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LaytheDragon

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Everything posted by LaytheDragon

  1. Lots of pics, but I have done two things thus far: - Used a momentum tether to land on Kerbin from LKO (Low Kerbin Orbit) - Used a momentum tether to land on Ike from LIO (Low Ike Orbit) Launch: LKO Momentum Tether Flinging to Reenter and Land on Kerbin Leaving Kerbin Arriving at Duna and Ike: I didn't take many pictures here (though I can do it again if necessary), but Landed On Ike after using the momentum tether:
  2. Ant-Ma: The motion picture we've all been waiting for... Ant Man's mother tries on the ant-man suit, but ends up fighting terrorists while it is still being borrowed. Finding Neo: A story of the human race's technology and exploration progression around the time of New World colonization DiverGen: A documentary on diving technology and advancements in undersea exploration CE Age: History from 0 onwards Harry Otter: The most boring and slightly amusing documentary on otters in existence, focusing on their hair. Spier Man: A James Bond-alike character becomes a proficient spy complete with fancy gadgets (We don't need parachutes, that's what lithobraking bags are for! Landing quickly and in style!) that sometimes break the laws of physics! The Ego Movie: Large corporation masters with large egos dominate this globe. The Leg Movie: Part of a complete exercising training course series, this one focuses on leg strength and running.
  3. And we shall ban nuclear weapons as a deterrent! Take this bumper sticker
  4. Well, I haven't done it yet, but I want to try. If around Kerbin is too hard, I'll do it in orbit of Minmus, but that is one possible entry I will attempt at the least,
  5. I'm keeping my eye on this, and it shall be my next interplanetary mission (while I'm at it, I should send a Transport Trucker as a second payload to land on Ike). Can you do this with larger objects too? (say, could I eject from Kerbin a light "momentum tether" using a larger one that spins fast using Kerbodyne engines?)
  6. Yes. Because I was tagged. DolphinDude3?
  7. Squad themselves said this to be true (the actual cause) here. They haven't been completely keeping everyone in the dark.
  8. You just mandated me to search "Planet 9 News" (when I should be sleeping) and filter it by the last week on Google to see if I missed on any developments (which I did) that would remind you to post this.
  9. Hopefully it comes in the 1.1.3 bugfix or the PlanetShine update for Scatterer (1.1.3 improved the underwater shader, one of the versions of 1.1. did, and this probably causes the problem with something outdated in Scatterer, as far as I can tell).
  10. I would probably drive at 40 m/s on non-perfectly-flat terrain due to my 50+ m/s on a downslope run at 2x warp being dangerous, and ending in a large enough bump blowing up some wheels, but it doesn't sound repulsive from what you are stating. Here is a picture of my truck after popping some tires on a "jump" going 50+ m/s downhill. Also, @Claw, is there any chance that you (or another developer) can fix the invisible Pol walls now that you are on the developer team? I haven't myself encountered them, even when I refueled the ship that brought that truck to Tylo on Pol, but I have noticed them discouraging some players from landing on Pol.
  11. How long would a Tylo Elcano take IRL? I have a Transport Trucker on its surface, and it can go up to 50 m/s on Tylo generally (and more dangerously for the "suspension" I used to place the wheels on, it can take 2x physics warp). I was able to have it drive on fine after damaging two of its front four wheels on the truck cab during a small jump during 2x physics warp at 50+ m/s on a small slope downhill. It has 12 wheels on the cab, plus another 16 on the trailer at the back. The semi-truck open-box trailer on the back can be unhitched from the cab, too. I think (but am not certain that) it should be capable for an Elcano on Tylo, but I know not if I'd be able to have the patience, despite it being quite fun to drive (and crash).
  12. I collected many an image, but couldn't decide which one to submit. Therefore, I have grouped them so there are 10 images for you to decide upon a single one from to be re-imagined. I was envisioning that possibly, if it would add to the aesthetics of the picture, you could put (a large version of) the OMB Demolition Enterprises logo on the side of the trailer (and/or to replace any VacCo logos). http://imgur.com/a/fzO7h Also, I have a bonus image, where changing the field of view to make the truck appear to be in the distance made Jool and Laythe appear massive in the background. That image is too beautiful to be re-imagined, and unless you AND multiple others insist, I don't intend for that image to be re-imagined. http://i.imgur.com/2W15hED.png
  13. I have officially gotten my truck unscathed to the Tylo ground(s)! The next time I play KSP for a decent-lengthed sitting, I shall rove around, gather some screenshots, and post the best one or two (if two, you will choose whichever you'd rather do) for one to be re-imagined.
  14. Status update! My truck atop its interplanetary stage has reached Tylo's rocky regolith. I am now at the hardest part of the mission: getting the truck down! I have to use what little fuel is left to tip it over, and hope that the kerbodyne tanks will help break the fall, while the wheels absorb the rest. Since I lost an engine and its fuel tanks upon landing, and the ground is slightly sloped, it is seemingly-but-likely-not-actually impossible for the truck to make it down intact (the best I have gotten is only an airbrake on part of the bed door to have been destroyed, and I have a quicksave for that). After that, I am hoping 1.1.3. will allow the wheels to be repaired without them being immediately damaged again. But I am extremely close to taking that screenshot to be re-imagined!
  15. I questionably-successfully landed on Tylo for my first time today!
  16. Oh, I had a space-station with a massive claw like that wrapping around a Class C asteroid in my 0.90 career, except with 1.25 meter fuel tanks curving around it instead of girders. I remember sending a second one up to rendezvous in LKO, when the first one's massive fuel tank claw was too small to wrap around the asteroid, to allow the actual claw part to reach (more relevant, but not pics). Also, in 1.0.4, I made an dres-teroid mining space station with a larger "claw" that looked as if it was attached as the smaller claw was, but that ship was to mine dres-teroids and serve as a capable mobile space station, not as an asteroid tug (if you request, pics will be provided). What class of asteroid are you trying to wrangle? And you can always modify the design to be able to push or pull (create two variants) by mounting the nukes on different positions. I see an easy way to mount the engines to pull (just mount them facing the opposite direction as in the diagram, by attaching a fuel tank radially to the side of the top of the girders (around the same area you intended the engines to be), and sticking the nukes on in a puller position).
  17. Scatterer's sunflare feature broke in 1.1.3, and it hasn't been updated yet .
  18. Today Yesterday, to refuel the Transport Trucker to Jool, I landed on Pol for my first time! @Pine might want to see this... Edit: First post of page 999, I have made 199 posts as of this post, and have 99 rep as of this post! but someone liked the post, boosting my reputation to 100 .
  19. I would raise the priority for "Fading" and for "Nearest vessel range max/min", @pizzaoverhead, but otherwise, everything looks great! Edit: To quote @Avera9eJoe: This appears to be a nice solution to overlapping playlist conditions.
  20. @CaptRobau I am experiencing something like the poster of the above quote almost every time I enter a building for the first time after loading KSP (and not at all after that until the next time I load KSP), and the crashes are increasing in frequency. The crash happens in the output_log immediately after saying Cannot find preset 'High' for pqs 'Thatmo' ,or Cannot find preset 'High' for pqs 'Karen' Kopernicus is up-to-date on this install. Edit: It may have been due to a residual SigmaBinary Core still being installed, even though I previously deleted the quite-obviously-after-seeing-Plock-and-Karen-drifting-off-their-visual-orbit-lines-but-not-their-actual-rails broken in 1.1.3 SigmaBinary itself. I know not if I fixed it, but uninstalling and reinstalling Kopernicus and OPM had mentioned SigmaBinary Core being uninstalled in CKAN when I uninstalled Kopernicus, and this time, there was no crash when I entered the tracking station.
  21. You don't need any delta vee mods to play KSP. In my 0.90 career save, I had not one mod, and I successfully did things such as landing on Ike, landing on Duna, several dockings including docking a 4-port-at-once connection to add the solar panels I forgot to add to previously add to a space station ready to be sent to Laythe (I hadn't unlocked the Senior ports yet, so I decided to go for a multi-port connection, which I happened to need to use), sending a space station to Laythe orbit and bringing back the Interplanetary Transfer Ship that brought it there to Kerbin, building a 5 ton 3-stage-to-orbit rover-jetpack, using the same ship that just got back from Laythe to bring that rover-jetpack to Dres (after said ship was refueled), landing on Dres twice with said jetpack before ditching the empty jetpack and bringing its kerbals home with said Interplanetary Transfer Ship, capturing an asteroid (accidentally into a retrograde Kerbin orbit), switching the direction of said asteroid's orbit to prograde with a second craft I brought to its retrograde orbit and lowering its apoapsis through aerobraking, docking a beautiful space station that wrapped around the asteroid in LKO, and sending two probes to Jool, one of which ran out of fuel and was ejected by Tylo into an extremely eccentric solar orbit diving close to the sun, while the other I added extra fuel that allowed it to land on Bop on an extreme slope, using the .625 meter engine attached to a 1.25 meter fuel tank on the extra fuel tank I had added for it to not fall over (but Bop was too serene and beautiful at the time for me to take it off from). I also landed a spaceplane on Laythe, which didn't have enough fuel because I hadn't unlocked turbojets (it used basic ones) and because and it was untested on Kerbin except in agility tests Was that horrendous run-on-sentence and that extra tidbit enough to show that KSP on consoles should be fine without a delta vee readout? (sorry, that sentence did come out a bit rude, I apologize for it) Some people have become too reliant on delta vee mods, but newer players on consoles may find their ways to do without it just by playing sans the option of using one. That is of course only until a delta vee readout is added in stock (if it ever is), but until then, many a player shall be fine without it.
  22. That was for Xbox 360, Wii U, and PS 3 Minecraft. Minecraft for the PS 4 and Xbox 1 has three world sizes, with the largest "large" size being 5120 X 5120 X (a world height of) 256, or 6710886400 blocks total in the game world. KSP for those two consoles should run fine by those standards, especially with the "forced stock" feature that comes with all non-Fallout-4 console games. For the delayed (I wonder if it is due to laggard performance reasons) Wii U version, we'll just have to wait and gaze.
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