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Everything posted by Darkday560
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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!
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Darkday560 replied to BahamutoD's topic in KSP1 Mod Development
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. -
+ [Stock Craft] 0.9.0 SSTO-240-TX3-K
Darkday560 replied to ZLM-Master's topic in KSP1 The Spacecraft Exchange
I like this plane. And I'm fully aware I jump bumped an old post. Get your titting self over it. -
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!
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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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KSP War (Stock v1.02+) (All Welcome to join)
Darkday560 replied to Darkday560's topic in KSP1 Discussion
Nobody wants to join -
I'm making a war save for Kerbal Space Program. Anybody can join and create a faction. You must use a flag that is already installed in the game, however. Rules: You must be willing to build ships, I will not do it for you. You also need to friend me on steam (DarkEclipse) so you can send commands to your ships and soldiers around the solar system. All commands and events will be livestreamed on my twitch channel (/darkday560) but they will not be revealed. Ships must be no more than 450 parts (550 with the launcher included) and MUST have some sort of purpose. It must be able to maneuver(hyperedit will be used if nessecary to put things into orbit, but not to go from orbit A to orbit .You may conquer other planets if you manage to make the other team surrender. Having a colony on a planet does not mean you've conquered it, and others are free to colonise and attack at will, unless it's your home planet. You may NOT USE MODS. You must create several ships for your home planet, and they must be able to land suitable to the planet's gravity: 1. Commanding Tower 2. Research Tower 3. Living Quarters 4. Air Defense (not required, but reccomended) 5. Launchpad (not nessecary) 6. Runway (not nessecary) 7. Fuel Storage (not nessecary) 8. Mining base (unless you are on water) (not nessecary) 9. Power supply (could be seperate or on all modules) (not nessecary) Available Planets: Moho Eve Gilly (Kerbin cannot be claimed; it is international and all military activity in Kerbin's orbit will be stopped via force from the United Kerbin Empire (me) Mun [Taken] Minmus Duna Ike Dres (Jool cannot be claimed; it is international and all military activity in Jool's orbit will be investigated by the United Kerbin Empire, and violaters will be punished) [Taken] Laythe Vall Tylo Bop Pol Eeloo If there is a planet missing above, it most likely has been claimed. Application for KSPW: Faction Name: Commanding Kerbal Name: (Cannot be Jeb - He is reserved for United Kerbal Empire) Home Planet: Flag: (Say the name of the desired flag. Cannot use Kerbin.) Current Faction Names: United Kerbal Empire Originally posted on Steam, sorry for the weird black highlights.
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Aww. Why is everybody talking about 1.0 like it's already came out?
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Maybe I'm on the late train, but steam should ask me to authorize any updates... And I don't see a release newsletter anywhere. Did it update? Maybe KSP will load all 14 mods before somebody answers...
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I've completed career mode 3 times now, and 14 mods are activated (BDArmory, B9Aerospace, CivillianPopulation, CollisionFX, CrosfeedEnabler, FAR, Firespitter, JSI, KAS, KTA, Kerbaltek, KMG, KWRocketry, and Mechjeb. i've done most everything this game has to offer. I've built a base on every planet, attempted to do epic space war but failed because i dont know how to make things look cool, and i've done multiple tests with asteroids, built a base on an asteroid, set up a mining base on an asteroid, landed a super-long 10-piece super laggy super giant and fat colony ship on duna, the mun, and eve where it was either so tall the cockpits were techically orbiting according to mechjeb or nearly bursting into explosions and firey effects by toppling over... Somebody give me some ships and stuff so I can do a KSP war and upload it to youtube.
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THere are alot of bugs in other Solar System mods, so no. I'm going to try to do something from scratch. - - - Updated - - - I'm not a star treck junkie or whatever, but the name of our solar system is actually "Terran". - - - Updated - - - Like I said, we are only getting done with the textures right now, but I have a couple ideas. - - - Updated - - - That's why I am asking for people who would like to help to email me.
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Thank you. If you want to try and help me and my friend send me an email. - - - Updated - - - Thank you. And I don't usually release screenshots, but as soon as I get another planet or star in the game, I will definitely upload screenshots. - - - Updated - - - Also, I just got an email asking about how the 3 stars are going to orbit eachother or whatnot, and I'll give a public answer to it: I may be wrong, but I think I will be able to copy and paste the current sun into a different location in the map to make 3 stationary stars. If I am wrong, I will make another sun orbit the current sun and maybe set the movement to 0, setting it immobile in the map. I do plan on making the 3 stars slowly move around the map. This may cause some sort of funky planet-snatching effect if the planets get too close. I'm not sure, because in stock KSP you can send a ship out on an everlasting path away from the sun with no return, so only time and updated will tell. For now I just need to hope KSP doesn't update it's gravitational physics engine anytime soon.
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The Kerbal Interstellar Journey This mod is a Work In Progress, meaning it is not yet finished. If you know me from other modding games, you will know I don't commonly release sneak peaks until 3 weeks before addon launch. TKIJ(The Kerbal Interstellar Journey) is a giant mod that is planned to massively increase the map POV and zoom length as well as add the ability for Interstellar flight. You may be thinking that Interstellar flight is basically unreal and impossible in KSP because of it's time warp, and the lack of infinite resources without using cheats, but we are going to work around that problem. You can either take forever to travel to other stars, or you can send rovers and planes into planets to search for alien devices. Here is a list of the current alien devices below, and how to obtain them. (Anything starting with A- is considered alien technology and can help you reach stars quicker.) (Alien Planets have a larger abundance of these modules) A-"Colonial Seed" : The A-CS is a large device able to be found half submerged on Kerbin's beaches. If the player manages to find the A-CS, they can be very creative in pulling the module onto land, as it is very strong and has 5 layers of box-spring styled armor. The module has an interior in which kerbals can walk around in to access so called "Seed Pods". If the player figures out how to get the module into space (requires an SSTO VTOL or other creative design) and can supply it with electricity, the lights and pods will be usable. The player can then launch a large seed-shaped pod (about the size of 3-4 Kerbodyne Tanks) out of the side of the module. The pod is built with 2 layers of bouncy armor to provide a cushion for the guts of the pod on landing or crash landing, and has enough seats to store 6 kerbals. It also is very fuel-efficient if you haven't used any of the module's fuel systems while getting it into space, and if you can find a straight line all the way to laythe or jool, it can successfully travel all the way to jool or laythe and still have enough fuel to cause the pod to drop into atmosphere. This module has a docking port on the front of it so you can attach it to your ship. A-Queen Ant Tank : The A-QAT is quite literally a big armored bean shape similar to the A-CS that essentially makes your ship look like it has a Queen Ant's rear end. This module can be found in the Kerbin deserts, floating in extremely low orbit around the sun, or on one of Laythe's islands. If the player can find this module, it has a docking port on the front. The inner of the module is filled with fuel tanks, RCS tanks, fuel lines, and struts with a large rockomax engine mounted on the back of the module, slightly sticking out. It also has an angled docking port on the top that provides a space for another A-QAT model to refuel the ship. So far these are the only modules found in the solar system at the time. More will be added. Alien engines, fuel tanks, armor, etc will not be accessible through the VAB or SPH. Gene Kerman will contact your ship the moment you connect with an alien module and say: "Ever since we began sending un--manned probes into space and started looking toward the stars, we have had a theory that our species came from aliens and evolved to suit our planet. We now know this is true. We can begin to look even further into the stars and unlock this alien technology." This mod provides 2 new stars and a total of 16 new planets. Star 1: Sun (Home Star) (Kerbin Solar System) Star 2: Sol (Terran Solar System) Star 3: Proxima C (Centauri Solar System) Below I will list the planets of the stars. Alien planets will not be named in order to keep secrecy of possible Easter Eggs, and instead will have a made up name. Kerbin Solar System: Moho, Eve, Kerbin, Duna, Dres, Jool, Eeloo Terran Solar System: SwiftP-45, ME-S1, BP-16, RP-17, GP-2, RNPL-1, IG-U1, BBP-N2, IP-P2 Centauri Solar System: ABB-1 (Only known planet to be released at this date) This is all I'm releasing for now. This is a big project I've been planning for over a year and I started in November. Basic textures and object models are being created, as well as a friend working on expanding the playable universe to a realistic amount to fit all 3 planets in at realistic lengths. It is only me and a friend working on this project. If you wish to help, email me at [email protected] THANKS!
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Many Questions needing Answers
Darkday560 replied to Darkday560's topic in KSP1 Gameplay Questions and Tutorials
Thanks for the replies so far, but I DID say in the beginning: So yeah, for future posts please try to avoid mentioning mods. -
the point of ion?
Darkday560 replied to lukeoftheaura's topic in KSP1 Gameplay Questions and Tutorials
If you are doing a military rp, it is very great for spy probes to move around low-atmosphere to gather info, as long as it is very very very light, -
I did it on career. I had played that save for a long time b/fore it was corrupted, and one of the things I did was move an asteroid from the Mun's orbit, and used a giant 3-layer structural plate satellite that took 8 pieces to put together. I eventually pushed the asteroid enough of out orbit to where it was safe to add more things on the ship. I detached the giant sattelite from the ship, and came back with another ship that had a ton more engines. I moved that asteroid w/ the 3 layer satellite thing from the Mun all the way to Jool. The satellite structure held up nicely, though it did break in a few places, and I'm sure if we pushed that asteroid any further in Jool's gravity pull, it would rip off my ship. It was a pretty low orbit because I came into jool a bit fast. It was a type D Asteroid.