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JtPB

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Everything posted by JtPB

  1. the challenge is simple: try to dock fighter & refueller planes together while in flight. all mods are allowed, but its preferable to use stock only. dont use mechjeb for automated docking. some tips that will may help you: RCS guideness cone on refuelling port seperated rotation controls for winglets(for example, yaw on the runway with only the tail is active will not tear up your plane cause the wings) good luck
  2. How about that the cycling will be performed exluding the debris? Only ships with controlable pods should be able to be switched by '[' and ']'.
  3. do you think it will destroy the fun if the engines couldnt be heard while they activated & out of the atmosphere? in IVA mode, the engines could be heard because their sound is transfered throuth the body of the ship itself.
  4. Yay, brohoof! /) :)

  5. thats nice, but... i said you can design the base on kerbin, at the flat area near KSC, not doing completly all the building process on the target body. Thats why i allowed the cheats, to simplfy the build. Despite all of that, you got your score for the hard work you did.
  6. I think that only L3, L4, L5 can be pseudo-simulated. You can put your ship in any point at the orbit of the desired planet, out of its SOI, and that is the langragian area of the orbit.
  7. You've just been employed as the bases architect of the Kerbal Space Agency. Your mission is to design a multifunctional ground base, that can launch light, medium, & heavy rovers for exploring the enviroment(or even the opposite side of the plant), & launching or refueling space rockets & ship. Mods allowed: Kethane & extraplanetary launchpads. If you want to use parts of other mods for designing, use them, but only for design & for nothing else. Rules: 1. you can launch the base's parts from the runway or launchpad & dock them together at the building area. 2. Gravity cheat & infinity RCS is allowed for a comfortable building, but as you finished the base, you must turn those cheats off. Show the debug menu at screenshot sto prove that they turned off. 3. you must wait 5 secs from turning cheats off until taking screenshot. In this time, the base must not collapse & lose joints. The rovers must be docked to the base or in special parking area for them in the base. 4. You can design the base as an earthy neighborhood looking. For instance, a rope from KSA looks like a laundry drying rope. Scoring: Every House of 1 kerbal = 1 pt Every House of 2 = 2 pts, and so on.. Every light rover = 2 pts Every medium rover = 5 pts Every heavy rover = 10 pts (Every kerbal passenger place adds 2 points to the rover) mobile lab: +5 pts smelter(EPLP mod): +7 mobile runway: +10 mobile launch pad: +15 power plant module(that means that you cant put solar panels thermogenerator all over the base but only in the plant): +15 (more units of the above modules does not add pts, the score is only once) achivments: Sir Jebedia Kerman: design your base as a castle. Manhattan: design yor base as a skycrapper(as much as you can). Kazablan: design your base as a poor earthy neighborhood. Dr. Seuss: design your base as the strange structure you ever seen(or you can imagine one of yourself). *You can suggest your scoring method or achivments and if i find them nice ill put them here
  8. Ok, so lets determine it just for theory. also the centrifugal force will rip apart a vessel quite fast if we will keep going to big rotation speeds...
  9. I thought about that, if we have dV for linear movement, we could have d-omega(which is the angular velocity of an object). The calculation formula can be used for RCS and gimbal thrusters, dont you think?
  10. are there any guide for all the parameters which is appears there? for example, why there are 4 varibles where the rotation is determined? are'nt there just 3 euler angles? & more things i cant remember, they are just seems unnecessery for running the game scense...
  11. currently, nothing. just a lot of info which is have to be choosen as relevant for current window situation. with the realativly complicated interface, but ill get used to it over the time... ok, thx for the recommendation. im right now testing a large number of mods & add-ons (not all at once, of course). ill add what you said to the list. i dont want fully scripted autopilot. im not really in the scripting right now... also, i didnt the Kethane mod. can i have a link?
  12. And what they did before they had that ability? Havnt all of you stopped to think about that? (Sorry if overthinking but its really intresting question)
  13. I heard that mechjeb's autopilot is kinda ****y. yea what i want to know is what features they have different from mechjeb...
  14. I have mechjeb & RCSbalance. Is there something better than those? (I dont say they are bad, i just want the best. & if they are the best, well yay )
  15. thx, i meant to ask about that one too. yea i know about the easter egg... it is on Bop, right? what i wanna know is why their all called "Kraken"... the arms these things... & how can i get them? i didnt understand from the article..
  16. oh i hate that thing that you must write more here when the title already said all i wanna say:mad:
  17. and MechJeb is simply awesome! but i have a few issues with it: 1. i noticed the two new mechjeb stock parts. is that means that if i do not assemble any of them -> i have no mechjeb influence on the vehicle? if i assemble two different planes with mechjeb module & get distant from one of them away from 2.5 km while in flight, the distant one will not disappear? 2. ok, understood what is ASL & 'true' altitudes, but what is 'bottom'? 3. i saw some videos where the players have auto-manuever buttons keypad & launch graph which guide them how to do the most efficient trajectory to orbit. i didnt see any buttons which provide that option. is that an another mod? 4. could you recommend on more cool mods please?
  18. will there be some parts for reuseable vehicle, like a space shuttle or something? cause if we will have to manage budget for missions in carreer, it will be obvious if we will want to use reuseable things...
  19. what about ion engine? can we use it in gliders? its thrust is anyway insufficient to get into full orbit...
  20. So it is degrade. is there a way to refuel it or replace the finished reactor? Cause if, we say, we going to build a ground base with that kind of power plant, we need to renew it. Currently the only way i can think to do this is as following: - detach the unefficient plant and move into suborbital trajectory until it crash on the ground; - than, launch new plant and dock it at the plant port.
  21. its always at full power(1). shouldnt it go down after a while? or being variable at all? else why its there anyways?
  22. Yea i know we going to get astroids belt, but as a respectful & awesome planetary system kerbol should have some comets after the astroids.. & the other suggetion is for not coming back with the science, only transmiting it
  23. some comets would be cool to explore and land on. their tail will be long & atmosphere-ish. unmanned EVA actions: what i meant to say is that probes would take surface sample & do report if they have the sensors to do that. report will activate by camera that will be added along with the telescopes update, for example. the science that achived by unmanned probe will worth less than the same EVA actions. *sorry for the misplaced english *
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