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Everything posted by selfish_meme
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Why I really appreciate the Kerbal players here
selfish_meme replied to RocketBlam's topic in KSP1 Discussion
Actually neither goes to space, the SpaceX one has to slow down because it is boosting the second stage towards orbit so it had horizontal velocity to lose and it had to wait for the launchpad to catch up -
totm june 2018 Work-in-Progress [WIP] Design Thread
selfish_meme replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
In other words engines work fine under water. In other thoughts don't you hate it when you have an absolutely brilliant mad idea and you can't get on KSP to test it? -
External modding program - What functions do you want to have?
selfish_meme replied to *Aqua*'s topic in KSP1 Mod Development
This would be very handy for other reasons, say you have a save file with a craft on a perfect trajectory, but you thought of a better way of doing the endgame, you build a new craft and replace the vessel already on the right trajectory. I know it would help me build my redistributable save game to replace craft in a save with newer better craft. -
totm june 2018 Work-in-Progress [WIP] Design Thread
selfish_meme replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Engines only flameout due to lack of intake air, weasely's especially, the only thing that fixes it is speed or more intakes, I had two juno's on a smoke stack, they still flamed out with 4 small intakes, it's because they are not moving. -
totm june 2018 Work-in-Progress [WIP] Design Thread
selfish_meme replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
It's just mk3 liquid fuel tanks emptied and rotated no skill required -
totm june 2018 Work-in-Progress [WIP] Design Thread
selfish_meme replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Nope, I have not been back to look at it again yet. -
Looks nice and low part, I am downloading, I might add it to my carrier if you don't mind?
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The Quest for the Perfect Submarine!
selfish_meme replied to BagelRabbit's topic in KSP1 The Spacecraft Exchange
FlipNascar, this may be problematic for him -
totm june 2018 Work-in-Progress [WIP] Design Thread
selfish_meme replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Look in Inigmas need a stock aircraft carrier thread there is a download there You might need to add some struts, it's not meant to take off. -
totm june 2018 Work-in-Progress [WIP] Design Thread
selfish_meme replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
I am pretty sure it is limited because thats all the extension mod allows you to do, shift it infinately -
Try this carrier, you should not have any physics loading issues as you fly towards it (at least I have not so far, and it's quite low on parts) https://drive.google.com/open?id=0B8-nkDP75eETUnNVdzczeFRvRjQ I decided I'm not going to do a separate release as I can't really build it to be a replica with the physics bug, so I will just improve this one for you.
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Are you still looking, I have learned quite a bit about building them and making them workable, landing, parking and launching. I have the carrier and a couple of aircraft (prop and jet) to land on them but I am still working on a tender. The problem is it's hard to land and you usually end up so far down the carrier you can't take off again (I have some ideas for an arrestor wire but that will take longer) the new lip helps but really you need a way to move your craft to a better position, hence the tender.
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totm june 2018 Work-in-Progress [WIP] Design Thread
selfish_meme replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
This ship is 130m x 21m, which is 50m shorter than the first purpose built carrier, let alone a super-carrier, I don't think I can get much more in the SPH, maybe I need to get the hangar extender mod, it is already getting a bit iffy to launch at this size though. Also the part count is in the low 200's at the moment which makes it usable for Inigma. -
I need Boats! (for the GAP Contract Pack)
selfish_meme replied to inigma's topic in KSP1 The Spacecraft Exchange
Red Iron Crown has an awesome Pirate Ship -
The Quest for the Perfect Submarine!
selfish_meme replied to BagelRabbit's topic in KSP1 The Spacecraft Exchange
Cargo bays also change buoyancy when opened or closed, combined with ore tanks they can be controlled easily. -
totm june 2018 Work-in-Progress [WIP] Design Thread
selfish_meme replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Testing out the carrier for Inigma, the ramp at the end is great for short takeoffs, I got an old f-14 from Aanker and updated it for 105, it flies nice and looks much better with Panther Engines. The imgur album is not showing the new image so here it is -
totm june 2018 Work-in-Progress [WIP] Design Thread
selfish_meme replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
The wing parts and structural fuselages have good floatation, empty fuel tanks, anything other than full ore tanks, i-beams and structural plate really ;), which bearing did you use and what problems, the interior fairing one is smoother action, and you should counterbalance weight in the turret. If you send me the craft file I can check it out too. -
totm june 2018 Work-in-Progress [WIP] Design Thread
selfish_meme replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Had to provide an F-14 on a carrier for Blackrack, the artifacts are his too -
totm june 2018 Work-in-Progress [WIP] Design Thread
selfish_meme replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
These are awesome small rounds, they are about 8 parts each but the fly straight as a die and can vaporise structural plate on impact, quite heavy though -
Random James Bond Tribute Build Request
selfish_meme replied to Matuchkin's topic in KSP1 The Spacecraft Exchange
You can use Kerbpaint, it works on most older parts, you need to get the download from the end of the thread not the start and delete the old module manager dll