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Everything posted by Remkeau
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Cool design. The engine fairings for the nuke get jettisoned with the force of a small supernova. Maybe angling your nukes differently or jettisoning them manually (one by one) will do the trick to prevent the fairings from slamming into your craft. I believe there is also a way to get the fairings to dissapear by reloading a quicksave when the seperator has been activated (but not the engine) but I am not sure about the details.
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Cool idea. The angle at which it lands (tilted forward and sideways) will lead to a flip in any case. You could add some small gear bays, they are much stronger for handling an impact. Although if it starts toppling its probably done for
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What do you think kerbals do in their free time?
Remkeau replied to Highlad's topic in KSP1 Discussion
They just stare out into the cosmos with this blank stare in their eyes. While it may seem boring for us after a few months, Kerbals actually have a vivid imagination allowing them to visualize anything they want. In Jeb's case, exploding rocket boosters. What else are you going to do when you're cramped up in a mk1 pod on your way to Eeloo without space to move? -
Some impressive work in here guys, keep it up! I really feel like undertaking this challenge so I made a backloading SSTO which can lay flat on it´s tummy for all those pesky refueling and reloading things. Problem is, that as soon as anything wheeled gets in the cargo compartment it starts bouncing uncontrollably, slides around, breaks the wheels. It´s a mess. Does anyone have any clue what to do about this? If I can't fix it I'll just have to add extra support columns across the top and remove the middle 3 lower boards of the cargo bay. (But from an aesthetic point of view I'd rather not ) edit: that fuel tank was empty by the way. So it can't have been that heavy I think
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I was thinking of someting very similar before. Adding an extra stage group which is out of the staging order (Unstageable), so it would prevent accidental firing of launch escape systems, cockpit ejection rings etc. Imagine it like the staging icons which are hovering freely when you've got an unattached engine in the VAB.
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What music do you listen to while playing KSP?
Remkeau replied to Scenter102's topic in KSP1 Discussion
I like playing the galaxy map theme from mass effect while doing interplanetary transfers https://www.youtube.com/watch?v=eoqyXSDpr14 Other than that, anything random I feel like. -
Tried that, Almost got motion sick, haha! The best would be a chasecam that keeps the horizon level.
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First reaction: Ha, this'll be easy. It wasn't (Except if I look at Zarakon's attempt). Ah well. Here is my entry: +25 for under 2 minutes +100 for 104,8 m/s. = 125 points. It's actually quite hard to fly, direct your cam and take screenshots at the same time... next time I'll look into recording software
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Looks great already! Just some cowls around the main engine and you're as good as done. As sgalbincea mentioned, it is small, so it might be hard to get enough fuel in there legitimately
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When you have a lot of chutes on a craft and you want to decrease the stress from fully opening you can set sets of opposing chutes to deploy at slightly different hights. This will spread the yanking and in my experience, can make quite a difference
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Thanks for the input! I replaced all jets and normal rocket engines (except the nerva's) with RAPIERS and now it was able to get an orange tank to orbit And on an empty shakedown run I got it into orbit with 3000 dV remaining (so I orbited the Mun and went back), indicating that it can go places. Hehe, yes! Love the series and it gives good inspiration for spacey names
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Here is my entry to be part for the glorious K-prize. Phendrana 6-D, a modified version of a stock parts SSTO I posted in the showcase thread, piloted by Kenster Kerman. Now capable of lifting loads into orbit. Stats: - 124.76 ton (no cargo). - 453 parts (no cargo). - 11 RAPIERS, 2 LV-N. Able to haul a 36 ton orange tank to LKO (72x92). I had about 1000 units of oxidizer left, but only 56 units of fuel, so it can still be optimized, as the initial climb was excruciatingly slow (maxed out pitch + rcs).
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Probes can last me many years, but like Sof said, they just become abandoned. (real life probes like the Voyager spacecrafts launched in 1977 still work!) I want to do crew rotations, but I'm a bit lazy. So the same crew has been in my LKO station for 7 earth years. Debris is an extra challenge not to slam into, so it stays. Kerbin is less densely populated than the Mun or Duna in my game so I can't say anything about that.
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Here is one of my SSTO's. The Phendrana 6-C, it belongs in the go big or go home category. (at least, I think it might ) She hauls herself into orbit with fuel to spare, although I need to get rid of some oxidizer in the future. But although she can do this, I intended to use it as a heavy cargo SSTO (aka orange tank), but I'm not sure how I'm ever going to manage this, I love the design though. Any tips? (I use all stock, intake stacking etc. is a no-go) With Phendrana 6-B I managed to get a spacerock down (with orbital refueling). For capturing the rock a small klaw-tug was brought up to snag the rock and put it in the back. She flew surprisingly well with that in the trunk. This one used RAPIERS. I'm not too sure about those anymore compared to other engine combo's. Opinions?
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This sums up my day quite well:
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I shamelessly took inspiration from Levelords bike design earlier in this thread to create this: Enough torque to flip itself upright, (also used to bank into corners) and the sidewheels prevent damage when taking sharp corners. I just can't get it to go faster than 25m/s in a straight line, is the 60 m/s advertised in the wheels description just theoretical?
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Docking clamps wont engage.
Remkeau replied to Stickyhammy's topic in KSP1 Gameplay Questions and Tutorials
In your save file, look for docking ports saying state = ready, it should say that. If it says state = acquire change it manually to ready. edit: okay I guess I should have gone to sleep earlier, totally misread that you checked for this, sorry -
These are the ones I'm currently using, mission patch style in general
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Meet the 2,200-Ton Titan Thirteen Fuel Lifter
Remkeau replied to Camaron's topic in KSP1 The Spacecraft Exchange
looks dangerous to approach though, with all those boosters floating around the station -
Oh! *Jumping peppers*! The *silly cows* sometimes make me *frumple* by the way they *spit* though, they are too *sticky* for me. I will now go *picnic* with Jeb in *pretty space*. And my dear *campers* do not forget to enjoy the *sauce* after *dancing*. Also, balancing a base on top of any north pole pyramid would be pretty tricky
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Give me your favorite KSP ship names you've come up with?
Remkeau replied to The Yellow Dart's topic in KSP1 Discussion
I name all ship classes after planets, areas and stations from the Metroid series, one of my all time favorite game series. Taken from my little .txt file to keep up with my own naming conventions: Zebes - SSTO Oormine II - Spacetug (This planet is said to have nuclear dust storms, seems fitting for nuclear tugs) BSL - Biologic Space Laboratories - Stations SR388 - Probe vessels Bryyo - Exploration vessels Aether - Single trip exploration vessels & Mun/Minmus landers Ceres - First family of experimental craft (ie: These exploded, a lot) Tallon IV - Rovers and accompanying landers Orpheon - Land bases Sentinel - Exploration probes (this is actually from Halo) Vol Paragom - Orbital Fuel stations Siriacus - Small Moon outposts Phendrana - Interplanetary and or heavy cargo SSTO Magmoor - Asteroid Interceptors Brinstar - Interplanetary capital ships and carriers Crateria - Small transport shuttle systems Norfair - VTOL Planes -
This is my first challenge entry here, so let's see how it adds up. I actually had already started this mission before stumbling across this thread, so I would have done some things differently, ah well. (And as far as I see I already abided to the basic rule set, correct me if I'm wrong) Brave Neilnie, Greglie and Wehrvis are going to Moho in the "Bryyo 3-A Interplanetary Explorer - Moho Edition", because, why not. So I think for scoring it's gonna be: Basic 50 points 3-kerbal mission +10 2 Kerbal Lander +10 2 stage lander with separate ascent stage (descent stage stays on Moho) +20 Perfect Landing with no damage to Moho Lander +10 Dock Moho lander and Command Module before leaving Moho SOI +10 Plant at least one flag +3 (Only a single flag counts for the 3 points, no cumlative flags for more points) Splash-down on Kerbin (Water landing) +5 No SRBs. -10 points for using SRBs in your ascent vehicle. Adds and substracts to a total of 108 points. I'm happy enough