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Shark4558

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    Rocketeer

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  1. this photo shows how lucky i am,i landed a airplane because i was low on fuel,it braked well,but at 20 ms it flipped,just the crew cabin snapped,no boom,just a little separation... now i have to do the trip again..... and these ones is what i did in a desperate attempt to fullfil a flyby under the R&D bridge contract,the first one looks a lot like a rocket,but its much smaller.. however.i cant do it...so my next project is a fuel tank with wings,a jet engine and a chair,for jebediah...
  2. my Jebediah got killed by a out of control helicopter,why?,because i runned out of fuel in the middle of the flight.... next time i will put parachute on the helicopter.. the other time a few kerbals got killed was on my career, first sub-orbital hop,the crew pods speed was too high on re-entry,so the parachutes just burned....
  3. You can try a retro- flea SRB.naturally the SRB would put the nose of the craft down, and the SRB when you use it,it slow downs the craft a lot ... so i mounted the srb on my sub orbital hop ship, which never arrived at a safe speed,it became paper on the floor, but the srb let the ship be usable... that was my idea...i hope it is useful
  4. i wanted to do a related question to the addons releases forum if the last post of an X mod has more than a month, if I answer something it counts as necroposting right? -but if my post warns of any problems with the addon it is ignored or what? and less old threads, passing to page 3/9 or so, I can reply something without violating any rules?( assuming that those threads last activity is less than 1 month)
  5. I thought you did not like something about the game, but I agree with you, there should be a button in midair called "save and exit to the desktop".my ksp goes a little slow between scenes, 4 scenes and quits, a slow routine, especially when I have to go fast. i give 100% support for this little but useful idea
  6. i guess that the above idea is a real rescue contract,im sure that the weak point of the rescue missions is the fact that the capsule survived ascent/orbit/landing,not the entire craft,so making the rest of the craft makes very much needed sense... also,this allows for refueling,critical component repair contracts,and about the latest post,i say yess,add these contracts!. another rare but cool contract would be a surprise rescue,maybe a passing vessel,that runs out of fuel on your orbit,so you just speed up and see what happens.my suggestions also allows the use of scripted sequences (a vessel makes a fly-by above your vessel,but a engine explodes just above you and the "pilot" decides to cut throttle,so you can rescue him,if you recover him,you have a new kerbonaut i support more rescue contracts diversity.
  7. hello people! Today I was talking to a friend of mine who likes to play ksp, who wished that there is a multiplayer mode, and as he told me, I happened to publish the ideas that emerged from the dialogue with my friend. I not only propose different ways to do something, but it would please me to see that the community thinks of my ideas ... Let's begin: game mode: a game like ksp can be played in various ways, and while it may be the same as in single player but with multiple players, a "space race" would be caused, and if there is something good that can be drawn from the game,is the "Space Cooperation "as I would call it, but the only way to do that is by giving each player a different role, I mean a pilot, an engineer, or a controller, but thereby it deprives the player to be in another role, for that we have the following possibilities. 1: everyone can build and fly missions but there is no cooperation, I mean competition "unless the players are in agreement among themselves"or playing singleplayer with multiple players. 2: Each player has his role in the space program,a "forced cooperation, with the disadvantage that you can not fly because the pilot role is occupied by another player that grabbed that role, you have to build, but among all try to reach a common goal." 3: my idea, all players are free, but they have roles as a pilot, engineer, or controller .but if a player needs help, you can send a request for help, specify if you need a pilot (the requesting player and the accepting player can control the vessel but the first player can cancel the control of the second player if he doesnt help (or ruins) something... engineer request: the player who sends the help request from engineer can ask a free player to build a vessel for you, and when the requesting player can, launch it, as if he had built it.both players can modify the design. request control: the player who asks for help from a available controller, can see paths, and data that only the controller can, allowing the first to follow nodes already done, or have access to more information, more than that given by the game by itself.also that a controller can help establish maneuver nodes simultaneous rocket launches: 1: expect that the first player rocket to have a safe height, only then can launch the rocket player that was left on hold. 2: multiple space centers, with all facilities available, no waiting, just each player with his own space center 3: my idea, multiple rocket launch platforms (the amount = maximum amount of players), without delay and without creating a space center for each player. Simultaneous use of buildings assembly: 1: each player can see his own creation, in the end, assembly buildings are just a GUI itself. 2: my idea, all players can see other creations in progress, I mean if two players go to SPH, and build aircraft, both can see in real time as the other craft changes, gets more parts or remove parts, which would also allow an option "seeing " Player Y creation. It requires a small change in the design of SPH and VAB to add numbered platforms (which change according to the number of maximum players), and on them the buildings are, if desired, you can hide the creation of the view of the others.
  8. you are right...i never considered that option,but at least my designs dont tolerate high speeds,so i don use rcs to speed up :I ...
  9. im sure that the EVA parachutes are very useful,at least when the plane breaks apart or the built in parachutes fail,at least the crew survives... i support the idea
  10. i had seen and wished this mod a lot of times,today i spotted "b9 aerospace for 1.0.5 and sayd YAY,now im downloading and using the mod :D,however,i may be happy,but my computer wont say the same..."out of memory",but,its worth the mod.
  11. today i finished my career "Minmus Fly-By contract" with a C,almost crashed,because the lander design grabbed the braking stage,,so i learned to give some space to radial boosters or they will grab the spent stage,(and even worse would be landing on top of it like me :/ )....
  12. when you need an even bigger VAB for building your rocket dont have the slightest clue of what engine or decoupler is or where it belongs on the staging sequence when even at full thrust,the rocket doesnt take off (or falls like a stone from the launch clamps that are hanging in thin air the entire rocket) when you have to use 20 stages only to do a sub orbital hop from 69,9.000 KM :I when kerbin rotation is stopped because your rocket is "heavy" and kerbin cant move it....
  13. hello, the rovers while not suitable for long distances, are very suitable for short and medium distances (with very patience),and also are suitable for survey contracts in career,its very good because the points to investigate arent very far away from each other and also, (returning to point noted above), jumping using a lander is certainly limited and "imprecise, while a rover is very precise,and very safe compared to running out of fuel in middle of a hop to the survey place. in addition, the rover can carry loads without having problems with load COM or lost DV, and as some say, also serves to get science from adjacent biomes, without worrying about the things i mentioned above. but on top of everything,patience driving and testing the rover.
  14. a good reason to take off from the other end of the runway is when a survey contract is behind the usual takeoff direction + aircraft with no steering is used,I lost aircraft trying to pass the steep angle of the sides of the runway when turning, so there could be an option to start on the opposite side of the runway, and therefore going "back" of the usual direction of takeoff, I support the idea: D
  15. hello lordKael,welcome to the forums!. a tip i have is ver case sensitive,firstly.lets say that you space station part is In front of the space station.you should make a maneuver node that goes a little beyond of the space station orbit.at highter orbits less speed (every ms x2 total distance = slower than lower orbits).try to see if there the distance between both parts is something about 2 km....(im assuming you know that you need to set as "target" the vessel you want to rendezvous) if the situation is the inverse (space station part behind and space station forward).you could try to send the part to a lower orbit momentarily..... i hope i help :D
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