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KSP2 Release Notes
Posts posted by Rithsom
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I put a 2.5m heat shield under that pod.
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I really like this idea. Also, it almost seems like the peninsula that KSC is on was created with this in mind. There is plenty of room to place buildings/launch facilities wherever. Perhaps after the move to Unity 5, the Devs might consider doing this.
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I guess I'll add a Communotron 88-88 (the large circular one) on top of that probe core.
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7 hours ago, Snarfster said:
I think there's a biome at the kerbal space center that is only available at a certain level of upgrades. Might be that.
I know for a fact that the tier 1 R&D does not include the Main Building, Wind Tunnel, etc. biomes that the tier 3 one has. This probably applies to the VAB as well.
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I would like to see this be proven true. Launching a first-ever SSTO would certainly be a huge accomplishment.
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Looks very nice! This would be a great design for Funds if they are ever shown as physical money in the game.[COLOR=#333333][I]
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Nice! This reminds me of Scott Manley's Reusable Space Program.
Assuming it lands at the KSC for 100% recovery value, how much does this rocket cost per flight? In other words, what is the cost of the fuel it uses? -
I would like winches or hoses that can be attached between two craft on EVA. It would give EVA Kerbals more of a purpose, and it would be an easier (though weaker) alternative to docking ports.
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This is very precise. :D If only we could focus on the positive things rather than the negative ones a little more.
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We just got snow here in the Midwestern US. Is that where you live, OP?
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That's pretty good! I especially like how you did those engines. :)
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[quote name='agent 902']You can,if you have the crew can behind it,click the door in the back to enter into there and see your passengers.[/QUOTE]
I did not know that, thanks! -
I think that the following are all of the possible views in the Mk1 Cockpit, though I would like to be wrong if there are more:
-Default first-person view.
-Docking viewpoint, entered by double-clicking the "docking mode" MFD in front of the Kerbal.
-Three windshield viewpoints, each entered by double-clicking a window.
-Two viewpoints that face the Kerbal, entered by double-clicking the gray bars between the windows.
-A view from the floor of the cockpit, behind the seat, which is entered in the default view by looking as far down and right as possible and double-clicking in the lower-right area of the screen.
-A view from above the left hatch (not the center one) that is behind the seat, which is entered by looking as far left as possible and double-clicking, or more easily by using the floor view and double-clicking above that hatch. -
Power outages do not occur often where I live, and when they do, it is only for thirty minutes at the most. I guess I am quite fortunate compared to the rest of you. :confused:
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I can see this being useful as a component in stock bearings. Unlike fairings, this is open on both ends.
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I might send a small, single Juno engine drone to Laythe, with a small refinery for refueling.
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Wow, those are nice lighting effects. Consider me hyped!
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I really like the idea of having a dedicated turbine part that produces a resource which nozzles can then use to make thrust. That way we can have the best of both worlds, it would be educational and realistic because we have turbines, and it would still be possible to make good looking VTOLs. This method would also allow for RCS thrusters that use this "exhaust" resource.
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No one posted anything about the Devnotes yet, so allow me.
Turbine models!
And underwater tinting!
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As a continuation of a contraption that I made for this thread, I created a large vehicle that is powered by the rotation of narrow-band scanners. This new version is strong enough to hold back a jet at full thrust, and it seems to handle rough terrain well. it is still very slow however, and the part count isn't great (217).
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Wow! very cool dude, could i by any change have a download for that?
Thanks! Here it is:
https://www.dropbox.com/s/xzxuztwni671qlp/NB%20Scanner%20Tractor.craft?dl=0
The vehicle is very slow, but it has a lot of torque as I've said in my post above. I'm not sure how feasible it would be to make it go faster.
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Not all hope is lost with the narrow-band scanners. I just tried using them in combination with a gear, and it is actually possible to get a lot of power out of them. I quickly made a tractor/traction engine powered by this method and it seems to be very reliable. The scanners never glitch through the teeth of the cog, and the mechanism never falls apart.
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It has begun! I would like to purchase a Hype Ticket, also!
As for the release date, I'm placing bets on next Tuesday or the Tuesday after that, November 10th.
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Finally! Do take your time with the testing though, we can wait.
KSP #5 in NerdCubed 2015 Awards!
in KSP1 Discussion
Posted
I never would've thought that he would put it before Cities: Skylines, considering he enjoyed that game so much to make a series of 30, one-hour-long videos.