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Slam_Jones

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Everything posted by Slam_Jones

  1. Been wroking on a floating Laythe Colony. So far I've got a Science Hub, a Jet Boat, and a Dropship.
  2. Put a few more touches on my Laythe VTOL Dropship. Gonna use it to move supplies and other vehicles around on-planet. Lifting stuff isn't too bad, but putting stuff back down without breaking it... that's a bit harder. Winches are from KAS
  3. Looks nice! I've been working with KAS to try to do something like this, but with ropes and winches instead of girders. Yours seems to work a lot better than mine
  4. Right on, I'll bring it up in the steam group later
  5. Try rotating either the boosters or the landing gear by 45 degrees. I think it could be due to the thrust from the boosters striking the girders and getting cancelled out. I've had instances where I've had one booster out of three doing this, causing the ship to spin in circles rather than boost forward. Re-arranging the position of the thrust trails (not sure what the real term is) fixed it for me. Hope this helps!
  6. Heya, question, does the Steam group have a DMP server or something? I've been thinking of trying it out
  7. Continuing to design utility vehicles for my planned Laythe Colony. I already have the science hub and a jet boat designed (posted here earlier), and am perfecting my "Laythe Heavy VTOL Lifter." The idea for this Lifter is that it can ferry supplies in-atmosphere, which involves landing and taking off in water, (while carrying supplies on winches using KAS), with little to no effort. Its layout is somewhat similar to this: https://www.flickr.com/photos/kcaster/sets/72157606147721040/, but simplified to keep part count low. I have a few pics, but I'm gonna put some finishing touches on it before posting After that, I'm gonna try building a larger jet boat that lifts mostly out of the water while moving (hydroplaning ), for use as a sort-of Sea Crane.
  8. So far I have 844. Sadly there's no poll option for 500-1000, so I did 1000-2000
  9. Performing some Kerbal-based tests for my planned Laythe Kolony So far I've got the Science Hub and a Jet Boat designed.
  10. Maybe instead of coins, you can pick up rocks or something on other bodies, which your Kerbal "sells" upon returning to KSC for whatever small sum they add up to. Putting physical coins out there sounds too much like Mario for me
  11. Hi all, So what I'm looking for is a mod that expands upon the key bindings available in stock KSP, and perhaps allows you to define your own. Particularly, one that changes the linear forward/stopped/backward axis with rovers, and divides it into two, so that I have a separate input axis for accelerating and braking. Is this possible with the current system?
  12. Had this happen far too often while crash-testing rovers. Definitely slows my rover R&D down a bit
  13. You may be thinking of Kerbal Alarm Clock.
  14. I'm sure someone else can explain it better, but I'll put it this way: You can get your apoapsis out beyond 70k, sure, but when you get there you won't have any air intake to power the engines. As such, your periapsis will invariably still be below 70k. Since you have Rapiers, you can switch to closed cycle, but as far as jet-power (I guess you could call it), no chance of getting into stable orbit.
  15. Just gotta say, don't try to blame the devs for mod failures. Also, about asking them to take time out of their schedules to "re-master" every single available mod... If I were a dev I'd be pretty offended by that.
  16. I believe it's impossible to get into a stable orbit off of just jet power.
  17. Might I suggest Kerbal Attachment System (KAS). With it you can (among other things) put a tether on your Kerbal, so even if they run out of fuel, you can still haul em back to the ship. Hope this helps
  18. So far, I've made a cargo SSTO. Except it doesn't work.
  19. Nice! I'm feeling a little inspired to try my own cross-planet trek. Not sure whether I want to do Duna or Eve yet tho. PS have some rep
  20. Maybe these all didn't come out this year, but I'll rank the ones I played anyway... Favorites: + KSP (duh ) + GTA V (got high hopes for the PC version as well) + Titanfall (more enjoyable than I expected) + South Park: Stick of Truth (much shorter than I expected, but very entertaining) I don't really hate a lot of games, so here are some that I found, well, meh. - Assetto Corsa (I like realism... but this is too much ) - The Stomping Land (Had potential, til the devs all disappeared) - Stronghold 3 (Why oh why did I buy this steaming pile of...)
  21. The most funds-efficient station contracts that I've come across (at least with my own playstyle) are by far the "Solar Orbit" stations. After I put it in LKO, I'll usually burn so that my ship is ahead of Kerbin, outside the SOI. The reason for this is so that once the contract is complete, I can burn retrograde and fall easily back into Kerbin's SOI. Hope this helps!
  22. Kerbin for the summer home. Laythe for the winter home. The best of both worlds
  23. I've had a few crashes, sure, but no more than usual. I agree they're frustrating when they happen, but overall KSP runs very smoothly for me.
  24. I'm sure I'm not the only one, but yesterday they tried to give me a contract to put a Class E in orbit around Gilly. Thanks but no thanks.
  25. The Khaos Kart Seats 2. Maxes out on flat ground at 22m/s. Can withstand crashes up to (and possibly exceeding) 80m/s. (tho due to the way it's built, it has a slight chance of having the wheels clip into the body if you crash it hard enough...) Powerful SAS, and a system of landing gear, allows it to right itself on nearly any body. i also have a Turbo version (no pics yet) which has only 1 seat, but includes monoprop boosters and a KAS winch (so that my Kerbals can go, uh, Mun-Skiing )
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