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Everything posted by deadshot462
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Is it possible to create a 2 km object with gravity similar to the Jupiter that was released a while ago? Is there a limit to the size of a part?
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Nice! And cool to read about the other games - the dinosaur one looks like a lot of fun.. Dinosaurs + guns + KSP = DINORIDERS IN SPAAAAAAAAAAAAACE
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[0.14 + Plugins] WalkerX1
deadshot462 replied to deadshot462's topic in KSP1 The Spacecraft Exchange
I agree it\'s a very crude walker, it was a good exercise to learn the plugins and plan out more efficient and cooler walkers Video Link is being fixed -
Here\'s my first attempt at a walker mech for KSP: Requires: http://kerbalspaceprogram.com/forum/index.php?topic=7178.0 http://kerbalspaceprogram.com/forum/index.php?topic=10662.0 Craft file: http://www./?19jtrpvc9la66s7 I\'ll keep tweaking my design to make better walkers, which will be posted here
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Video of my walker: (Fixed link) I\'ll post a craft file in the exchange forum
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Smaller parts would be great. Suggestions: -Smaller node part to match those new part sizes -Springs where you can define the elasticity/stiffness -Ability to set the rotational speed of rotors -Ability to reverse the rotation of rotors in VAB (so less groups are required)
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Having a ship named Prometheus, I\'m sure some kind of Xenomorph sabotaged your fuel lines Fun story to read, always exciting to return home after a near-disastrous end.
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It is a mechanical mech, it really does walk forward lol. It only requires one key pressed for the entire thing to move forward
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Initial Impressions: Awesome mod, this brings up all kinds of possibilities! I present, my walker X1: It works, just hold W and you\'ll walk forever (I\'ll post a video over the weekend) Suggestions: -Ability to set rotation speeds -Parts that stay loose and are affected by gravity (if you attach a beam to a rotation node, it should naturally turn until it falls due to torque)
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This is going to be insane, I can\'t wait to try this one out!
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Skycrane delivered Münar rover on the Mün
deadshot462 replied to b0bl00i's topic in KSP1 Challenges & Mission ideas
An interesting thought is whether people would have thought of this technique even if the Curiosity system was never revealed 'KSP player solves rover landing dilemma - NASA agrees it is kerbal enough that it might just work for their own rover missions' -
Breaking news : UFO Spotted in Kerbin skies !!!
deadshot462 replied to Emilio's topic in KSP1 Discussion
All Hail Probe :hailprobe: -
So I decided to record a solar eclipse occurring on the Kerbin, and it turned out to be a pretty cool show: Once planets are out, it\'ll be cool to see their spots move across the sky for all sorts of alignment
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[PLUGIN, PART, 0.17] Bigtrak KSP Edition v.30 Liltrak
deadshot462 replied to chickenplucker's topic in KSP1 Mod Releases
Lander looks awesome, will it have a folding ramp for the BT to roll down smoothly? -
Seems appropriate, someone has to clean up the streets full of wasted rocket parts.
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[0.14] Instant Orbit / Debris Generator with bonus Asteroid
deadshot462 replied to JellyCubes's topic in KSP1 Mod Releases
My rocket crashes on the launchpad, how do you set up the asteroid on the launchpad without crashing? -
Here is a printable paper model of the Kerbal MK1 Pod: Size: Roughly 20 cm tall To build, download the file below, and open the PDO file in Pepakura Viewer (Free download) Download: http://www./?6yrcaphvsc81upf Print the PDF on 8.5' x 11' 110 lb paper, then just cut out and glue together all the parts, using the Viewer as a guide My plan is to create a smaller simpler MK1 Pod model, then create all the stock parts so you can build up entire rockets using the stock parts. Enjoy!
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Skycrane delivered Münar rover on the Mün
deadshot462 replied to b0bl00i's topic in KSP1 Challenges & Mission ideas
My heavy Mun rover sky crane: -
K.O.R.E.A. = Kerbal Orbital Rocket Exploration Agency
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Mu, you win: Thanks SQUAD for an awesome game, keep it up!