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Everything posted by pTrevTrevs
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totm june 2018 Work-in-Progress [WIP] Design Thread
pTrevTrevs replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Alright, I've tested the Gato class submarine with Mk 2 cargo bay ballast tanks (what do you know, they do fit!), and there was no noticeable difference in the buoyancy. I'll try more balancing later, but for now, here's a few pictures. In the air (Vessel Mover mod). I've made a sort of keel out of fuel tanks in the hopes that it would prevent capsizing, but as I learned, it does nothing whatsoever. Periscopes extended. If nothing else works on this evil ship, at least the periscopes work right. It gets 13 m/s in the water, but it rolls so much that capsizing is inevitable, although the center of mass is either at or below the waterline.If I can't get the ore tanks to sink the thing, I'm going to have to do it the old fashioned way; add a bunch of downwards facing turbojets and push! I'm still looking for that priest, you know. -
totm june 2018 Work-in-Progress [WIP] Design Thread
pTrevTrevs replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Whoa... I'll be right back, I have a few Fokker triplanes to fly... -
Modded Comunity Space Station (Not an ISS replica)
pTrevTrevs replied to GoldForest's topic in KSP1 The Spacecraft Exchange
Eh, it's hard to tell. Most of the station appears to be simple access tubes, with a few actual modules. What's the mass of the station right now? Mir was 129,700 kg [Citation Needed] -
Modded Comunity Space Station (Not an ISS replica)
pTrevTrevs replied to GoldForest's topic in KSP1 The Spacecraft Exchange
So now we have what, ten Kerbals on this station? It's still smaller than Mir, which normally accommodated three. The ISS usually has six on board. -
Intrepid. Stage-And-A-Half Shuttle.
pTrevTrevs replied to Rune's topic in KSP1 The Spacecraft Exchange
So... I'm gonna steal this concept for my own use. Hopefully you won't mind that. -
*fights urge to reply in heavy Scottish accent* Very nice! The dialogue in the album gave me a well needed laugh.
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totm june 2018 Work-in-Progress [WIP] Design Thread
pTrevTrevs replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Since nobody answered my questions about whether or not the cargo bay ballast tank trick worked with service bays, I tried to figure it out for myself by building a test rig. Unfortunately, Vessel Mover crapped out on me and wouldn't control the rig's speed as it fell towards the water, so it would be destroyed every time I launched it. I also tried launching it into the water with an SRB and landing with parachutes, but (although the rig was falling at an acceptable speed) every part of it was instantly vaporized upon contact with the water except the command pod, which the Kraken proceeded to seize and teleport hundreds of thousands of kilometers away from Kerbin. Upon reverting the flight and returning to the space center, I was greeted with an image of the KSC floating in deep space. Can someone please direct me to a reliable priest who can perform an exorcism on my copy of KSP? I won't be picky, as long as they can remove this demonic being that is inhabiting my Sandbox Test Range. -
totm june 2018 Work-in-Progress [WIP] Design Thread
pTrevTrevs replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Sea trials of USS Gato. It looks like it sits about right in the water, and makes 15 m/s (maybe more) at full speed, but right now I think all those wings are making its buoyancy too high to allow diving. The periscopes retract and there are seats for three lookouts in the conning tower, as well as two more seats on the deck gun. I know of a trick to make ballast tanks where you put an ore tank in a cargo bay and open and close the bay in the water to change buoyancy, does anyone know if this works with service bays as well? Mk 2 cargo bays are a little too big to fit on the sub, and Mk 3 cargo bays are... well, also too big... -
totm june 2018 Work-in-Progress [WIP] Design Thread
pTrevTrevs replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Yeah, I'll make sure to do that, first I think I may want to make another YouTube channel for use with this forum account, I mighy as well since I may be making my own videos sometime in the future and I would rather not distribute my personal email address to people I've never met in person. -
totm june 2018 Work-in-Progress [WIP] Design Thread
pTrevTrevs replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Wait, a dogfight between a Corsair and a Fokker triplane? Where can I see this? -
Rover 1 looks more like a rover that should be on a space mission. Rover 2 is a better option for Kerbin or Laythe. I don't think people realize it, but there's a reason windows on Dpacecraft are kept as small as possible. If they were made big like on planes or cars, they would create huge weak points in the pressure hull, making it easier for it to be breached. TLDR: Although Rover 2 looks sleek and pretty, Rover 1 looks like it belongs on Duna.
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totm june 2018 Work-in-Progress [WIP] Design Thread
pTrevTrevs replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
I can't post pictures because of no internet connection (posting this from my phone), but I've managed to get my Gato to a state where it won't explode and sits about right in the water. I still have lots of problems with it, like it wanting to roll over to the starboard side after a few seconds in the water, the engines flaming out all the time, even though There are only two Wheeseleys and at least three circular intakes, a max speed of 0.3 m/s, and, most annoying of all, a complete inability to dive! Hey, at least it looks cool. It's got working periscopes and lookout stations and everything! EDIT: Does anyone know if the cargo bay/ore tank buoyancy trick works with service bays? And could someone also please educate me in how exactly it works? I would like to make a real sub, not one that cheats its way to the bottom with jet thrust. -
Wait, really? SQUAD, y u do dis? So ions don't work in atmosphere, jets only work on Kerbin or Laythe, and rockets are horribly inefficient in atmosphere. Looks like we could use some stock propellor engines... Nice dropship, I bet it works a lot better than my Dragonfly for Mun operations. Definitely way more efficient than the Dragonfly, which uses monoprop thrusters, and yours is actually compact enough to be practical, too!
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Orange star fighter (Advanced wars)
pTrevTrevs replied to kapteenipirk's topic in KSP1 The Spacecraft Exchange
Oh boy, I remember Advanced Wars, that game was awesome! Cute little fighter, maybe you should use KerbPaint or something to actually paint it orange. -
Did you, uh, not know about this before? I thought it was pretty well known. In case you didn't though, this is basically what happened. The Apollo 14 backup crew designed this patch and had hundreds of them made. They then proceeded to hide them all in the Apollo 14 command module (and maybe lunar module too). The prime crew kept finding them throughout the whole mission, and eventually they found themselves inside a spacecraft the size of a small car with hundreds of patches and nowhere to put them.
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- totm march 2020
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Modded Comunity Space Station (Not an ISS replica)
pTrevTrevs replied to GoldForest's topic in KSP1 The Spacecraft Exchange
If it hasn't been done already, could you please add me to the launch list again? I'd like to send up an ATV for the station, or, if it's necessary, some sort of solar truss. -
Oh dear, with the photo of the Almighty Loaf and now this, we'll have ouselves an analog of the Apollo 14 backup crew patch on steroids!
- 22,644 replies
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- totm march 2020
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totm june 2018 Work-in-Progress [WIP] Design Thread
pTrevTrevs replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
You guys suck at the guessing game! I'm going out of town tomorrow and won't have access to internet on my computer, so I guess I had better go ahead and reveal my Super Secret Project now. -
totm june 2018 Work-in-Progress [WIP] Design Thread
pTrevTrevs replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
What class of submarine, though? -
totm june 2018 Work-in-Progress [WIP] Design Thread
pTrevTrevs replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Preview of Super Secret Project -
Modded Comunity Space Station (Not an ISS replica)
pTrevTrevs replied to GoldForest's topic in KSP1 The Spacecraft Exchange
Here I moved the module to the other stock docking port by request, and as a sort of apology for uploading an outdated save file, I've included a Soyuz-T with two Kerbals, to bring the crew complement up to 6. Since the Soyuz isn;t really a module, I don't mind if someone else removes it to add another cargo/crew ship in its place. In fact, if I can get myself on the list again, I'm considering launching an ATV to the station. The station's current configuration, with the UCB, SSTO, and Soyuz-T. It can now generate power much more quickly with the UCB's three solar arrays! Close up of the Soyuz, in case anyone wanted to see it. -
Modded Comunity Space Station (Not an ISS replica)
pTrevTrevs replied to GoldForest's topic in KSP1 The Spacecraft Exchange
Yeah, but I will have to send the module up again because OP forgot to update the save file, which led to me downloading an outdated version of the save. -
Modded Comunity Space Station (Not an ISS replica)
pTrevTrevs replied to GoldForest's topic in KSP1 The Spacecraft Exchange
Yeah, like the FGB, but instead of being derived from TKS, it's somewhat loosely based on the DOS Salyut/Mir station core. Sorry about taking your port, I usually build my space stations with 1.25 or 0.9 meter docking ports because the 2.5 meter one is just so big. I did add a 0.9 meter Tantares port on the end, you can always dock it there if you want. If you really want me to move it though, I can dock it somewhere else. -
Modded Comunity Space Station (Not an ISS replica)
pTrevTrevs replied to GoldForest's topic in KSP1 The Spacecraft Exchange
Yeah, I downloaded the save on the OP and the station in the pictures is what I got. I don't know if I have time to launch the module again, if I have any time to play KSP at all, I just feel like downloading Hyperedit and teleporting the module up there. Hyperedit doesn't add any parts, so people should be able to get the save file without downloading the mod. -
Modded Comunity Space Station (Not an ISS replica)
pTrevTrevs replied to GoldForest's topic in KSP1 The Spacecraft Exchange
My module is added! I decided to build a Utility Cargo Module, based somewhat on the Mir Core Module. It has two large solar panels (and a smaller third one), a small science airlock (Tantares Venera science part), and a Tantares 0.9 meter docking drogue on the end. Module on its way to the station, only two solar panels are extended. The station with my module attached (third solar array is now extended). Updated save file: https://drive.google.com/folderview?id=0B-NU1M-kaIhgOXFKYndSei1wZUk&usp=sharing