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Fireheart318

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Everything posted by Fireheart318

  1. I feel like the biggest krater should be called "The Kauldron"
  2. Oh excrements just realized I forgot about this! They're the adjustable ones I meant to reply to this three days ago but my teacher kept closing the tab remotely (what) and I wasn't able to command-shift-t my way back to get the link because he kept closing it! [Smacks head on keyboard]
  3. I didn't have any luck in the KSPI-E thread so I'm also posting it here. KSP Interstellar Extended disables the nuclear jet. How do you re-enable that?
  4. I'm sure it's been asked but I can't be bothered to scroll through 341 pages of comments (and no sane person could either), is there a way to easily re-enable the Rontogen Nuclear Thermal jet engine and the intakes on the Engine Pre-Cooler and (presumably) the Engine Nacelle? Also, are there any aerodynamics/physics/part mass changes in this mod, my planes that normally fly well in stock don't fly well with this (and I know I don't have any physics mods installed) The planes tend to spin out in midair on hard turns. They use the "modern fighter" design motif, with the center of thrust below the center of mass and large delta wings
  5. Uhhkay so I done did some thinkin' 'bout dis and ah think ah should get ridda dis dum accent now... Okay, so I did some thinking about this and I think the Death Star should have Kerbin's gravity in the trenches because people in the movies don't bounce around like they would on the moon or some other place, nor are they human pancakes like they'd be on... ummm... I don't know. Some bigass hunk of lead or something. Anyway, that's done with. Now for the hard part - The planet(?) should be scaled to the point where orbital velocity would be equal with that of an X-Wing in flight in the famous Death Star destruction scene. That may or may not be possible without seriously messing with the size of the "planet" to the point where it's bigger than Jool, or maybe even Kerbol. This DOES keep in mind that KSP is scaled down 10% but I don't think that would really change much of anything
  6. So I found a trick to fix the landing gear - just add two. That still isn't a permanent fix to the problem though
  7. I think we should figure that out by calculating the velocity of an X-Wing relative to the surface of the Death Star. They can "fly" in space, but that isn't possible, so orbital velocity in a trench should be the speed they were flying at
  8. One more gear-related suggestion - Let us change the gear settings on the go. The gear can go through all the required changes to actually assume the position that they've been set to, so why can't they be re-programmed mid-flight? Think of all the things you could do with that! In addition to the obvious, you could make a kneeling bus/plane (which could eliminate the need for a ladder and save a lot of time as well), a rover that could easily fit in a cargo bay and then expand, make takeoff easier by increasing angle of attack and do the opposite for landing, Speed Racer-style jump jacks on Minmus, and a lot of other cool stuff. There's also a lot of even more Kerbal purposes like debris recovery and transport and maybe even improvised weapons and Kraken summoners! Maybe multiple profiles could be added sorta like a chroma keyboard or autostrut to automatically change to a set position. That way, jump jacks could work seamlessly, planes can change from takeoff to landing configurations easily, etc If I understand this stuff correctly (I probably don't), it would be as easy as changing or adding a couple of values, just like you can make Intake Air visible and tweakable in the VAB/SPH. In fact, something similar is already possible with the hoverpads repulsors but not as advanced Also, why is there a dotted line under here all of the sudden?
  9. Well what about a somewhat-complete rework, alternate model, or just a 'plane' new addition to the mod? I've managed to remedy the leaning situation with the next biggest gear scaled down massively (just realized you said that, sorry), but it just looks out of place
  10. I'm not sure if anyone's brought this up before, but can you please center the wheel on the small adjustable landing gear? I have this little plane, Ocelot I, that can't land and falls over and blows up because the wheel is off center. Not to mention my "ocd" gets cranked up to 11 whenever I see it
  11. Is this mod still being developed? I can't wait to fly on Num
  12. Can we have "shopping cart wheels"? I want to build a T-180, which is a fictional car where all four wheels can steer 360 degrees. No, I'm not going to use Infernal Robotics Example image -
  13. Yes. I didn't know there were other non-space center building mods other than KIS/KAS. I'll add that to the rules
  14. Yes. It's the Extraplanetary Launchpads mod linked at the bottom of the post
  15. Kerbalkind would go interstellar soon, the preparations were made - crew trained, target acquired, calculations made, spacecraft built. The only things left to were get the warp drive in orbit and then bring the crew up... The warp drive sat on the launchpad. 5... 4... 3... 2... 1... IGNITION! The engine clusters lit up with a roar and the colossal spacecraft rose slowly from the launchpad on a pillar of dazzling blue fire, building speed as it gained altitude. BLAM! Something caused a booster to snap off and hit the lower stage, setting off a chain reaction that destabilized the warp drive. All the brave (and not so brave) kerbals on Kerbin perished, so did the Munans. Kod had mercy on the Minmians, however, sparing us and our tiny, self-sustaining base. Due to our self-sustaining nature and Minmus's low gravity, we were the main supply line of water and metals to the Munar kolony, mining it from the rich, icy surface, but then our families, friends, history, and potential all vanished in an instant. That was several centuries ago. We survived and slowly grew on the little blue snowball, but scans of Kerbin from an old satellite that survived the blast indicate that the radiation levels have dropped to the point where some areas of the planet could be considered safe, if not habitable again. We must rediscover old technologies and rebuild our once-great civilization. It won't be easy, but then again, nothing is easy here. Your mission - Part 1 - Build a fully-functional Extraplanetary Launchpads base on Minmus and populate it with kerbals. The more the better. I'd have at least 60, but it's up to you. After part 2, you cannot get more, so make sure you have enough to last. You cannot have kerbals just standing around, they have to be in a crew container. Remember, even though you can make breathable air, solar radiation is still a threat Part 2 - Destroy the space center, save for the VAB and SPH. You can still design craft, just not launch them. They must be built on Minmus Part 3 - Re-kolonize Kerbin and build a fully-functional Extraplanetary Launchpads base on Kerbin where the large impact krater is (It's to the west of the desert near the equator. You can't miss it. There are complicated reasons for the base being here, but I'll boil it down to resources and environmental hazard reasons. The warp drive was nuclear. That was the logical-sounding reason. The real reason is that it's pretty but nobody ever goes there for some reason) and populate it with some kerbals from the Minmus base using only craft built on Minmus. Part 4 - Build a fully-functional Extraplanetary Launchpads base at the North or South Pole and populate it with kerbals. The crew and parts for this base can be built at the Krater Base or the Minmus Base. Part 5 - Rebuild the Astronaut Complex and Runway/Launchpad at the KSC. The population on Kerbin is increasing somewhat-rapidly now. Only crew-carrying craft can be built, and they must be destroyed once the crew are where they need to be (the crew are being born, not transported, so the craft don't "exist", but there's no population growth mechanic in KSP, so they have to get there somehow). I won't put restrictions on the number of kerbals that can be made, but keep it at a sane level. I don't want to see a kolony of 15 kerbals suddenly become 1,500 in a day or two. The crew must be inside a crew container, not just standing around. Remember, even though Kerbin is "safe", maybe even "habitable", it is still dangerous Part 6 - Return the population on Minmus to the original amount. The base cannot support more crew than there were when you left. Part 7 - Build a third base on Kerbin anywhere but near the KSC or a pre-existing base. I won't place any restrictions on this, but keep in mind that you're trying to spread out and the land near the KSC is still uninhabitable and will be for a while. The parts for this base must come from a pre-existing base but the crew can come from anywhere Part 8 - Send a drone over to the KSC and mine some ore from there. Bring that ore back to a base for study Part 9 - Build a fully-functional Extraplanetary Launchpads base near the KSC. The craft for this base must come from a pre-existing base but the crew can come from anywhere Part 10 - Fully rebuild the KSC Part 11 - Bring the Minmians home. Part 12 - Set up a communications network around Kerbin Part 13 - Put a satellite in a polar orbit around the Mun to search for survivors. You find nothing (or do you?) Part 14 - Outlaw all uses of radioactive material in or related to space travel Part 15 - Immediately ignore Part 14 and place a fully-functional Extraplanetary Launchpads base on Laythe with at least one RTG and/or nuclear generator Rules - All mods are allowed except cheaty mods like HyperEdit. No cheats menu. Please leave links to screenshots of all steps in the comments A fully-functional Extraplanetary Launchpads base is a base that is capable of building and fueling spacecraft with the Extraplanetary Launchpads mod. This includes mining ore and refining it into various fuels and then storing them, mining metal ore and refining it into rocket parts and storing them, building spacecraft with the Extraplanetary Launchpads mod. Off-planet craft building mods can be used alongside or instead of Extraplanetary Launchpads. This includes KIS/KAS and Ground Construction. Vessel Mover can be used to spawn and/or deliver crew at bases and move modules around if they touch down in the wrong place or you just want to re-arrange the base. It cannot be used to transport base modules, even if they have crew in them. Extraplanetary Launchpads mod -
  16. Are things other than adding to the station allowed? I'm talking things like building bases on other planets, stations around them, and creating satellite networks.
  17. Just found this and I gotta say it looks AWESOME! PLEASE make Num habitable like a mini-Kerbin but with the same gravity as the Mun. I've always dreamed of a world like that! Cratered with lots of canyons as well. PERFECT! Kinda like this but with canyons - http://imgur.com/a/pknsD
  18. So, um, is this mod still being worked on? It's among my favorites and I'd hate to see it die so soon
  19. You got your wish! I'm really just writing this to write it. Um, this is awkward now
  20. How long is this challenge going on for? I doubt I'll be able to do it soon but I'm working on a modded career let's play series called 'Base Race'. I think that just about sums it up
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