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Everything posted by RedDwarfIV
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I watched EnterElysium's World War K Series 3 Episode 4 video today, and I decided "I wanna do that". So I downloaded BDArmoury and set about making some vessels. It was going to be just a destroyer and some corvettes like in EE's video, but then I made a river monitor, and it moved rapidly away from EE's video from there on out. So, here's the contestants: SIDE A Europa Destroyer 1x Goalkeeper 30mm CIWS weapon 1x Abrams Tank Turret 2x Howitzer 2x Laser Weapons System 2x 30mm Chain Gun 2x 50Cal turret 3x Boosted Cruise Missile 6x Maverick missile Top speed: 30m/s SIDE B Scratch Corvette 1x Howitzer 2x Hydra Rockets 2x 30mm Chain Gun 2x 30mm GAU-8 4x Hellfire missile Top speed: 17m/s Viking River Monitor 1x Abrams Tank Turret 1x Laser Weapons System 2x 20mm Vulcan 2x Hellfire missile 2x AIM-9 missile 2x AIM-120 missile 4x S8KOM rockets Top speed: 20m/s Okay, so since I didn't have HyperEdit, it was a bit boring getting them all into position, but hey, I remember doing it this way back when KSP RP was a thing. I also learned that the Scratch needs some more bouyancy up front. As it is, I can't use the third engine without tipping it forwards dangerously, and the nose is in the water even without that engine running. Slows it down. But, finally, I started the match. I was curious about the cruise missiles, and launched one. It fell into the sea a few hundred metres away from the Europa, as I hadn't selected a valid target for it. I launched a second one with the Viking selected, and switched to watch it fly in. It cut the monitor in half. It couldn't be controlled any more, so even if the weapons survived, the Viking was out of it. I switched to the Scratch, and fired off a Hellfire. It... disappeared. I fired off two more and switched to them. One hit the sea just short, the other also hit the sea but blew a hole in the Europa's armour. I then had the Europa fire off a couple of Mavericks in response, and neither hit. In fact, they fell very short, worse than the Hellfires. After switching back to the Scratch and firing off its last Hellfire, I decided to move the Europa closer. As it was, the corvette had no more missiles, and the destroyer couldn't score a hit. As the Europa closed at 30m/s, I fired off a Maverick then cut thrust so I could switch to it. Like the others, it missed... ... and then I switched back to Europa. It was underwater. Deep underwater. When it emerged, I tried using SAS to put it back upright, but it hit the sea too hard when it splashed back down, and wrecked itself. And thus... ... a corvette was victorious over a destroyer.
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SSTOs! Post your pictures here~
RedDwarfIV replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
Good to be of service! -
SSTOs! Post your pictures here~
RedDwarfIV replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
I was saddened to note that without a Tier 3 R&D site, I wouldn't have any of the Mk IV spaceplane parts. And getting the money for it was proving troublesome. BUT THEN I DECIDED I DIDN'T CARE! The result being the following spacecraft, with the only Mk IV parts being the cockpit, tail adaptor, and a weird 2-metre tank which has sponson mounts. Requires a lot of faffing around with shutting down all engines so you can manually activate/deactivate them, since I only had Tier 2 Spaceplane Hangar (so no custom action groups.) GONNA TAKE IT TO LAYTHE -
SSTOs! Post your pictures here~
RedDwarfIV replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
For some strange reason my mind expunged all knowledge of the new Root Part tool. As such, I'm currently trying to get a rover to orbit on top of a spaceplane, when I don't even have Mk 3 spaceplane parts yet. I had to build an embarkment vehicle just to get the rover on top. EDIT: Wooooo! Got it to orbit! Funnily enough, it wouldn't have made it if I hadn't fitted monopropellant engines to the MunBug. The spaceplane might work with a nuclear engine if it had no cargo, but as is I thought I was going to lose it. Pretty happy with this though. Now to get it to the Mun. EDIT 2: Got the MunBug to the Mun with a nuclear tug. The monopropellant engines proved just how useful they are - the MunBug was able to descend and land all by itself. And it's 6 tons. -
Remove or Fix the Stayputnik
RedDwarfIV replied to Alshain's topic in KSP1 Suggestions & Development Discussion
... alright, that makes sense. I do have more trouble controlling the satellite than the whole rocket. I should launch a small rocket with Stayputnik control to remind myself how it feels. -
Remove or Fix the Stayputnik
RedDwarfIV replied to Alshain's topic in KSP1 Suggestions & Development Discussion
... huh. I saw torque come up several times. In any case, lack of SAS hasn't kept me from getting things into orbit, and in some cases, pretty cheaply too. Those are, respectively, my Kerbin and Mun satellite launch systems. Both work with a Tier 2 VAB and Launch Pad, and both will handle pretty much any early satellite contract. Neither have full SAS, merely torque, fins and gimballing engines. They're very responsive, and easy to keep on target if you use Fine Controls. I don't think I'd use a Stayputnik with something much bigger, but these will serve me fine until I have enough money and science to unlock better spacecraft. No Kerbals neccesary. -
Remove or Fix the Stayputnik
RedDwarfIV replied to Alshain's topic in KSP1 Suggestions & Development Discussion
... What the hell is everyone getting so worked up about? You get the Stayputnik part in the Flight Control TT-node. What else do you get in Flight Control? The small in-line reaction wheel. If you put one right under your Stayputnik, you will have torque. It's not full SAS, obviously, but it's no worse than a command pod with an Engineer or Scientist in it. I managed to send a rocket carrying a satellite and a (very) basic rover to the Mun, put the satellite (with a Stayputnik for control and a Small In-line SAS Unit for torque) into a contract-designated polar orbit, then landed the rover with my controls sideways with only a scientist on board. Nerfing the Stayputnik a little does not make it that much harder to use! -
I'm pretty sure that's possible. If you can get the turbojet to the Mun, it's just a matter of activating it. Launch clamps, meanwhile, rarely leave the launchpad.
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[Megathread] The Female Kerbal Megathread
RedDwarfIV replied to Whirligig Girl's topic in KSP Fan Works
Well there goes my entry. -
In an RP, I had a race called the "Tal'Ryth". At some point the other RPers decided that a good derogatory term for them would be 'tallies'. So one possibility would be to take part of the name 'Kerbal' and add something else to it. Or, and this is my actual suggestion; "99 green Kerballoons"
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Thrust question - ARM Pack
RedDwarfIV replied to darkstrike's topic in KSP1 Gameplay Questions and Tutorials
Yeah, this is the same thing as what happens when a decoupler won't detach from an engine. It blocks the exhaust so you just waste fuel. I rebuilt my E-class interceptor with an extra long grabbing tail to try and keep the exhaust off the asteroid. I've yet to see if it works, but I did get it into orbit with two insertion boosters still attached. Those might reach out around the asteroid enough to get thrust. -
SPACE STATIONS! Post your pictures here
RedDwarfIV replied to tsunam1's topic in KSP1 The Spacecraft Exchange
Its never enough, especially when you have spacecraft that use those tanks in orbit. -
I want to see your Asteroid Tugs!
RedDwarfIV replied to spikeyhat09's topic in KSP1 The Spacecraft Exchange
My E-class Asteroid Interceptor, 03 Axolotl. I should mention that none of my tugs have actually caught an asteroid yet, but come on, the thing's huuuge. How can it not work? Anyway, they're all puller designs for the stability. It carries a lab because it might get reused for interplanetary missions. [EDIT] OKAY, A WARNING FOR EVERYONE ABOUT PULLER-DESIGNS If you put your engines right in front of the asteroid... you won't go anywhere. I got more change in velocity out of my RCS thrusters than I did from my main engines. My attempt at an interceptor that wouldn't be affected by the above problem; the Asteroid Interceptor 04 Thunder: Yes, I managed to get it into orbit with two ascent boosters still attached. Currently sending it to intercept asteroid FAT-674. -
I want to see your Asteroid Tugs!
RedDwarfIV replied to spikeyhat09's topic in KSP1 The Spacecraft Exchange
Asteroid Interceptor 01 Typhoon and Asteroid Interceptor 02 Oscelot, in that order. I prefer the Typhoon. It looks better, and doesn't have a pointless cargo bay on it. -
SPACE STATIONS! Post your pictures here
RedDwarfIV replied to tsunam1's topic in KSP1 The Spacecraft Exchange
Space Refuelling Station Tethys: Docked is Asteroid Interceptor Typhoon. -
SSTOs! Post your pictures here~
RedDwarfIV replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
It's six and six. I guess I have my screen brightness higher than you do. They're basically fitted to bi-couplers that have been rotated 45* so that the spacecraft doesn't need such tall landing gear. Which is a good thing, since the taller landing gear it used to have started bending around when I put payloads on board. -
SSTOs! Post your pictures here~
RedDwarfIV replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
My SSTO: the Safiran Space Program G-Hawk 'Endurance'. ("G-Hawk" is short for Gravity Hawk.) This was my payload test mission. It was carrying a Minmus rover, which is roughly 1/3rd the size of its cargo bay. Endurance reached orbit with that payload with 1600 units of liquid fuel to spare. I haven't yet fitted external docking ports to it, though I do plan to. Download Link: http://www.sendspace.com/file/mk5sye -
Discoverable 'Things'
RedDwarfIV replied to BBcokeley's topic in KSP1 Suggestions & Development Discussion
A cave network could be done using the 'roof' method, by putting it in a generated crater. That would be interesting, but only something likely to appear on planets like Kerbin, Laythe and Eve where there are liquids that could cause erosion. Tylo has a cave apparently, but it doesn't show on MapSat, is on Tylo [meaning VERY hard to get to], and isn't much more than a large rock with three connecting holes in it. -
A little panel with your flag on it.
RedDwarfIV replied to Capt Snuggler's topic in KSP1 Suggestions & Development Discussion
So basically what I suggested yesterday then. Well, at least other people do like the idea. -
Pretty simple. It'd be nice if the Mission Flag could be shown in places on the capsules, or on other parts of the spacecraft. This could be done with a specific part, or just by having the game put the flag onto specific areas of the decals when loading a ship.
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Launched another Mun mission [i restarted my Career save after my previous one fouled up], then started building my first space station in 0.23.
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[Spoiler] Easter Egg Stocktake 1.1.3 Done
RedDwarfIV replied to MalfunctionM1Ke's topic in KSP1 Discussion
I was wondering about the Magic Boulder. I landed on Ike and did an EVA report. "You see something flying rapidly overhead. You wonder what it is." I had assumed this referred to the Magic Boulder, but a Google search revealed it had been gone since 0.18. -
I'm gonna wait until a version of KSP with a Saturn analogue before making any serious attempt at a habitation colony. Squad said that Laythe will be a lot less nice to life in future versions. A Saturn-like planet would have a weaker magnetic field than Jool, so less radiation. Hopefully such a planet would have more and more diverse moons than Saturn - Titan isn't very Earthlike, after all. A habitable moon would need some vulcanism for heat, and an active core, and a magnetic field, and a breathable atmosphere, and water/water-ice.