda (A MAMMOTH Fuel container ship) Rigel (An interplanetary cruiser) Quasar (A Fuel container ship) Neutron Star (A Fuel container ship) Gravity Shift (An asteroid capturer) Terranova (A versatile modular lander) Supernova (An interplanetary cruiser) Red Giant (An interplanetary cruiser) Scorpio (An asteroid capturer based on ion engines that had a distinctly scorpion-like tail)
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That's a Space TROLLEY! THIS IS A SPACE BUS. (Made this almost two years ago.) http://forum.kerbalspaceprogram.com/threads/68462-The-Magic-Space-Bus