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Elven_sword

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Everything posted by Elven_sword

  1. 2/10, all I know is that you are learning english.
  2. To be a command pod, this needs compatibility with Cartcommand.dll
  3. The craft: DEMV rover with skycrane, and Iketian lander with space for 2 kerbals The plan: 1. Enter orbit around Duna's moon Ike. 2. One kerbonaut EVAs to the Iketian lander. 3. Release, deorbit, and land the one-man lander. 4. Skycrane/rover departs Iketian orbit and lands upon Duna. 5. 2 remaining kerbonauts move from the 3-man pod to the rover. 6. Empty 3-man pod retroes fire, decouples from rover. 7. 3-man pod crashes into surface. There are now 2 kerbals in a 5-man rolling research station. This is rectified: 1. 4-man lander lands at DEMV. 2.Transfers 3 kerbals to DEMV. 3. Lander departs for Ike. 4. Lands at Iketian research station, as mentioned in previous mission plan. 5. Refuels and resupplies station. 6. 1 kerbonaut starts the resupply lander main engine, then jumps off. 7. Resupply lander crashes into surface, kerbal from resupply lander safely at research base FINAL OUTCOME: 5-man rover on Duna. 2-man scientific outpost on Ike. 1 giant leap for Kerbkind.
  4. With the release of the Space: 1999 Eagle and the Nostromo from Alien, the need for a VTOL landing solution has reared its ugly head. Can we have a VTOL landing option? Wouldn't it just be a matter of "rotating" the controls 90 degrees?
  5. Any word on when the EVA hatches will be added?
  6. Fantastic part, but it doesn't belong in Plugin-powered.
  7. Use the DragonRider capsule to get 7 kerbals up at once, no precision landing required.
  8. Look closely on the 3-man pod and you'll see a Weyland-Yutani logo. Were your minmus and mun arch landings on the same trip?
  9. Narwhals, bacon and midnight? Hmmm...
  10. Some suggestions for the future: Make the DEMV a pod. Skycrane lander. Package a stock launcher in the zip. Kerbal model in the driver's seat. Shovel/forklift/light attachments. Basically I want this to become a more realistic Bigtrak.
  11. Maybe you can make an extended Dragon Rider capable of mun return?
  12. Well, it's the reincarnation of your Durgun, I guess. It's nice you've made your own internal space, but it's really messed up. Also, the fuel capacity is too low/burn rate is too high.
  13. I missed the days when people made full-featured capsules and not just smatterings of boosters. Welcome back, Durgun.
  14. We know that experimentals are out because of nivvydaskrl's leak, so we are very close. I'm putting release date at next week.
  15. Fantastic! This'll be good for populating my Munbase.
  16. I'd love to see more frequent releases with single features added, like planets come right when they've been finished, and IVAs are released when they're finished. I think this would relieve a lot of impatience among the community. What I'm really thinking of is weekly snapshots like Mojang does, but it's your game, release it as you will!
  17. Does what it says on the tin, to fly it: 1.Take off normally with both engines running 2. Once in the air deactivate the bottom engine 3. Fly until the upper bit runs out of fuel 4.When it is empty, reactivate the bottom engine and decouple the upper bit 5.Keep flying until you land. Use parachutes in an emergency or to slow down after MECO. Decoupling the aft gear will result in an inability to land. The upper stage separation motors will not harm the lower stage, and are to be used when the upper stage runs out of fuel or in an emergency. Failure to attach separation motors will result in parachute, wing, and engine discorporation, and death soon after. Do not fly above 8 kilometers, but feel free to replace engines with higher altitude models. However, the plane is more stable when configured like it is here. Can fly straight off the runway until it encounters the continent in that direction, at which point you will likely have 1 and a half fuel tanks left on your lower stage. The picture is of the final form landed safely with plenty of fuel left after crossing the Kerblantic. Requires the latest NovaPunch and Mechjeb.
  18. The Karman Line is about 68-70 km on kerbin, actually. NovaSilisko, if you're listening, grant us the Karman Lines for Duna, Eve, and Laythe, please!
  19. How about rover wheels to replace the detachable landing legs? It would be nice to start a more modular approach to this pack. Also, the conical tank decouplers need to be tweaked, they don't make a Komarov Cross anymore.
  20. Can you release the cameras as a stand-alone plugin?
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