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Everything posted by LaytheDragon
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1.1 is out!!! what are you building?
LaytheDragon replied to soulreaver1981's topic in KSP1 The Spacecraft Exchange
The small cubic strut + two separtrons missile on the back of this pack can't kill this SAS module that is a blight on one of the five outside faces of my Dyson Cube box-shaped station. Can I see a close-up picture (or, if possible, an animated .gif) of one of these missiles firing, and one hitting a target ship, in KSP 1.1? -
Today, I launched a massive box. With Jebediah within, in KSP 1.1. It is a space station with an enormous capacity, and around 1,060 parts on the pad. A perfect performance test, but a station with great potential once I or Bill Kerman uncovers the secret to refueling it The monstrosity is called the Dyson Cube, and was 1,060 parts on the pad. The performance increases of 1.1 were evident, though it still lagged a lot when not in map view during the launch. The fuel storage is 8 of the biggest Kerbodyne fuel tanks available, 4 of the half-sized Kerbodyne tanks, 10 of the Mk3 to 2.5 Meter Fuel Adapters, and 5 Mk3 Liquid Fuel Fuselage Long tanks (plus 16 Oscar Bs used to connect fuel pipelines from the space station's fuel reserves into the Oscar Bs and then from there, into the Vector engines of the suborbital/orbital stage). The LF + OX fuel storage was only filled about 1/3 of the way in the VAB (the Liquid Fuel Fuselages were empty) to give fuel to flow into the suborbital/orbital stage, allow the station to circularize the suborbital trajectory into an orbit. There are many docking ports of all sizes inside the Dyson Cube. The Gigantor solar panels are also inside the cube. In addition, Jebediah's cupola is within (he is the only kerbal in the station core, and he takes up 100% of the station's default crew capacity. Now that I think of it, I should attach a slim solar panel and crew module to the bottom of the box). The lag is noticeable, but minor, when looking at the time at the top of the screen, while it is in orbit. The only problem with this space station, is extremely severe. It calls for a demolition team to get the job done right, to fix it. The problem is... An ugly, disgusting, putrid, misfit SAS module sticking out right in the open, on one of the outside walls of the box! I, or maybe the construction crews, accidentally slapped this to the side of the station before launch in the VAB! As you can see, I have dispatched an elite astronaut in a state-of-the-art EnvyPack Mk I to destroy the uncalled for SAS module. A small missile on the back of the pack should get the job done. Let's see the results: The jetpack moving in for a docking? Yes, this kerbal must of held the F9 key built into her jetpack joystick after the missile failed to give good results, and then she docked her jetpack to the station to merit a good accomplishment, without the main mission objective having been completed! This EnvyPack Mk I has two Ants facing in every direction except the sides, where there is only one Ant per side, and there are action groups to toggle each direction of movement. This made maneuvering easy, not too far off from an RCS pack, and I was able to move around the sides to investigate the SAS module, and unsuccessfully fire upon it (before quickloading), before docking with ease, because of this. Now I need a stronger missile...
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1.1 is out!!! what are you building?
LaytheDragon replied to soulreaver1981's topic in KSP1 The Spacecraft Exchange
One minute I was investigating a potential bug, next minute few hours yesterday and few hours today I was launching a giant (around 1,060 parts on the pad, including launcher) cube station, with Jebediah at the controls! This space station has a monstrous fuel capacity, though its LF + OX storage was only filled up 1/3 of the way, and the LF only tanks were empty at launch. Not to mention that the suborbital/orbital stage used up almost all the LF + OX dumped into the station (this was purposeful, as that stage has no fuel tanks of its own that could make it heavier at launch). It also conveniently comes with a great number of docking ports of all sizes, and the capacity to carry 0-1 kerbals (Jeb is in it at the moment). It has 8 of the largest stock kerbodyne tanks available, 4 of the half-sized kerbodyne tanks, 10 of the Mk3 to 2.5 meter adapter fuel tanks, and 5 of the Mk3 liquid fuselage long tanks (plus 16 Oscar B fuel tanks on the 8 ejectable orbital stage extensions to the station, to allow fuel pipes to connect to these tanks, and from there to the engines). This space station is called nothing other than the Dyson Cube. Note that the last picture is deceiving where it is labeled as a lander, as I changed its classification after that picture. How fast is it, now do you ask? Not too fast, but a huge increase from 1.05, where I was receiving much more lag for an empty, not-well-strutted, launcher-less version of the craft with half the part count on launch. It also is a bit faster in orbit, though not perfect in speed, since it is still over 800 parts in orbit Edit: Not to mention that it ran decent in its 1.05 state (launcher-less, with not as many struts, and no fuel) in 1.1, where the cube shape crumbled in close to real time. -
Over the last two months, I made this craft, meant to look like one of the smallest enemy ships from the game FTL Faster Than Light. It can't make orbit, yet. I also worked on this SSTO, but it has problems around supersonic speed (the craft dipping down without being able to pull back up) that will have to wait for 1.1's lag-free download (maybe later today, maybe two weeks from now). Much more recently, I have been toying with toroids. While constructing a station with toruses, Raymy Kerman (a pilot) made the statement that he'd rather launch a torus that could save his life than a behemoth torus into the fathomless vacuum. I took his word, fiddled around, and the end result was an ultra-compact lander with almost 3,000 units of fuel, in a space smaller than an Mk3 Fuel Tank. Raymy Kerman was put in control of this new lander, the Poseidon. Testing thus far was quite good, though the thrust-to-weight ratio of said lander was lower than expected for thuds. The delta v amount seems good for the lander, though I know not how much it has exactly. I returned back to building (probably-not-going-to-be-launched) stations with toruses in the VAB, and made a small, oddly-shaped space station, about two days ago. It was launched to Minmus. (Actually, I launched it two days ago, and then remembered that I made it in a test save. Afterwards, I tested with moving existing ships from one save to another, and almost-successfully moved the station to a second test save. The SAS couldn't be turned off on the station, though, so I decided to just relaunch the station in my main save, with a slight improvement to the launcher. The second launch was in the day on Kerbin, and had an identical, not similar, launcher to the ship in the album after the one below.) Ignore the background junk in the last slide. That was... You'll see! I then became in the mood to either expand the station or make an accompanying base. I went with the accompanying base option for now. I made an odd VTOL dropship, and a base component that'd be a tight fit. I added a similar launcher to that used for the station, and got to work. Yesterday, when the VTOL dropship arrived at Minmus, I was a bit too eager to check on my new Infinity Minmus space station core, so I had my engineer steer the space whale ('tisn't its name) into a rendezvous. My kerbonaut who I forget the name of was a bit hyped, though, and dropped the stage debris right near the station. After a tricky landing with a payload that needed strutting and engines that refused to be balanced with the center of mass, the payload had to be rolled out from the top, due to the fit being too tight to drive out. The VTOL ship wasn't a complete failure, as it should work fine for smaller payloads (that have claws, or if I add an internal docking port in a refined version). Once the ISRU base module was on steady ground, I decided to take the dropship back up to the space station. Neither of which have RCS thrusters or vernors. I managed to use the engines' placements relative to the docking port to my advantage, rolling the craft and burning to adjust my sideways velocity relative to the station's targeted docking port. After a brief shutdown of the docking operations in the dark, my intrepid kerbonaut finished the docking for me. Last, but not least, I took an outdated model of the Z. desjardinii (its small drills cannot mine the not-so-rich ore of Minmus, a large-drilled version awaits, attached to a refueler craft, in LKO) from a polar orbit around Minmus and landed it at the (future) base location. This last picture is terrible enough that it requires powerful squinting to even have a chance at seeing the distant base near the spaceplane. I did move it closer in the day, I just don't have a picture at the moment of that.
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What have you been the first to discover in KSP?
LaytheDragon replied to kmMango's topic in KSP1 Discussion
I was the first to make a functioning (with stock parts) submarine that fits in not a cargo bay (literally, it just barely pokes out of the Mk2 Cargo Bay), but a service bay! And at the same time, this submarine (the Pocket Sub Mk II) has a small missile. Even better, I brought said sub in a service bay to Laythe, and achieved a depth of 2739 meters below sea level (on the seabed), a feat never done before (even if that depth has been pierced before, it hasn't been achieved while on the seabed at the same time, with a missile-carrying sub that fits in a service bay) -
Kerbal Space Program 1.1 Hype Train Thread.
LaytheDragon replied to Whirligig Girl's topic in KSP1 Discussion
To Install (the beta from steam) or not to install (the beta from steam), that is the question. Shall I risk delving into such an unstable beta? Or shall I continue the Minmus base I started making earlier, or the station I built yesterday and put in Minmus orbit today, without KSP 1.1? -
Kerbal Space Program 1.1 Hype Train Thread.
LaytheDragon replied to Whirligig Girl's topic in KSP1 Discussion
It's almost a new hour, says the clock. What a perfect time for a release! -
Kerbal Space Program 1.1 Hype Train Thread.
LaytheDragon replied to Whirligig Girl's topic in KSP1 Discussion
Play KSP. It will get your mind off the hype. Earlier, I dropped off an ISRU base module on Minmus, and docked the VTOL carrier that I dropped it off with to a space station I launched earlier today, without any RCS. -
Let's talk about fairings for a second...
LaytheDragon replied to Kerbin vonKerbal's topic in KSP1 Discussion
As far as I could see on the 1.1 streams yesterday, the number of fairing panels will be changeable in 1.1 in the VAB or SPH, with a slider allowing anything from "clamshell" to "flak gun" fairings (not that those terms are used). The bug you mentioned was also fixed in 1.1. -
spherical carrots
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sucked pacifiers
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Lobster Lobber
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We have more, and it's stronger, so less used!
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Over the last few days, I have made two small aircraft, with a certain aesthetical allusion in mind. The first ship is called the Murayr, the latter is the Droemryr (don't ask for why I gave them such unusual "medieval fantasy names"). Though I doubt they can make near-orbit, I was surprised to find that the Droemryr was still flying well 6 km above sea level. Though not visible in the pictures, the Murayr has 2 Puffs and 1 Dawn (may change), and the Droemryr has 4 Puffs and 2 Dawns (subject to change). Both ships come with a Junior and a Standard Clamp-O-Tron docking port "shielded" by an Asteroid Day dish, which makes for a very sleek "shielded" port design that fits perfectly on the sleek ships. The Murayr was quite difficult to make flyable, due to center of mass being far back and the center of lift being too far forward, but many RCS tanks to fuel the already-present Puffs fixed the issue. The Droemryr didn't provide any difficulty in adjusting it's center of lift to make it capable of going airborne, as layering the two sets of wings to make 6 sets (not clipping 3 sets into each other twice, I used a better low-clipping solution) at the back of the tail was all that was needed. Also, there have been rumors of advanced ship construction in the Spaceplane Hanger... It isn't very "advanced", and is no second Flagship
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Exactly my thought. 5 years for confirmation, and if it's found, then a much longer wait for a mission to be launched and for said mission to reach this planet. If we could get a probe to it, I'd hope that it wouldn't be a sad flyby where orbit isn't made (though I'd love to see a nice color image).
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Make a wish... and have it horribly corrupted!
LaytheDragon replied to vexx32's topic in Forum Games!
Granted. You have 2 Midichlorians. Your brother has 999,999,999,999,999,999,999,999,999 Midichlorians. You may now use the force to move a plutonium atom. He may use it to send Saturn Vs to orbit without using fuel. I wish that all the blue whales in the ocean would be teleported randomly above the world's most major cities. -
I have someone code me a Minecraft mod, which you install, that corrupts the save with your hill in it and (in case of recovery) fills the save with 999,999,999,999,999 charged creepers, so even if you could restore the save, the game would crash or everything would explode (including your hill) Next, I construct a dyson cube made out of clones of superman. Within the dyson cube, is the observable universe. I construct a hill of nickel-cadmium batteries outside and on top of the dyson cube, and plant a flag in it. My hill of nickel-cadmium batteries with a flag in it, on top of a dyson cube made out of superman clones, that is built outside of and around the observable universe (it will be a challenge to take my hill since it isn't observable).
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Make a wish... and have it horribly corrupted!
LaytheDragon replied to vexx32's topic in Forum Games!
Granted, you receive a 20% complete game full of a few great missions, unrealistic flying aircraft carriers shaped like manta rays, a-flying-aircraft-carrier-shaped-like-a-manta-ray-load of bugs, and more flying aircraft carriers from Ace Combat 6, meant to fill the other missing 80% of the game (basically the latter 80% of the game becomes a metal manta ray turkey shoot, only the turkeys have graphics equivalent to those in Ace Combat 6). You destroy/delete your copy of the game after seeing it's horror. I wish for the existence of a personal modern-day-answering-machine-sentience-bearing infinite-wish granting answering machine for myself. -
[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
LaytheDragon replied to EnzoMeertens's topic in KSP1 Mod Releases
It's good to know that the only issue with this mod that makes me itch with discomfort just at it's sight is in the process of being fixed. Huge potential is definitely present in this mod.- 735 replies
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Jool System Orbital Error
LaytheDragon replied to GarrisonChisholm's topic in KSP1 Gameplay Questions and Tutorials
Look in the URL bar while the album is opened on Imgur. At the end of the URL, there should be a random assortment of letters and numbers. This is the album's "ID". Copy the album's ID. Then, click the edit button at the bottom of your post, and delete the broken album within your post. To delete it, try clicking right behind (to the left) of the first word after the album in the post. Click backspace until it deletes (should be once or twice). Then, click the Imgur Album button, and paste the album ID that is the random assortment of numbers and letters from the URL bar on the album's page. The album should embed properly now. Alternatively, you can just put a link to the album in your post, by pasting the full URL (which you probably accidentally put into the embed Imgur Album prompt instead of the album ID) into your post. This won't embed it within your post, though. Once your album is displaying properly, more advice/help can be given. If your difficulty settings allow it, you could have made frequent separate quicksaves that you could revert to if something were to go wrong (I usually use the regular F5 quicksaves, in addition to quicksaves -9 through 9, and also a few named quicksaves, using alt+F5). If you did make quicksaves recently, you do not have to give up unless you are satisfied with the results. -
[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
LaytheDragon replied to EnzoMeertens's topic in KSP1 Mod Releases
There are too many seams graphical problems involving open lines. Needs some work. Are there still explosions with this mod? Key: Red=Added in an edit- 735 replies
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I construct a dyson sphere around a remote pulsar star. Within the dyson sphere, I build a ring world around the star. I SupermanGlue a mountain sized hill of plutonium together, dig a tunnel through the side, plant a flag in the middle of the tunnel, and refill the tunnel so the flag is encased in plutonium inside the hill. My radioactive plutonium hill with a flag embedded within, on a ringworld around a pulsar, which is located inside a giant dyson sphere. Wait a second... *warps Pluto and Charon (forget the other moons) onto the surface of the ringworld and relocates the plutonium hill onto Pluto, which is, along with Charon on the opposite side of the ringworld, landed on the ringworld* My radioactive plutonium hill with a flag (the only way to claim it is to remove/destroy the flag, or else the heart of the hill still remains) embedded within, on Pluto, which is landed on a ringworld around a pulsar, which is within a giant dyson sphere.
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Make a wish... and have it horribly corrupted!
LaytheDragon replied to vexx32's topic in Forum Games!
Granted, everything moves too fast and it is too challenging to control your crafts. Even your 1,000 ton extremely slow Eve rover takes a tumble and explodes due to a lack of precision even after clicking caps lock. I wish to have an infinite-wish yielding genie. -
Service Bays SUCK. We want cargo bays!
LaytheDragon replied to Xyphos's topic in KSP1 Suggestions & Development Discussion
The service bays we currently have at our disposal are fine, albeit a bit buggy (fixing these bugs should be higher priority than making more cargo bays), and fairings fit the niche that rocket profile cargo bays would give. I would surely enjoy cargo bays in KSP, but they aren't necessary in my opinion, and the developers have other priorities (like sprucing up the looks of rocket parts, as was previously done with spaceplanes, and as planned). I did this with a service bay (screenshot below). Look at the picture in my signature, too, if you're not convinced the submarine payload can squeeze out.