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hodhandr

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Everything posted by hodhandr

  1. Okay, so I was lolling around, accidentally using my OP-9001 Fuel Storage Unit, and when I discovered this, poor Anory Kerman had already drifted around for about hundred days. So I decided to send him even further, cus y'know, might aswell, but accidentally missed Eve when coming back, and moving at 20000 m/s I also missed Kerbin, heading straight towards the sun. Fast-forwarding the game to the highest level (x1 000 000?) broke the craft into every single part it was made of, and with no way to steer clear of the sun, I sped up until he was moving at 93000 m/s, less than 1M away from the sun. Thats when I forced him to E.V.A. He got one last good look at the sun, before his short life ended. By exploding due to overheating, WTF? tl;dr: One of my kerbals exploded due to overheating, also you are too lazy if you needed this -.- <img src="https://dl.dropbox.com/u/3529165/wtf_Overheat.png" alt="Exploded due to WHAT?">
  2. Kerbal Scientist 1: Are you saying that parachutes neither works on the Mun, nor in space? Jeb: Yeah. And the engines stopped halfway to Minmus! How am I supposed to fly a rocket that doesn't work? *Low*They could atleast've blown up... Bill: Uhh... We were out of fuel. Kerbal Scientist 2: Intriguing. Maybe parachutes need air to work? Hmmm.... (A little later) Kerbal Scientist 1: We have solved all your problems, just look! *Pulls a blanket away from an object* AHA! Jeb: It's a parachute? Does this one work without air? Kerbal scientist 2: Niet. It Is a Starchute! It will slow your rocket even without air. Kerbal Scientist 1: It might not be as effective as a parachute, but you dont fall as fast in space or on Mun. Bill: Ehm... What is that other err... -chute? Kerbal Scientist 1: Yes, that is a Starsail. We do not know how it worked, but we made it from the same material as the special parachute that flew away when Bob opened it in space. Kerbal Scientist 2: It is supposed to work like a engine, but not so powerful. It will however work without fuel. Kerbal Scientist 1: You want to test these two, ehh? Jeb: Sure, when is blastoff? Bill: Can I stay on ground this time? Nedfel can take my place. ---------------------------------------------------------------- tl;dl and non-story: I have two ideas that (I think) would be really useful and cool: Star Chute: Like a parachute, but it works with NO or LITTLE atmosphere. Beware: For some reason these cannot be made very big, so you need multiple smaller ones to slow anything bigger than a CPod. They are also not as effective as their air counterpart. Starsail: Just like a solar sail (Check wikipedia if ya want: http://en.wikipedia.org/wiki/Solar_sail ) gives very little trust, but consumes no fuel. These should also take a little while to open. Because of those reasons they would be best for long distance trips(AT LEAST to Mun, prolly Minmus+(new planets?)) or you could get creative and install one on your lander incase you dont have enough fuel to break Mun/kerbin orbit, And here is Nedfel exercising during an EVA: (I was thinking of making a 10h version...) http://www.youtube.com/watch?v=ZV2tPe9F_4E
  3. Hello Kerbonauts! A greeting from Kerway(Norway?). I found the game through Yogscast 'Sips' and have loved it since. I have attached the very first (real) ship i made(built in two stages, the Chute-Pod-Decoupler-Fuel-LiquidEng first and flown to get used to the controls, then the rest). Following will be a list of Milestones in roughly the correct order, brace for a wall of text! Liftoff! - Make a craft and start launch. - Achieved: Within ten minutes. The SucLun Mk I had its base. Kilometer and rising. - Take a craft to the 1km mark. - Achieved: Same launch, fuel ran out shortly afterwards. Kerboom! – Mission End: Catastrophic failure – Achieved: Same err... launch? Activated parachute at 700 meter just to find out I had another stage (decoupler is not parachute). I finally got it up at 400m. Didn’t fully open. Touchdown! – Successfully land after achieving flight(10000m+) – Achieved: Within an hour. With the completed SucLun Mk 1 I never reached orbit, I did, however earn 100km and a safe landing. Does this thing work? – Activate SAS when you have a SAS or ASAS module on the craft. – Achieved: The next day while experimenting with loads of SFB’s, I figured I\'d need a minimum of control. I can see my house form here! – Successfully get into an orbit with both Apogee and perigee higher than 100km. – Achieved: Day two, using the better SucLun MK2 Kouston, we have a problem! – Have no functional boosters in a 100km/100km (Peri/ Apo) or higher orbit. – Achieved: Same launch, time to add more fuel to the SucLun. The big cheese – Achieve orbit around the Mun for 1 in game hour or more. - Achieved: Day three had been experimenting with different launch procedures for a few hours. What, no cheese? – Successfully land on the Mun – Achieved: Same launch as above, when i tried to return home the trajectory kinda went the wrong way. (I aimed for Kerbin, promise!). Only the pod with chute survived. Round-trip – Achieve Mun orbit and land safely on Kerbin – Achieved: Same craft as above with better knowledge on how trajectories and orbits work. You sure this is the right way? – Your craft has entered and orbit around the sun. –Achieved: Missed the Mun by a few hundred kilometers... Same craft as above, but upgraded. Imported goods – Install an add-on(non-stock part(s) – Achieved: Still day three. I made my first modification. The Liquid-Low-Consumption engine (LLC Engine) is lighter than the stock LFEs and has higher trust to fuel ratio. On the other hand it is prone to overheating and you need a good lot of ‘em to launch anything bigger than the standard pod with fuel and engine combo. Thats what I have done so far. I watched about 2 hours of KSP videos before I downloaded, so i knew somewhat how (and if) things works. I have made some addons, which are, as of this post: The OneWay Corp. Package -My own add-on pack with (fairly) balanced stats. Includes: LLC Engine - Liquid Low Consumption engine - Pros: More trust per fuel -Cons: Generally weaker, mostly only useful in space. A heavily modified version of the LV-T30 Liquid Fuel Engine with decreased fuel consumption and slighty less weight, but at the cost of a heavy loss in power and weaker construction. Also prone to overheating. Starchute - Supposed to be a weaker version of the normal parachute. -Pros: Can open and slow in space(Broken) Cons: generally worse than usual parachutes. A starchute uses solar and cosmic wind to (hopefully) slow down you ship out in space, even from ludicrous speeds. Compared to a normal parachute it has less slowdown, but atleast it works out-of-atmosphere. Please note that this is a prototype and will not refunded. Prototype splosion booster - The radioactive warning icon on the side should give you a warning. Very kerbal SFB - Pros: Insane trust Cons: Insane trust, REALLY prone to overheating, its a SFB; you can\'t turn it off. A solid fuel booster with heavily reinforced construction to support the 30 second long beating from setting of small nuclear blasts. Heavy Command Pod - Heavier, more solid Cpod - Pros: Can take some serious beating 2-3times normal -Cons: Heavy 3-4 times normal. A 'Really pimped up commando pod'. One may wonder if adding a bunch of solid metal plates and duct-taping them to plate makes it better or worse. So if you survived that, you should know my entire KSP history. I find OneWay Corp. a quite kerbal name, so I decided to use it. I haven\'t made any models for the add-ons, only modifications(cfg) and reskins.
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