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Everything posted by Fireheart318
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I didn't even think about improvements. Kerbin needs some kanyons
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True, the planet would be out of the goldilocks zone, but there are other ways to get heat - one of them is from tidal friction - https://www.britannica.com/topic/tidal-friction. Also, assuming something huge hit the planet a long time ago, the core could still be quite hot. A volcano could be prime real estate over there But there'd be tons of stuff to do on this world - the terrain would be fun to fly through and difficult to explore through other methods
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I KNOW ABOUT KOPERNICUS! THOSE WHO POINT IT OUT SHALL FACE THE UNDYING FURY OF MY NEIGHBOR'S CAT! *Ahem* Now that that's out of the way, let's talk about this undying question, recommendation, or whatever you want to call it - Planet Eight. It's been quite a while since we've gotten a new world to explore in stock KSP, and I'm starting to wonder if we ever will again. I just want a new, fun destination to go to, explore, and build bases on. Maybe a Kerbin-like world in the outer solar system littered with mountains and valleys and kraters filled with water, and even the beginnings of surface life! Not quite like Laythe or Eve, but something more friendly. Of course, being in the outer solar system would mean the planet doesn't get a whole lot of light, so maybe it could have a highly eccentric orbit (tidal heating) around Eeloo or another completely-new world. Maybe the life isn't entirely new, but it's just recovering after a massive object collided with it millions of years ago, ripping a long gash in the surface and carrying some particularly resilient microbes to Kerbin and Duna? Perhaps the origin of the Kraken? I'm going a little too deep in speculation, but we're lacking this kind of world in stock KSP, and I personally think it would make a pretty nice addition to the game
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It's complicated - My most of my docking-capable craft don't have RCS thrusters, and the ones that do have them in odd places where my escort drones can't reach. These drones have a set of RCS ports and use them to escort a craft to a station for docking. I guess this falls under the first two?
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It's a prototype "detatchable SSTO". Once in orbit, the front part of the craft detaches and becomes its own orbiter while the "lower stage" stays in LKO waiting for the cockpit to return Thanks but this kinda defeats the point (from what I can see). The cockpit assembly was going to detach from the main craft and work as an orbital vessel, which was why I went with MK2. Why is MK2 so draggy anyway? Either way, thanks for the advice and I'll try to implement it. Also, why are the wings separated like that? Shouldn't they be right up next to the fuselage?"
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So I've been working on this SSTO for quite a while now ('bout tow hours at this point) and I just can't get it into space. I reckon I could if I could just break the sound barrier (and keep accelerating). Can someone who actually knows what they're doing give me some help? It's not that I'm bad at planes, I've been building planes for about a year and a half now. I just suck at SSTOs. In this case, it's probably aerodynamics, but I've done everything I can in that department; the nose used to be a shielded docking port, the nose cones clipping into the cargo bay were occluded intakes, and the wings were 45 deltas instead of slim deltas Here, take the .craft file - https://kerbalx.com/crafts/30392/ Also, you might want to try a few of my other crafts, just for fun
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This has quickly become one of my most-used mods, tied with Kerbal Engineer Redux. It allows me to build planes that won't spin out after they run out of fuel, make sure VTOLs function, and many other things. I can't thank you enough, @m4v
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I built this Munar rover for a kolony I'm working on. Unfortunately, it randomly shakes until a wheel breaks. When I repair it, it shakes until a different wheel breaks. This repeats indefinitely. Here's the .craft file so you can try it out yourself - https://kerbalx.com/crafts/30245/ By the way, control from the docking port clipped into the top of the lander can. Also, some parts are "floating"; here's how I did it in case you're curious or mess something up - https://www.youtube.com/watch?v=BkdXLYuCgMM
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But why can't they ALSO be in a shroud for deployable landers and return capsules?
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I need a tutorial on how to build Kraken Drives in the versions mentioned in the title. If someone has a download that'll fit inside a mk2 cargo bay, that would also be acceptable
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Or a modification to the current ones?
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You know how engines have nodes on top for attaching to fuel tanks, and nodes on the bottom with shrouds for attaching decouplers? I think we need that for parachutes but the node on top has the shroud instead of the bottom! Also, there's probably a mod for this, but it should be stock
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How to make a Kraken Drive?
Fireheart318 replied to Fireheart318's topic in KSP1 The Spacecraft Exchange
What about atmospheric?- 11 replies
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I'm wondering how to construct a Kraken Drive, or a glitch device to harness physics bugs to generate a nonzero force on a vessel. It must be small enough to fit somewhat-comfortably in a (closed) Mk2 long cargo bay. I'm really looking for a rough tutorial than a prebuilt thing. Also, don't link me to the wiki page about it, it didn't help at all
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Take-Two shoots down GTA V modding. Are we next?
Fireheart318 replied to Fireheart318's topic in The Lounge
I'm just putting it out there, jeez -
So as GTA V fans have probably heard by now, Take-Two Interactive, the parent company of Rockstar, the people who make GTA have sent a cease and desist letter to the creators of Open IV. Open IV is the biggest mod support... ummm... thing for GTA V. It's more or less the Module Manager of GTA. KSP was just acquired by Take-Two, so are we next? Let's make sure we aren't!
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Just crashing in to say I haven't forgot about this
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BANNED FOR NOT HALVING A WEIRD PROFILE PICTURE!!!
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KerbalX.com - Craft & Mission Sharing
Fireheart318 replied to katateochi's topic in KSP1 The Spacecraft Exchange
Awesome! Thanks! Wait, what about things I've commented on? -
KerbalX.com - Craft & Mission Sharing
Fireheart318 replied to katateochi's topic in KSP1 The Spacecraft Exchange
Is there a way to see what pages I've commented on? I need to find some planes -
I've been playing Destiny and Overwatch, with a bit of Portal on the side
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I drew up an exotic weapon concept for Destiny/Destiny 2 - Meet the RAINBOOMER.3
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May I present my idea for the In-Flight Procedural Parts mod, AKA, the Hardlight Parts Mod. As the name suggests, the Hardlight Parts Mod allows users to modify procedural parts outside of the VAB/SPH. This will change the object's mass, resource capacity, aerodynamics, etc. etc.. The mod would work similarly to the existing Procedural Parts mod (maybe it could be an extension/plugin for it?), except it would require a special part to function (if you have that setting enabled), namely, the Hardlight Projector. The HL Projector would require some electric charge to function, and all hardlight parts will shrink and eventually collapse if the charge gets low enough. More about that later In the VAB/SPH, parts such as fuel tanks, engines, cargo bays, wings, and other stuff can be created, just like the procedural parts mod. They also have some additional "solid-looking" textures, as well as several hardlight textures, such as "tron" (pure outline of a part, able to see the edges but not the inside), "ward" (appears one continuous color throughout, like the Defender titan's Ward of Dawn in Destiny (1)), "bridge" (like a Portal/Halo light bridge), and some others. The hardlight color(s) can be modified like a stock light can. This can also be done in flight A craft spawns on the launchpad and immediately starts using electric charge from the craft's batteries. I don't think it should be a realistic amount of electricity, as it would require such a huge amount of charge that it would be beyond the feasible scope of otherwise stock KSP, and adding a part that can supply this amount of charge would unbalance the entire rest of the game (that's not inherently bad in a single-player game, just undesirable, at least in this case). Instead, the charge needed will be easily obtained with moderate amounts of solar panels or fuel cell arrays. You may recall that I hinted at what happens if you run out of electric charge with hardlight parts. Well, when you get below a certain threshold (determined on a user-set part-to-part basis), the parts will shrink to the minimum size required to contain the resources inside, or just disappear depending on an individual part preference. Say you're in space with a hardlight SSTO. You could make the wings disappear when you run out of charge, just stay there, or go away until you need them. But what if you run out of charge with a half-empty fuel tank? (Side note - A glass is half full if liquid was most recently added. It is half full if liquid was most recently subtracted) Well, that tank will fully collapse and the fuel will be erased. Gonzo. Done. Outta there. RIP. You get the idea. The safeguards you've put in place should (hopefully) protect you from that, but they might not, so plan in advance. The engines work like the procedural SRBs in the Procedural Parts mod, and are adjustable on the fly, providing massive efficiency in all situations, if you set them wisely. This is ideal for SSTOs, although somewhat-difficult to build due to the electric charge required I hope someone picks this mod up, as I have no clue how it works (lol). Maybe @OtherBarry, creator of the Procedural Parts mod. Regardless of who picks it up, if anyone, I'd like credit somewhere in the forum post for the mod. Fireheart318 out
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I'm having some trouble with intakes... Air Race!
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