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TonyKLZ

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Posts posted by TonyKLZ

  1. Yea, I caught that and found it to be rather ingenious!

    I think the claw is one of the most versatile parts in all of KSP. I've been experimenting with how far you can push it for connecting things myself: http://forum.kerbalspaceprogram.com/threads/91948-Is-it-Possible-to-Link-Three-Asteroids-in-a-Triangle/page2#14

    Claw was the key to my fully-reusable all-stock Laythe aviation :)

    0b5ef0qyguhf.png

    There is a passenger plane to transfer Kerbals around Laythe, and an exploration VTOL plane - all of them can be refuelled with the unmanned utility rover. If that rover runs out of fuel itself - it can easily restore it's supplies from that huge ARM cistern (no oxidiser inside). Using turbojets appeared to be a very economical way to fly, so I think I'll never run out of fuel on this moon :)

  2. Amazing! I always love seeing what people can do with the stock parts. I can never seem to make anything look the way I want with regards to rover design. The rules for how things can attach to each other always winds up foiling my plans or I end up wanting to change a part that is buried.

    Thanks :) It was a long way, each craft takes for a couple of hours to assemble.

    I'm kind of curious if the orange tanker would be able to dock to something properly if it had a docking part on the back. Be neat to use it or a similar design to transport fuel to a pickup craft for that Kethane mod I've been meaning to try.

    The truck uses a "claw" for docking with a trailer, so if there will be a kethane variant of my orange trailer, it will dock to it more then successfully :) The idea of using "the claw", was to have a hinge in a connection, turned on be clicking "free pivot" on claw grappling device.

  3. Hello! :)

    Let me to introduce you my collection of rovers with a human-alike design :D

    All of them are built with minimal part-clipping, so they don't look like a mess of parts. 100% vanilla-game friendly. All of vehicles (well, most) have a nice sub-assembly spot to glue them to your rockets :D

    1st generation (off-road & sedan)

    09tdmpe0y8zd.jpg

    2nd generation (concept & hotrod)

    c6a47swv1lu5.png

    3rd generation (coupe & tanker truck)

    383cuyctifxu.png

    v2ujzjn2envb.png

    MOAR screenshots!

    Javascript is disabled. View full album

    warning: part-heavy! | check action groups

    Download: https://www.dropbox.com/s/avebvm4y4f0wadr/K-Auto%20Vehicle%20Pack.rar?dl=0

  4. Dynamic ambient light level feature

    It's a really cool mod, but there is a way to make much better. If ambient light is switched to 0-1% at daytime - shadows are very firm, but such preset is very good for night time. So can there be an option for automatic, smooth levelling of ambient light depending on the time of a day (ToD)? For example, I have two sliders - presets for day and night, and as ToD goes on, the mod smoothly changes ambient light level for current ToD, focusing on values set on those two sliders. That could be an awesome option, making game visual experience much more realistic.

    P.S.

    Pleeeeaasee! :)

  5. AS II - Ultracompact

    c0P0S3B842o774o2.png

    This SSTO was designed to reach and even overcome the border of 4k delta-v reserve on low Kerbin orbit, using a popular configuration of a turbojet and two LV-909 engines. Built in a compact way and (practically) without clipping, it brings 4158m/s of d/v to orbit. Spaceplane is rather easy to control, has no COM offset, and is stable on all the way going to the apoapsis :cool:

    R0L0f3V852k7W4Z3.png

    B0108378w2e76465.png

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