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Darkday560

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  1. I'll examine the Kerbol System as if it were a real solar system, and pose a few theories based off of said things being found or seen. First off, Kerbol is small compared to Earth's sun. Kerbol has an equatorial radius of 261,600 kms, while our sun has an equatorial radius of 696,000 kms. That means the "habitable zone" is much smaller, and if Earth was placed into Kerbol's system, it would probably be a bit colder. Now, looking at this habitable zone which I find not very easy to define, it is either very large or the planets are smushed in all around the habitable zone. Proof of this lies on Eve, which is not close enough to the sun to be burnt by radiation or have the waters and atmosphere evaporate, and Laythe, who is so far out AND orbiting a gas giant and still not being frozen from distance. If Jool is technically inside the habitable zone, Eeloo has a chance to have life on it because it occasionally passes near jool's orbit. This I would assume means that Kerbol is producing waves of heat that keep Laythe warm while still not burning Eve and Moho to oblivion, or some strange forces outside of Kerbol are keeping the solar system to what it is. Another thing is that Kerbol has no visible asteroid belts or comets unless created by the player. Instead infinite comets are found hurling themselves are Kerbin for whatever reason. This could be because of the Nemesis theory placed on our real life solar system, but edited a little. The endless asteroids flying at Kerbin could be a result of a red dwarf similar to Nemesis orbiting fast enough, far away enough, and in the right position that it orbits in a way that flings asteroids from the orc cloud to kerbin, making Kerbol a binary system. This star would have to be orbiting very quickly just inside, outside, or on the orc cloud for it to be able to fling asteroids constantly at kerbin. I may update this in the future, but I need to go eat for now. Post your arguments and theories below!
  2. Can somebody teach me how to use the AI Pilot system? I want to commit a large dogfight, but all I've gotten was the AI planes smashing into the ground or water.
  3. I like this plane. And I'm fully aware I jump bumped an old post. Get your titting self over it.
  4. Hmmm This kinda inspired me... I might make a mod for the RAPIER engine specifically that upgrades it; simply because it's underpowered for what it should be.
  5. Those engines on the Raptor look modded. What engines are they, and what are on the sides (if it is stock)
  6. I just checked and it appears the floor updates with 1.0. If you have steam try validating your files. If you have non-steam then there's probably no way of validating files, so I can't help you there.
  7. I'll check later today. It's probably something that i forgot to uninstall with the new update.
  8. Hello there! Welcome to Titanium Engineering's main craft thread. You will see photos and functions of all of our crafts below sorted in alphabetical order. A link to the mediafire folder containing all of our crafts will be located at the bottom. These are all stock planes, despite mechjeb being installed. Arc Biplane The Arc Biplane is a slow but sturdy plane. It is difficult to spin it out of control, but it is definitely possible. There are no action groups. Turning is slow. Handling is good. Top speed is 211.1 m/s, going at a slight incline upward. It has two RCS thrusters on the front to help provide extra control if nessecary. Warnings: This plane requires SAS to fly. Do NOT disengage SAS when landing as it will tilt forward and cannot be reversed. Jarvis Fighter The Jarvis Fighter is a fast and sturdy ship. I have not yet discovered a way to spin it out of control yet. It is equipped with 6 missiles. Action Groups: 1 is to activate the first two missile engines, 2 is to launch the first two missiles, 3 is to decouple the pylon and activate the next missile engine. 4 is to fire the second missiles. 5 is to eject the pylon and activate the next engine. 6 is to detach the missiles, and 7 is to detach the final pylons. Turning is quick, and testing has revealed you can preform a 180 degree turn at maximum speed. Handling is excellent. Top speed is 165.5 m/s, with full missile payload, going at a slight incline upward. The missiles can be manually controlled, and have two RCS thrusters each. Warnings: This plane may or may not require SAS to fly. This plane takes the entire runway to lift off, so pull up at the end to avoid altitude loss. Missiles are made for use in vacuum, and act as bombs in atmosphere. I personally forgot to edit the stages, but move the top stage to the bottom for it to work properly. Do not activate any other stages. Jarvis Spyplane The Jarvis Spyplane is a fast and sturdy ship. It is the original version of the Jarvis Fighter. I have not yet discovered a way to spin it out of control yet. Turning is quick, and testing has revealed you can preform a 180 degree turn at maximum speed. There are no action groups. Handling is excellent. Top speed is 313.7 m/s, going at a slight incline upward, which really shows how heavy the missile payload is on the fighter. Warnings: This plane lifts off at 110 m/s very quickly. Make sure you are at full throttle when lifting off so the speed doesnt decrease rapidly when lifting off, causing the engines to blow up on the runway. Porpo Drone The Porpo drone is a supersonic jet, and a sturdy one. It is difficult to spin it out of control, but it is definitely possible. There are no action groups. Turning is slow and fast, depending on your speed. Handling is good. Top speed is 1114 m/s, going at a slight incline upward. It has no RCS support. Warnings: The max speed is recorded at the moment that the plane's front intake overheats, disabling the engines. It is recommended to not go that fast, unless you are on a suicide mission. This plane receives extreme heating effects starting around 850 m/s. Be cautious with the speed. Taurus Fighter The Taurus Fighter is a slow, sturdy dropship/personnel carrier. It has not been found to spin out of control. There are 4 missiles with the same action groups as the Jarvis Fighter. Turning is slow and tanky to avoid the kerbals from falling out by wind. Handling is tanky. Top speed is 90 m/s, with missile payload and no kerbals, going at a slight incline upward. It has no RCS support. Warnings: Kerbals provide massive amounts of weight to the ship. Handling is tanky, so when turning be sure to also be pulling up to avoid altitude drop. This aircraft is hard to lift off. Near the end of the runway, give it a nice jerk upward to yank it off the ground, but not too steep to lose your engine. Craft Suggestions: The issues with the Taurus's stalling and slowness can probably be fixed by replacing the Rapier with a turbojet engine, or placing a bicoupler and adding an extra rapier. Super special thanks to MINODOG101 on steam for his massive amounts of tips and assistance fixing problems with these planes. You can contact me on steam at DarkEclipse for plane ideas. Link to all crafts: https://www./folder/n7zjsnr0geq3z/Kerbal_Space_Program Hope you enjoy! Give me feedback, and correct me on any wrong facts listed!
  9. So, I want to edit an atmosphere for a planet because I plan to create a new planet orbiting close to the sun. How does one add or edit the atmosphere on a planet?
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