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AxleMC131

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Everything posted by AxleMC131

  1. Very nice. Always loved the Lancaster. Hey, you should try and make a working 'Bouncing Bomb' for it!
  2. Been loving your dropship design style for a while now, but this one really takes the biscuit! (Or the cupcake... ) A very cool vessel all around, and an amazing job at getting an ISRU mining & refining ship so compact!
  3. Very cool! Have some rep as it seems you don't have any already. PS: You know you can insert the images manually into your forum post, so the images actually show up in the post rather than a URL link. When you're creating a post, there's a button on the right of the toolbar above the text box that looks like a photoframe of a tree - click it and paste the Imgur "Direct Link" URL in the provided box, and voila! The image itself will appear on the post. Hope this helps!
  4. Holy cow... That is a LOT of parts. :0.0: (Very cool though!)
  5. Damn, that is very 20th Century Sci-Fi design there. Still, amazing you got an SSTO without jet engines of any kind! And only 40 parts!? Incredible!
  6. Whoa. I've seen all manner of vehicles and crazy contraptions on this forum, but never a replica steam locomotive. Very, very cool!
  7. Very cool! Love the video demonstration - the dive bomber is pretty neat too, any chance of you putting that up here on the Spacecraft Exchange? EDIT: Oops, didn't realise you already had it up. Awesome stuff!
  8. Naming things "Mosquito" always makes me happy, because of the WWII DeHavilland Mosquito - possibly my favourite WWII plane.
  9. Absolutely incredible. I love the way you can turn regular KSP parts into naval guns, torpedoes, control panels, bunks... Wow! I really wish I could do interiors this detailed, but my computer won't handle much more than 200 parts. I'll stick with small-scale stuff, but this build is truly something else.
  10. I love it! Very cool spacecraft here, once again I'm looking at my own spacecraft and thinking "By Notch I'm a terrible builder..." (yes I said 'by Notch' - I'm a Minecrafter, deal with it). That seems to be happening all too often since I started on the KSP forums... Still, awesome stuff! Are there details on the other micro-dropship as well?
  11. Very nice, this one. Have some rep! Assuming that's TweakScale used for the drop-tank?
  12. Wow, really cool replica! Have some rep! Gotta say, amongst all the people saying the best bit is the Vicker's gun, my favourite part here is the radial engine. Using seismometers for cylinders inside an air intake and the tiny nose cone... Ye gads! It's pure perfection! Awesome stuff, I'd love to see more WWI planes in this style.
  13. Absolutely fine by me - config editing isn't for everyone. Personally I find it quite enjoyable in KSP because it's very simple to make something incredibly rewarding... But I also tried modding Minecraft, and that did not go down well. - - - Updated - - - Dude, I reckon you'd get some great feedback if you figured that out.
  14. Even if the real ones don't have fuel still being pumped in whilst the engines are firing, this is much more viable for KSP.
  15. There is that, but some real-life rockets do in fact ignite their main (liquid-fuelled) engines before actually lifting off - the Ariane V is a prime example. Main engine consists of a single Vulcan engine, which is lit a whopping seven seconds before the solid boosters are ignited and the rocket actually lifts off!
  16. Yeah, it seems to be the biggest con of this little edit, which is the "free fuel" issue - not so much a problem if you can restrain yourself of course. ModuleManager would probably be easier and more fool-proof, but I like to do my own handiwork. - - - Updated - - - Main reason I made this little edit. - - - Updated - - - I'm really glad you like it! And yeah, the stuff about cheating in "free fuel" is utter nonsense because you can choose whether or not to launch a rocket with empty fuel tanks - it's not like this is forcing you to cheat. Also, I totally agree with you on the need for adjustable-length clamps. Having to arrange them in fancy patterns right at the base of a rocket really doesn't look too great.
  17. Ah, of course! They respond to the RCS controls. *facepalm* Should've remembered that means they automatically try to keep your attitude as well. Very handy indeed. I see what you mean about binding them to an action group though - you definitely don't want them activating and wasting fuel during minor deep-space manoeuvres. Also, I may just try out the Hummlebee, Kuzzter. I followed your graphic series briefly, and found it pretty entertaining.
  18. Agreed. I'd love to see this feature available in the stock launch clamps, and have it charge you for the fuel you use prior to decoupling the clamps. It'd be nice, balanced, and realistic. Also just generally awesome. - - - Updated - - - Haha, someone with the same thoughts as myself! And yeah, if you only have the pumps running to replace what your engines use for those few seconds prior to launch, the amount you actually use is miniscule, and the costs equally so. Personally, I'm not concerned with the "free fuel" issue, because the amount you actually get for free is entirely negligible.
  19. This is a very good point you've all made, and I am fully aware of the fact that this system can be exploited to seriously reduce the cost of a spacecraft launch by generating free fuel. However, I do have the willpower to launch all my vessels with full tanks, and the amount I actually use from the launch clamp pumps is negligible - only a few dozen units of Lf+Ox for smaller launches. It definitely is an honesty thing, but I'm not bad at that, so there. - - - Updated - - - Another good point, but this is actually why I modified my launch clamps in the first place. I had actually tried doing this first - I have nothing against putting fuel tanks and fuel lines on the clamps - but I like to experiment with config edits, and I thought this would be much smoother, more interesting and realistic. Just my personal opinion. - - - Updated - - - Thanks for the rep! Yeah, the initial obvious thought is "But launch clamps don't allow fuel crossfeed!" If you go back to the OP, you'll notice I specified at the bottom to also change the "fuelCrossFeed" tag to 'true', so the system does definitely work. About using Module Manager, I understand that those sort of plugins make life a lot easier when it comes to these sort of edits, but I'm the kind of person who likes to do this stuff the hard way. It's far more rewarding. Same to the people saying "But there's a mod for that...!" So? I can do it myself! Why wouldn't I? - - - Updated - - - Well. That may be the case. Still, I think it's a pretty cool feature.
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