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Arugela

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Everything posted by Arugela

  1. That is an idea. You can add that to the idea of failed experiments vs successful and also simultaneously do science vs money... If you do food missions you get more money like pizza delivery. If you do successful landing you get science... But it could still be strapped to mission and stuff to teach you how to purposely come in hot or cold in different ways. Hitting land vs oceans after reentry could be soups vs fried chicken. Could be missions for advanced reentry techniques. Then you could add locations on kerbin to deliver it too. Or just have someone manually collect it and eat it and say he was the guy who ordered it. 8) If not a mission thing it could still show you if you made the reentry well or not. 8) Not that the kerbals could mind as they get to eat the failed ones... Could explain the entirety of the advancement of technology for kerbals. The guys in the labs are always kept behind because the astronauts keep dropping the capsules wrong and eating the experiments... This could be why the space science lab was created!! >< Not that the other kerbals wouldn't occasionally steal the experiments and borrow the bunson burners! 8p If not the scientists themselves(in fact they would be the likely culprits). 8) This would definitely be funny and fit the game theme(And be true to life. You know who you are!!!). If we are going to do droppable capsules and manually collections(I know I'm the only one mentioning it.) We could do toe ropes and stuff to and boats to collect them in different spots. Even better. Those above things combines with manual collection mean you can drop the experiment on any planet and collect for immediate science. The results could be collected or just given points on the spot. This could be part of the experiments. Test the results of so and so being dropped into Eve's oceans. 8) The results, if not immediate, could be written down by a scientist(who is required to get it) and stored as results in the cockpit or new science experiments storage things and returned to kerbin. And as the reults are written down it could be eaten anyway... In fact an eaten experiment could be the end of the use of the capsule. Where a successful experiment could be toed back and reused on the vessel for a new experimental result somewhere else after the results are written down good or bad. The eating indicates the lack of use of the capsule(Or at least it's lack of contents to experiment on.). I wonder if you could then take multiple chickens or other things to fill the experiment with and store them on a ship(and you could go back to the ship to reload). then you put them in the capsule and drive them around a planet do different biomes for experiments or drop them from orbit. then those experiments could be limited by how often you mess them up. Obviously some planets could not cook the experiment as they have no atmosphere or boiling lakes etc.
  2. Like Blasty mcblast said. What if it is yeast and flour or grains(AKA plant seeds) or something and after reentry(heating) it turns into a loaf of bread? Going back to my idea about the experiments all being about food. This would fit the games idea of the kerbals loving snacks so much. All their experiments ultimately turn into food and they eat them up finding them as a joke. If a capsule survives(they could be very strong against reentry and crash damage) a kerbal manually finding one could eat it and look around like he's sneaking a snack to be funny. And reentry or landing in boiling water or different environments makes different foods out of different ingredients. This would also give a fun/funny reason to go manually get debri from a wreck. Or even a new type of item you can simply jettison and let crash and collect. If it's not automatic it would be fun to let people who actually go get one find out about on their own. It coudl be a mini easter egg type thing. And the way you let it descent determines the outcome. If it heats to heavily it turns to food. It could be the Whammy(incorrectly dropped) of science experiments. If you drop it through atmosphere correctly it's a normal experiment and animal/object. If not it's food and the kerbal eats it. So boiling water(maybe reentry with ocean landing, or simply dropped in unusual alien ocean) makes soup or something. Reentry heat is cooked food. This would be like a lesson in safely reentering also! 8) It would indicate what went wrong if you didn't see the entire reentry thing to know what happened to it upon collection. And these(any type of dropable science experiment) could be forced to collect manually after dropping on kerbin to make you see it for this type of module dropping. 8) And it would be a new way to remotely deliver physical science experiment results besides antennae. Manual drops! It could be the way to get full science credit for physical experiments that can't get it from antennae. You drop them so you don't have to land(but possibly have to manually collect them with a plane and a kerbal or something). But you then have to worry about messing up the experiment if it's dropped wrong. This would be the way to show if you did it right or wrong. Food/snack results are a mulligan and you get minimal science points but a funny easter egg. Proper results keeps the experiment intact and you collect it for full points but no funny scene of the kerbal eating it as a snack. This would fit the space ship side of the game also by being a way to teach how to properly drop capsules etc. If there is no bad food result and less science there is no reason to learn it correctly. 8) (Unless you really enjoy watching your kerbals snack of course! 8d) And all experiments could be non offensive things if needed like squid or the other above mentioned examples. Things that can clearly be food! At the extreme maybe you can drop Bessy, your beloved cow, as a giant experiment.... >< This would go back to the original farm theme also. He could turn into a giant steak, or if combined with bread materials, and mustard seeds, tomatoes, and cucumbers experiments a giant stack of mini hamburgers!! Just like in bobs burgers episodes. 8) The kerbals would obviously gobble them up! I wonder what the scientific results would be on cows in space? this could be important for life support and long term space travel in the real world too... Those and chickens are pretty important to real life food and protein.... Maybe if they added life support it would involve plants making oxygen partially and chickens making food like a small farm environment to be humorous(And replace the beloved farm rocket launch site). Instead of developing real lifesupport they simply made a small farm module and strapped it to the ship. 8)
  3. What about a house on a small island somewhere on kerbin as a fantasy island reference. Maybe a small kerbal(or two? One taller.) comes out and greets you. 8) Or comes out to look at your plane flying by. Or other references that either of the main actors of that show were in.
  4. Why not have the animal be weird space ocean lifeforms like that squid. People eat sea lifeforms and would look at it more like dinner and cute. Calamari?! And it would fit the kraken and alien ocean theme as it is the only place we can't explore as easily(or used to not at all) and don't know there are not lifeforms formally like the green vegetable and rock littered terrain of Kerbin. That and maybe worms and underground things that don't look fuzzy. It's only the fuzzy creatures they care about(AKA Mammals). This is why whales and porpoises are protected and not squid! 8D You could even say that every life form that is burned up in the atmosphere is caught on the ground and eaten. Then the lifeforms could be interesting international foods like squid or insects or spiders etc. Things people aren't bothered by as much but could learn about interesting foods from. You could also make all such items always have the cockpit with them in it survive explosions and have graphics showing them alive or being cooked like an oven during reentry(depending on what is appropriate to the circumstance) and turned magically into foods(unless not heated maybe... Although not all foods are fried. some are boiled etc.Think boiling lakes. then fired and boiled for special dishes.). Then have a hover over thing that gives info about or alluding to the food. They could always be collectible for science or other points. Albiet it really small amounts. There could even be a few mission based on it to be silly. And if a kerbal manually collects it he is shown eating the food and looking around like he shouldn't(Like he's sneaking a snack). Just to be humerous! 8) Fried spider anyone?! 8d
  5. I modified it and added wins along with changing the control surfaces as I could figure out. I also added a bunch of weight and have two version. One with booster engines to help get up and one without. the regular one, "TheRooster," I'm not sure if can get to orbit. It may very well be my flying. But I think it can't get past Mach 1. The booster one I can get to go faster and I did with engine that can be ejected at the desired point. They should both be identical besides the boosters. And they have the same Action groups as previously. They are definitely looking weirder as they progress.(Mostly from having to pull back the COL.) I was also thinking of dumping some fuel from the rooster and giving it a large ore tank in the center... If I'm remembering correctly and it gives twice the weight in fuel that 1500 is about 3000LF and would give it more range. Flying the version with an ore tank now(no fuel reduction). Need to see if I want/can have one or two large ore tanks. Edit: may be too heavy and mess up the COM/COL. BTW, I saw a video that said to put small nosecones on the end of rapiers? I did this. Is that info old and does it lessen my thrust at all? Edit: And you might need to make the front wheel "deploy shielded." Just noticed it's in the bay and gets that warning. Craft:(Renamed to stop personal confusion as to which versions I'm using.) TheRooster TheRoosterBooster Pics: Rooster RoosterBooster I seem to be having a hard time getting any of these into orbit. I'll have to go back to the last version and see if I can do it finally. I think I need to reduce the fule back to it's former amount and maybe add a large ore tank for ballast if needed.
  6. Slapped this together after seeing Aerogavs mini ssto design.. 8) thought it would be fun. Just barely makes it to orbit. Junos and nukes! 8)(I wanted to see if this combo could make it to orbit) Minimum air surfaces. More like a rocket. somewhat reminiscent of my first ssto. Craft: https://www.dropbox.com/s/m9bqgcq7jrc1fnh/Juno SSTO.craft?dl=0 My first SSTO:
  7. I couldn't get Vals plane into orbit. Does it make it? and how far can it go after? I have one SSTO I just finished, but I don't think it's low tech. https://www.dropbox.com/s/4emzdl283motgd3/IDGAD Starfighter 2_5 Autostrut.craft?dl=0 Rapiers and Nukes... The rest are varied wings and fuel parts. I don't play much beyond SandBox. So, I'm not familiar with what is unlocked where. Might want to watch out for the cargo bay if you don't want higher tech. It has 1 of every science part basically. Most of that could be removed though including the mining stuff if needed to fly it earlier. It has good Delta V if you only need to use it one way. And the more you take out the better the mileage. Edit: Crap, sorry, this is a 1.2 plane now. The file may not work.
  8. This is a version of my new favorite SSTO. It can go to Minimus and the Mun and possibly Duna without refueling. It has full mining gear(Large Drill and small ISRU) and has alot of DeltaV. I have not tested the engines limits on any planetary bodies besides the Mun and Minimus ATM. But I'm slowly working on it. This is the best version of this craft I can come up with. There is about .28 or .38 tons of science that can be removed or a little more. But it has so much Delta V it doesn't matter anymore. I can get to Orbit with 4800-5000 LF giving it around 3000-3200 potential DeltaV after orbit around Kerbin. It has one of every science equipment that fits in a MK2 cargo bay along with one antennae(HG-55), M700 Survey Scanner, M4435 Narrow Band Scanner, and one Science storage container. You will have to look in the cargo bay to find them. They are packed in pretty tight but in a way you can still click on everything if you know where it is. Except the communications array. You have to look into the structure to select that but I designed it so you hopefully don't need to do that. It has one large fuel cell and eight generators for 6 electricity a second at all times. The Drill and ISRU are completely cooled and will go to exact efficient cooling. To mine hit 5, wait for the drill to extend fully, then hit 6 and 7-0 for desired resources. Action Groups: Abort: Empty Ore Tank 1: Toggle Nukesx6(all) 2: Toggle Rapiersx6(all) 3: Switch Modes Rapiersx6(all) 4: Toggle Rapiers&Nukesx2(Middle) 5: Extend/Retract Drill 6: Toggle Drill&Fuel Cell 7: Toggle LF+OX ISRU 8: Toggle LF ISRU 9: Toggle OX ISRU 0: Toggle Mono ISRU Craft: https://www.dropbox.com/s/4emzdl283motgd3/IDGAD Starfighter 2_5 Autostrut.craft?dl=0 https://www.dropbox.com/s/josg2xfp4vx4cxa/IDGAD Starfighter 2_5 AutostrutSC.craft?dl=0 <- Added Science Container Pics:
  9. I found a fun new tailfin configuration. >< Lost all angling on takeoff though. And it needs to loose a little weight also! Turn on no joint cheats or it blows up on the runway.(You can turn it off after it loads.) Craft: FrankenSTO: https://www.dropbox.com/s/czy4940ns3j0fen/IDGAD Starfighter 2_6 FrankenSTO.craft?dl=0 Normal: https://www.dropbox.com/s/n94iyl196ued6dn/IDGAD Starfighter 2_6 Autostrut.craft?dl=0 FrankenSTOPics: Normal Version Pic: I've been flying it a while. I think space duck(FrankenSTO) has hit the limits of what this design can do without adding engines... That or I need to dump some of the rocket fuel... This new fin configuration has way too many control surfaces in the rear. It gets really unstable. Unless there is a way to balance with fuel. It might be to far gone though. 8) Edit: this design just takes away all of the landing advantages and it adds base weight. The curve in the lift on the old one was actually on purpose(sort of) it was because I was using it to pull the COL down to center between the COM and COT. It's more of a byprodcut of it. I just use SAS or trim. I was looking at changing some of the Little fuel tanks for the Wing with 100 fuel. It weighs the same base and lets me move the COL back a hair and add more lift. This assume it doesn't have enough drawbacks.. Not sure wether having more or less angle on those rear control surfaces is better. Edit: NVM, the wing strakes have twice the base weight. I miscalculated it. I'm sticking with the 2.5autostrut version atm... I haven't improved on it yet. And Space duck needs to be redesigned to heavily. 8) So, did that tunnel design go well?
  10. When I take off I let it take off without pulling up. And I always fly with SAS.(Mostly because I use linux and the position of the Super key is different and I never got in the habit of using anything that uses it.) Then I pull up by tapping a little. I had to do this with all previous version. I think if you wait until it's getting air graphics it's more maneuverable and doesn't flip up. You have to do very small maneuvers. No more than 5 degrees max. 10 under good conditions. which, from what I can tell is fast in decent air resistance. As far as I can tell! >< This is how I started making all my planes form when I got the game in 0.9xx. I have no idea why but I habitually make them like this every plane even when I try to deviate... I can't get myself to do other things with planes. Even if it looks very different when I start. lol Edit: This duck version has odd problems with deviating to one side... I wonder if it's from the SAS/torque being to forward of if I have something balanced wrong. Maybe I should move the Drone core back so it's balanced along the neck. That or it needs bigger nose wings... Which would require me to have to rebalance weight potentially. 8\ Maybe I can get lucky and fix it with fuel balancing. The forward engines have a lot of advantage though. I have to do a lot of work to get the COL behind the COM sufficiently or at all sometimes. I have to move my weight around carefully and do some funky stuff with my tailfins and other rear aerosurfaces because of it. My first big SSTO back in .9 was basically a missile. IT has small wings that were in a 8 or 6 symetry around teh plane in the rear. But I had to put alot of fuel(among other things) in small stacked space. It flew really well on Duna. It could infini glide at almost any altitude. 8) I basically stacked everything into the shape I wanted. I've managed to almost not stack anything now. Which is miraculous if you know what type of craft I used to make before 1.0. (air hog with over 1k+ air intakes and 250+ engines. Up to 300 or even 500 Plus engines for large scale Ion thrust before nukes were LF only.) And I've found there are some odd ways to avoid jet blast. The wings and other surfaces don't seem to take damage everywhere. so you can possibly get them in spots you would think would get damage but don't. My rear tailfins have problems with this on and off. Certain engines seem to almost never damage wings also.. Like the Rapier and other jets. Or it's very difficult to. Usually my nirvs do the damage first.
  11. I took some stuff I saw on the Whiplash and Nostromo and make FrankenSTO! Still working out the kinks. Lost a little DeltaV. But it looks like a duck now!! >< (It is a bit hard to fly without blowing up atm also. If you are not careful.) Craft: FrankenSTO <- AKA Space Duck!! (Have to fix the mining equipment still. It's missing an ore container and needs new cooling.) Reuploaded! Still needs help with tipping at high altitudes. Pics:
  12. Same shortcuts as the previous version. Just used the autostruts and rigid connections to get rid of the normal struts to reduce weight. I increased the weight a bit by adding some generators in which I can remove or reduce in numbers if struts are needed. But I just got into orbit with 4066 LF left over. This came out to 2580ish Delta V. Or did they just reduce the gravity amount and the forumula? I used 72.43-20.33=52.1... Ln(72.43/52.1)*9.81*800=2585.56778 DeltaV? This is in the new 1.2 release. I still have to test reentry at normal and high speeds to see if I need to add some struts which may reduce this delta V alot. And I'm not sure if I want one of the new science storage bays for research or not. So, is the new gravity the 9.806... in the release info and does it affect the delta V formula? Edit: I entered it in and it only changes it to 2584.xx. But should it still be used over 9.81 now in DeltaV calculations? Craft: https://www.dropbox.com/s/4emzdl283motgd3/IDGAD Starfighter 2_5 Autostrut.craft?dl=0 <-Reuploaded with fuel changes and fuel lines removed. Pics: Edit: I need to make adjustments so it can hold it's nose up during reentry again... Makes it hard to slow down without flying all over the place. Not enough forward weight or I need to take advantage of the fuel system and use the rear fuel up first. Or both.. Just finished a new version where I removed the struts and the fuel lines. I didn't realize the new version adds auto connection fully for fuel now. Saved another ton on the craft and I'm at under 51 tons empty. I made it to orbit with 4600 LF this time! 2900+ Dv. And another for 4800LF and I could have gotten 5000 potentially. that is 3k-3.2k DeltaV after orbit! Just have to finish working on balance for reentry. Anyone know how to balance a plane to keep a planes nose upwards(Radial) during reentry? I keep designing the plane randomly to do it well but I don't know how I do it. And I keep having difficulty getting it to do it fully again. Edit: NVM, I reverted back to the above version and ripped out the fuel lines. I need to quit changing the weight distribution and wing surfaces so much. I need to try a straight shot to duna now! Out of curiosity, how were people figuring out their drag?
  13. What about an area with all the stuff in the wiki(or the wiki linked) and the ability to make a model(non flying) of the craft to make blueprints. It would contain all info needed to make anything in the game(VAB or SPH) and when finished you take the blueprints to said building and make it with the blueprints. These blueprints would add markers and thing for location of said parts once they are added to the craft so you can get exact angles and positioning to do exact aircraft/rocket designs. The design area could have more exact and broader info to help design and see what you are doing. It could use things like the windtunnel or heat simulation ideas and other info added eventually to help both learn about and make aircraft work before flying. Then when flying it is actually a test and not an R&D function. The creation and loading of blueprints could setup a framework version of the vessel to place in the given area to add to or even auto-load with said design. If building piece by piece you could add the part into the given predesign spot and build like normal starting from whichever part you placed first. Again, this would allow the placing of wings and other items in exact spot with exact snap-able positions and angles, etc. It would provide simple helping tools to make it exactly as you did in the R&D area. This area would, as stated, also have more advanced measuring tools and things to see your craft and get structural info and knowledge in all areas of the existing game on how the craft work to see how it functions before flying so you can design it how you wish. this wold include angles and placement etc. Maybe more advanced wireframes for measurement etc(Adjustable, modifiable, loadable) that may or may not be too laggy in the normal buildings. Or in a dedicated room that has info to look up to help learn to make the craft before assembling it to try and fly it. There could be a storage of blueprints you could then load in the VAB/SPH to play with these craft. Maybe even things to help do a new variation of merging craft where you assemble them attached to the node. Or it could help also craft multipart or other more complex craft more easily.
  14. I have gotten it to the Mun with almost 600 LF left over! 8) I finally refined the mining gears electricity. Dropped it to 52 empty weight from 53ish and added 400 more LF. IDGAD Starfighter 2.2 Action Groups: Abort: Empty Ore Tank 1. Toggle 6x Nuclear engines 2. Toggle 6x Rapier engines 3. Switch mode 6x Rapier engines 4. Toggle 2x(middle) Nuclear/Rapier engines 5. Extend/Retract Drill 6. Toggle Drill/Fuel Cell 7. Toggle Smalle ISRU LF+OX 8. Toggle Smalle ISRU LF 9. Toggle Smalle ISRU OX 0. Toggle Smalle ISRU MONO The ladder on this is messed up. It really needs help so it is actually usable in space. I can't figure out for the life of me how to make sure the kerbals can get off of it and onto the ship while climbing it.... Any help would be appreciated.
  15. Made it too Minimus. Might be able to do the moon also if I don't try to do a polar orbit. https://www.dropbox.com/s/66sffvq8kfq3ggq/IDGAD Starfighter 1_7.craft?dl=0 Just have to add a coms and look for any stray weight to be safe. and fix the wheels and other small things. The weight is a little close to the COL though and want's to tilt up at the end of the flight to orbit. I need to find a way to move the COM forward more. Like putting the cargo bay where the docking port is for instance... BTW, the Mexican jumping plane is a glitched version where on the runway it bounces around like a Mexican jumping bean. That was the challenge I was talking about. It was more a joke than anything. The point was to get the glitched plane to places and watch it dance. The glitch seemed to have something to do with some strut alignment after I moved some stuff around. No idea how to reproduce it. The download I put up with that post has the version with the glitch. Assuming it works for anyone but me. Made this to minimus also: IDGAD Starfighter 2.1 <- 97 tons 150 parts Added a crew cabin for 6 crew and mining equipment plus science and coms. It has a fixed scanner in the bay so you can scan planets. I had to drop the probe for weight. So it is now the probe! 8) On the way to Duna as we speak. Edit: Would have made it to duna(was beginning reentry) but whenever I quicksave or go back to the KSP and go back to a ship it blows itself up... Have to start over from kerbin now. That is rather annoying when you are not doing a vehicle with direct flight... BTW, what was everyone elses hypothetical max deltav for their vessels. Mine is 6 rapiers and 6 nukes for 4200-4400ish DeltaV. I'm curious how it changes as you get different numbers of engines. And everyone using some number of rapiers and nukes together. Obviously mine is not the cheapest either. My latest version cost 765k(I added more science and stuff). I always seem to build them expensive...
  16. I have a version about 70 to 100 given the fuel. I think I will go all LF to see if it gets farther. 8) The extra weight being distributed might help. I've been using Rapiers with Whiplashes also. If you don't mind getting some of the speed at 15k instead of 20k the whiplashes could save a small amount of weight. They feel better on takeoff also. Edit: If this is true this is probably not new to people. But I think I found(or refound) something possibly interesting. The altitude ideal for the engine of jets seems to possibly be related to their ideal angle. Rapiers are 20k and you put them at 20degrees. Whiplashes are 15k and are better at 15k max. ETC.
  17. I have discovered a new thing!! MEXICAN JUMPING PLANE!!! Take it out on the runway and watch it go!!! >< Does Mexican jumping plane qualify as a glitch or a feature? Does it count as a new form of propulsion?! Maybe I should put up a challenge to see how many places people can get Mexican jumping plane to and have it dance! 8) With modifications allowed to get it there(assuming it still dances) It does this without the engines going. I just put them on to see the movement was present.
  18. I did it originally with the fuel cels but I wasn't mining enough to use them from what I could tell. Do you worry about time when you refuel? And how long does it take you when you use the small ISRU? I have gotten from 45 days down to 14 days in my current setup on the runway. currently I can't get the 14 days back and it seems to run at about 35 days.... I use a big drill though because the small ones took so long. I haven't found a way to make those small ones work efficiently. Although I would use them if it didn't take 99 days to mine with them. Edit: 45 days was back when the design had only 6 engines or so total and less fuel. It is now a bit bigger. Maybe I should strip off the whiplash engines too... And I totally forgot those inline air intakes existed... I'll have to try them.
  19. Not sure if that is the problem. But I have an SSTO I keep trying to add range too to be able to refuel and get to miniumus and if possible the mun. I started with this: https://www.dropbox.com/s/jsq3j61h4aixuku/IDGAD Starfighter.craft?dl=0 <- This should be generally correct. I might have made some aerodynamic improvements which should be in the next file. A 36 ton little MK2 plane. I can get into orbit and back down if I used nukes on the way up. I wanted to use only the Rocket fuel to get orbit then pure Liquid fuel for additional travel. Hence the nightmare begins. I have made many mining craft and have never had problems. I can't figure out what I am doing wrong. Not sure if I knew what I was doing right before either. But I always managed at least minimus! This is the craft now! https://www.dropbox.com/s/be3uax5v721p4gu/IDGAD Starfighter 1_4.craft?dl=0 About 135 tons of fun apparently. But the fun isn't on minimus.... Or the mun. I also have problems with the landing gear. I'm trying to keep them balanced but the speed this gets sometimes on teh runway messed it up. If I try to make it lift higher it has issues with swerving all over the place. Is MK2 designed not to be able to get to the mun or minimus now without refueling? I'm using nukes/Rapiers/whiplashes to get enough thrust. Should I change out a bunch of the Rocket fuel for liquid fuel and not worry about if I"m using the nukes to orbit? I need to figure out the max delta V I need for the larger thrust also. I have no idea what it needs to deal with landings and other things in the solar system. BTW, I'm currently using 3 nukes with 3 rapiers and 3 whiplash engines. Still can't find the sweet spot. And as far as I can tell, besides too many engines/fuel, I have bear minimum of everything else. Even possibly the air intakes. I have around 5-6 tons of stuff for mining. The rest is plane, fuel, and engines. Maybe I just need to add one more 400lf fuel tank to the cargo or something. I just can't figure out what it is missing. I've explored a bunch of different engine configurations but can't get it to work. Basically everything between the first vessel/picture and this last one. All the fuel/engine combos I could think of or until I got tired of them more specifically. Edit: Replaced some of the Rocket fuel for Liquid fuel and it is doing better now. It was an engine efficiency thing. At least for now.
  20. Three version: https://www.dropbox.com/s/gv3nyoaqxbftrvr/Deep Space Kinnetic Missile Ammo.craft?dl=0 https://www.dropbox.com/s/x54qoggaxrbjngq/Deep Space Kinnetic Missile Ammo Extended.craft?dl=0 https://www.dropbox.com/s/4dfk4ljksz05fz7/Deep Space Kinnetic Missile Ammo Atmospheric.craft?dl=0 https://www.dropbox.com/s/fmfzaqmcnu3l02d/Deep Space Kinetic Missile Launcher.craft?dl=0 One with double the fuel of the other and one with a small jet engine to help aim in planets with atmosphere. The first with around 4k DeltaV and the extended around 5700 DeltaV and the atmospheric around 3850 DeltaV. The launcher will get you out of Kerbin's SOI to try to reach your destination. Tip: Strut the nose cones to the outside of the fairing for more stability. Flying with fine controls on my also improve stability. Shrotcuts: 1. toggle nuke 2. toggle jet engine(atmospheric version only.) The launcher does not require shortcuts. Pics: Launcher: Extended: Atmospheric: Regular: I'm assuming an decent short range version could be done with LF+OX and a Vector or similar engine.
  21. As I said. don't move the node. Make it static and simply make it invisible and unusable while closed.... Why do you think you have to move the node?
  22. No idea why this doesn't exist... If there is some problem doing it why not simply make is so there is one unmoving node. The node simply stays at the open position of the node and never actually moves. When you open and close the shielded docking port it merely makes the node invisible and inaccessible and reverses this on opening.. Should this not be insanely easy to do? How has this not been done since this came out? And why would they not want this? Make a little code so you cannot close it while it's attached to something. What is the issue with this? All they have to do is make it like a static port but with animation and the above mentioned things or equivalent.... And didn't this have a node at one point?
  23. Just made these! Particularly this one: IDGAD Starfighter <- 36 tons Shortcuts: 1: Toggle Nukes 2: Toggle RAPIERs 3: Switch Mode: RAPIERs + Toggles intakes 4: Toggle Jet engines + Toggles intakes Very nice to fly and reenter in. Not as agile as some things but it's pretty good at what it does. As far as I know...
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