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Everything posted by TokiTech
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Top Gun AI - The Official Tournament Thread
TokiTech replied to RocketTurtle's topic in KSP1 Challenges & Mission ideas
Apologize for not locking the turrets, i thought the "MUST be fixed Forward" rule is just mean have it aim at front instead of rear or so. For sure won't make it vsing the Mk1s, tested with my owns. Brought Mk2 to Mk1 fight is just going to end with fireworks. @GDJ Thanks! -
Top Gun AI - The Official Tournament Thread
TokiTech replied to RocketTurtle's topic in KSP1 Challenges & Mission ideas
Hey all first timer using BDA mod and participate this. This looks fun and i hope to capture some good data! Modified Uboros AuroOne to BDA spec, a little too big but why not: 2x turrets (16 pts) 2x ammo cans (8 pts) 2x flares (6 pts) 3x chaffs (6 pts) 6x AIM-120 missiles (24 pts) = 60pts v2 Craft: https://www.dropbox.com/s/v2upj2w3hemgg3e/UB-01X%20AuroOne%20%28F-A%29.craft?dl=0 -
Never a fan of KSP boating but resigned my only/unfinished speedboat into a cruiser today. Stable top speed 200m/s, going over that means certain death.
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Fuel efficiency training exercise gone too well. Once past 500km there's no return trip guaranteed. Might as well try to land on the Mun with only 5% chance of non *KAPOW!* touchdown. P.S. Imgur being jerk not allowing me to upload album.
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Didn't feel like going to space so i did a challenge i found in the challenge section, but didn't feel like submitting it. Went circle Kerbin twice in a single session.
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"Adding K to every word" loading screen. Squad is not kidding around.
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2 experiment went wrong and caused weirdness. FL-T800 a 4.5t fully loaded fuel tank wasn't destroyed when the plane nose dived into the ocean at high speed. Instead the fuel tank floats and go vertical 3.2m/s speed infinitely. Second nose dive cause by plane broke apart, try to rescue Jeb by EVA right before cockpit hit the ground result Jeb stuck half way into the ground, presumably.. dead
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I have that setup on 2 of my SSTOs but didn't explode when on x4 timewarp, however i don't timewarp during heavy FX and on air drag, i only do it during sub-orbital 30km+ Second thing you can do is check Max Physics Delta Time in option setting, reduce it to 0.3 for more physics calculation stability inexchange of slight slower gameplay time, i think that's the case.
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Done some interesting R&D on finding the magic sweet spot. This MT1-Type2 is now my ultimate small scale Mk3 SSTO for station module delivery to higher orbit. Will soon put into service for my 100m and 400m station building.
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Couple days ago i loaded my retired space shuttle that was made into SSTO in 0.90 but didn't quite able to fly in 1.0+. I decided to modify the thing from old save instead rebuild from scratch, i think kraken did not approve. Coming out of time warp during sub-orbit ascend on map view, notice fuel infos are gone on resource window, switch to the craft and what the hell..
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Want KSP 2.0 add destination contents, makes travel to other prebuilt city/planet/moon/spacestation more meaningful then just science points. Yeah means populated Kerbin is needed than using plugin addons. Make kOS a stock addition is gonna be awesome, as well less kraken is certainly welcomed.
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I thought Kerbin is the same size as earth and the space travel is near as real-world simulated.
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You want to see more fake? Look at all the Mk2 and Mk3 landing gears, those wheels don't even roll. It cringes me.
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- I'm never interested in visit most planets and moons, except Mun and Duna are my only go to places as test sites. - I'm a terrible spacestation builder, built and scrapped the designs several times before even send them to space. - I used Inf.Fuel the first time couple days ago.. that felt.. dirty.
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While listening to mellow music (Vena Portae - Dream Flow) got me an idea; SSSPE Concept (Self-Sustaining Spaceplane Explorer). 4 vertical built-in thrusters for non-atmosphere ascend/descend. Seamless mining and fuel production capability. But who am i kidding, this thing is not going to reach any moon or planet. With Inf.Fuel cheat i did visit Mun with easy landing and take off. Manual weight distribution is manageable, but always hope there will be a computer can do just that.
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Today i improved my previous spaceplane (is now v3.3) with a sigh. Because i find out 50t spaceplane doesn't need the amount of lift as i expected and LF in Big-S Delta Wing cost 3t in 300 units while MK1 LF Fuselage give full 400 units only 2.25t. In return that gave me more burn time to build up my speed flying in atmosphere in a lighter weight plane. Can't help to think there will be a tweak about this in future, because no reason LF can change its weight as in the same amount. Edit: OH Silly me! I compared single MK1 LF Fuselage with 2 Big-S Delta Wings. Disregard that, it's been a long day for me..
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I actually like Jeb and Val work together because no matter what they face, they will always have that big awkward smile. Either very brave or simply stupidity, can't tell!
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Do you have a screenshot that makes you laugh every time?
TokiTech replied to Randazzo's topic in KSP1 Discussion
0.90 good times -
You Will Not Go To Space Today - Post your fails here!
TokiTech replied to Mastodon's topic in KSP1 Discussion
Actually went to space today trying to construct a multipurpose spacestation at LKO, atleast that's the idea, but as soon i orbit the station core i deorbit it immediately. Just because i have no idea how i'll go with the other 3 sub-modules. I'm obviously suck at doing a station design. Instead doing work at VAB i went to SPH to play with planes... another day went by fast. Edit: -
Only thing annoys me is the new KSP build can ruin my hours spent on designs and tested crafts. Is the reason i stopped doing variations and experimental crafts because i know one day it will all go into the drain. I also thought the game will auto update previous versions craft's parts with latest values but it doesn't. Among tweaks after tweaks just changed the physics too much too fast, is the basic foundation needs to be set right before building everything else.
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Haven't played KSP for a while and saw 1.0.3 came out with a changelog looks promising, decided to spend time playing again. As a major fan of SSTO spaceplane engineer i rebuild a spaceplane from all the retired 1.0.0 spaceplanes, and achieved a result i though is no longer possible. With proper trajectory calculation could've make it back to KSC but instead out of fuel behind the mountains, forcing to use the test payload for emergency but ultimately made it. Was a good day.
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
TokiTech replied to cybutek's topic in KSP1 Mod Releases
Not sure if this is the right place to ask, but will 1.0.2 KER works on 1.0.4? I didn't dare to try to prevent certain "kraken" happening. -
Center of weight will always need to be infront of center of lift to prevent place flips out itself. From screenshot it also looks like alot weight put to the back and barely any lift/stabilizer on front. It is easy to take off this plane with only 4 rapiers, balance weight and engines count ratio to get optimal TWR.
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Added 2 more rapiers to get the same performance out of this SSTO did in 1.0. Still carrying 4.5t payload, cabin, dock port and return trip fuel.. but is getting ridiculous.
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What happened to the parts Drag readout?
TokiTech replied to TokiTech's topic in KSP1 Gameplay Questions and Tutorials
Thanks for the insight. Is different from what i anticipated with the new drag system which i thought is still based on the drag value.