Jump to content

Slam_Jones

Members
  • Posts

    1,616
  • Joined

  • Last visited

Everything posted by Slam_Jones

  1. I had a design I wanted to submit, but I noticed your rules explicitly state "No VTOLs". I wanted to know: 1. Is a plane that is V/HTOL acceptable? 2. Is it too difficult/impossible to do VTOLs in FAR?
  2. IMHO, unbalanced as *insert colorful phrase here*. I feel a player should basically have to leave the Kerbin system to finish the tech tree. As it is, a player can complete the tech tree before visiting Minmus, which means all the time and effort they put into having biomes on all bodies seems rather... pointless. I'm not so sure putting artificial "level gates" (x funds to upgrade R&D) that require you to grind a bunch of funds to get past are ideal either. Not sure what would be better, yet, but it doesn't quite feel right.
  3. I believe Waste can be converted to Compost, which is an integral part of food production. TAC has gone thru some minor changes, tho, so I could be wrong. Also: just fill up waste containers and release them into a sub-orbital trajectory.
  4. Team Red! My current desktop started with a Radeon HD 6850, and I recently upgraded to a R9 270. Pros: Cheap, quiet, runs all the games in my library like a champ! Cons: Supposedly NVidia is faster, but more expensive. - Also required (for me at least) a BIOS update, which (sorta) broke my Windows install.
  5. A runway, I believe. Part of KerbinSide.
  6. I sure hope so, but I'm not so sure it is. I've looked very hard for them (matching up star patterns in map view and vessel view), and the furthest I can see in Minmus. I've tried looking from the ground (to get rid of star noise) and from space, but couldn't spot any. Also, about switching cameras, yes. You can use - and = to change cameras in the area. I've been able to switch to a camera on a base, and control (poorly) the glider I had cruising by. Just make sure you switch back to the right camera before you leave physics range. Edit: You were right, Motokid. I set up another telescope at the launchpad, and realized I could, in fact, see Jool, it's moons, and Eve, though they looked a little weird due to texture issues. No biggie tho.
  7. (Probably already suggested, but) I would love to see part improvements. Using science, you can upgrade one specific stat for certain parts. The cost for improving them increases exponentially. (Example: 2, 4, 16, 256, 65536, and so on). I don't think all parts should be upgradable for balance reasons (thrusters, mainly). Maybe, maybe a 1% increase in ISP or something. But only maybe. Examples: -- Strengthen structural plates (increase crash and heat resistance by 10%) -- Cockpit systems efficiency (decrease overall electricity usage by 5%) -- Streamline aerodynamics (decrease drag by 5%) -- Stability improvement (Increase SAS strength by 10%) etc. etc.
  8. Hi, love the mod, wanted to ask a question. Is there a mod that extends the range which you can see planetary bodiers from, withoutalso showing vessels and such? Basically, I want to use my Space Telescope to look at Jool, Duna, etc, without loading in every craft I have in orbit.
  9. My first computer I can remember (I'm 25) was an original Pentium (I think), clocking in at a blazing 66 mHz. I could play Age of Empires, aaaaand that's about it. Supposedly I played on a Commodore 64 when I was younger, but I really don't remember that. We also had a few 386 and 486's, but i don't think I ever messed with them. Amazing to think how quickly our technology evolves.
  10. Not exactly small, but this is a jetpack/glider I made. Due to lightness, it can glide quite well, and little bursts of RCS here and there keep it going. May use it to bring Kerbals back from LKO to KSC.
  11. I've made a few functioning elevators using Infernal Robotics. You should try the Adjustable Rail or the Hydraulic Piston (I think)
  12. Started with TAC. Only used TAC. Still using TAC.
  13. What mod do you use that allows you to write a script for IR? Sounds very useful.
  14. Giant wheels! What I did was use Infernal Robotics for hinges and rotors, and used his guns as crutches, so he could have multiple points of contact at all times. Kinda just swung the body like, well, a person using crutches. From there, I've gotten to the point where I can take a few steps, and be able to get back on it's feet after falling over.
  15. Don't we all If you do figure something out, I'm interested in hearing about it.
  16. Well, after some cursory forum searching, I've got a few ideas: Damned Robotics (possibly defunct now) may have them. http://forum.kerbalspaceprogram.com/threads/63509-Fully-Functional-Bipedal-Mech <-- This thread shows off a mech. Other than that, it looks like you might have to make your own. Good luck!
  17. I recommend partweld to make your own. depending on the size, you can do girders, structural panels, etc. On my biggest Mech (which failed horribly) I used orange cans covered with structural panels and welded to reduce part count as limbs. Example: This guy just uses Girders as limbs. I actually managed to get him to take a few steps without falling over
  18. In most cases, 70km. If it's a station in permanent LKO, I'll either put it at 75km (for ease of rendezvous) or 165km (for framerate).
  19. Epic! Now you just gotta make it walk Today (yesterday, rather) I made a new VTOL jet. It started as a basic jet for training, but when I added another jet engine to the bottom it became so much more. Losing speed when switching from Cruise to VTOL needs some refinement (using RCS to slow it currently), but it's otherwise very stable and has a nice escape pod.
  20. KTC: Kerbal Torture Center. Basically a giant arm that swings around and then launches a Kerbal (hopefully) high into the air. It was not uncommon (but quite unfortunate) for them to be launched directly into the ground. It started as a Momentum Exchange Tether, but, well, this was more fun
  21. AFAIK (and I've been using TAC a while), there is no danger to having extra waste/CO2. Excess is dumped overboard and does not affect your Kerbal. All you lsoe is the chance to recycle it back to usable resources. Edit: From the TAC-LS page: "Kerbals produce waste resources: Carbon Dioxide, Waste, and Waste Water. Currently Carbon Dioxide can be recycled into Oxygen, and Waste Water can be recycled into clean Water. Also can filter Oxygen out of IntakeAir, or split Water into Oxygen and Waste (hydrogen). A greenhouse part that allows growing Food is planned, but is not included yet. "Filling up with waste resources (Carbon Dioxide, Waste, Waste Water) has no effect. Any excess is dumped overboard, and you lose the opportunity to convert them back into good resources."
  22. LKO is easily achievable with Tier 1 buildings... unless you're using RSS.
×
×
  • Create New...