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Sharkman Briton

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Everything posted by Sharkman Briton

  1. Thanks! I'm glad you like it! Reply to P.S.: I'll try, but I usually go way overboard with screenshots, I'm like 'I don't want there to be not enough stuff!'
  2. Xeldrak, maybe you could do a mini-series recreating Mercury or Gemini?
  3. Imagine that, E:O0 ending because someone failed to land! People would go crazy! Please don't crash!
  4. Tell Kuzz Jr. that he should take over E:O0! Just kidding! Or am I?
  5. Real Solar System mod, once you finish OMP then it needs to be done in RSS! As for the Soyuz maybe try installing Tantares.
  6. Eh I might give it a try, I'd love to see the Soyuz 19 you come up with. Oh, and once this series is finished, try it in RSS!
  7. Well then... SPECTRESat-1B has launched! But guess what happened? The problem was that I'd put the interstage shell above to decoupler, so the Vesta was stuck with the interstage shell covering it, and the Vesta was what gave the DV to circularize, the final Terrier stage was to put the SPECTRESat-1B into a 90 degree orbit, without the Vesta stage the SPECTRESat couldn't get into orbit, and the Terrier gave nowhere near enough DV to circularize. Mission control is slamming their face against the desk, as is David Cameron.
  8. Can I suggest putting a non-roman numeral number of the mission somewhere in the thing of it? It gets very confusing. P.S. what are you going to do for Odin 18?
  9. Heres what's beneath the fairing... - - - Updated - - - Yukon: Nope, been busy playing my space tourism install, lets hope I don't get pulled away from this today! - - - Updated - - - And heres something I did yesterday: Don't worry, I've gotten rid of FAR now.
  10. SPECTRESat-1 has gotten a refit, it is now named SPECTRESat-1B
  11. I'd love to do that! A good way to get this dumb RF out of my face.
  12. Sorry I won't get around to doing it today, I just checked and adding the engine shroud and the cryogenic fuel tank for the upper stage makes the DV too low. As for the unique thing, I've only achieved one non-cheat orbit around Earth before, and that was with SMURFF, not RF, FAR and all that, but I'd love to hear your idea, one of my longer term goals is a base on Phobos (or Deimos, whichever one has the huge spike at it's north pole) and a mission to Jupiter, for now my eyes are turned towards the Moon, where I plan to do a manned landing there, yet not Apollo-like, more like a two-launch or three-launch thing, the Lander, the Habitation part/Service Module and Tug thing to bring it to the Moon, but my main constraint is the goddamn DV requirement!
  13. Please PLEASE have Kenlie on the Jool mission... (Also, a Dres mission WOULD be nice, maybe have it as a sort of side-story in the next comic, or maybe in this one! Dres is cool, and very underrated, a mission there would be unique!)
  14. Cool, good to see theres some interest... What would you all prefer? I'm stuck on this, I want SPECTRESat-1 to be part of a little 'egg hunt' on Earth and serve as a commsat once it's finished that job, but I could use it for mapping or plain communications, though I may leave that to later SPECTRESat missions... Any thoughts?
  15. Glad to see someones interested, I was being held up with another install, will see if I can launch it later today, I was thinking of replacing the Anomaly Detector with an altimetry scanner or Communotron-88, as once I have a commsat network ready I will install RT. I'm using KER.
  16. Love this series, thank god I won't ever have to scour reddit to find it.
  17. Note to all who view: This mod is VERY WIP, and we haven't even made any parts yet, infact all I've made is a basic resource that's not going to be used. We need people to do texturers and models! This is because I have no clue what I'm doing with textures, I know kind of the basics with Blender but I'm only good at the very basic stuff, textures are something I CANNOT do as I am a horrificaly bad artist, thanks! - - - Updated - - - My input on the mod so far: I'm Sharkman Briton, and I'm working on this mod, too, I know a bit about making .cfg files and resources are something I'm kind of good at, but nothing compared to the 'big time' modders out there, any tips would be greatly appreciated as I want to be able to do some good modding stuff, my job on this mod is mostly making .cfg files and all that, well I WILL be doing that once the mod is ready, for now we're onto making the ideas, I have a .txt of RoboKerb names, all of them being references to movies apart from J3B3D14H Kerman, V4L3NT1N4 Kerman, B1LL Kerman, B.0.B Kerman and S1M0N Kerman. As well as a few agencies/manufacturers for the mod: MechaBot-KORPS, Not-Robot Ind and Probodobodyne + MechaBot-KORPS. My goal for the mod is to make it as fun as possible and integrate it well with some famous mods, such as RemoteTech to expand the range of your RoboKerbs, KAS/KIS of course, DMagic and planet packs such as OPM, Sentar Expansion and Asclepius. The reason I mentioned making it integrate well into planet packs is because I plan to add some more science experiments to the mod, such as a 'Systems Check' which is basically an EVA report for RoboKerbs, a 'Surface Composition Analysis' which requires a special tool for the RoboKerb, a 'Drill Sample' which has your RoboKerb use a special backpack to drill into a planet's surface and get data and samples from below the topsoil. More science experiments will be considered as I think of them. Heres some more uses for RoboKerbs I thought of: Working as a controller and 'experiment pack' for unkerballed rovers, being able to pack themselves into a small RoboKerb habitation module and provide science and utilities to the rover. What we've settled on for the RoboKerbs IVA view is something alike Robonaut 2, a NASA project to create a robotic astronaut capable of assisting astronauts in space as well as do hazardous jobs so the humans don't have to. When I say 'habitation module' for RoboKerbs, I mean something alot more than just a simple hitchhiker for them, as the RoboKerb suits (which contain their functions) would be positioned on the outside of the vessel, to have them function you would have to transfer a RoboKerb from their habitation module into the RoboKerb suit, at which point the suit can detatch and get to work. Hope you're all interested in the mod so far!
  18. Whats that grey thing for the driver seat? Never seen a part like it.
  19. I don't think the SSTV signal is there anymore, but I'm probably talking out of my arse here, so go ahead! It's slightly lighter than the surrounding hills, and it's on the poles, don't know anything else though.
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