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Flamingo

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Everything posted by Flamingo

  1. You can also use this mod (i think it still works): It brings new parts to the game, one of them is a timer. You set the timer to start at the same stage as the decoupler, and then let the timer use an actiongroup to deploy the parachutes after 5 or so seconds.
  2. Today the Minmus Portable Lab came down from the highlands to deploy a set of science equipment on the slopes, and later on on the great flats. I also launched my first ever probe towards Moho. After it has collected some science and transmitted it back to Kerbin, it will work as scanning and communication help for future missions. I tried to land to rocket at the KSC, but as it often goes, it landed in the middle of the ocean several thousand kilometers away. The last picture in there is my Duna station that made its final correction burn just after the Moho Pioneer had burned towards Moho.
  3. I actually did something similar once. I was building a Kantonov (it doesn't look much like the real one tho), and then I got an idea to attach a Russian MAKS shuttle to it. The one most people know is the MAKS OS, but the one built was the MAKS M. It has fuel and everything inside it, thus making it 100% reusable. So I could launch the plane with the MAKS M on top, release the MAKS M at around 9km height, then fly it to orbit. Now I could fly the Kantonov back to the runway. Only funds spent there would be the separator, fuel and payload.
  4. Here is my kerbal version of the famous Boeing 747. I have made it for the Airliner safety challenge. To my surprise, it was relatively easy to fly, but kinda hard to land. When you come in for landing you will have to keep your vertical speed very low, and then make sure you touch down on the rear wheels first. It can land on The Old Airstrip, but it's very hard due to the fact that the big wheels don't have any steering, thus often leading to the plane driving down the steep slopes on the sides. If you loose three engines in your flight, you're a pretty bad pilot, but the plane can still fly with only one engine still running. But if it works best if it's one of the to engines closest to the fuselage, as it will otherwise turn slightly. Kerbal capacity: 144 passengers and 4 crew members Wingspan: 47.35m Length: 46.24m Height: 12.46m Engines: 4 J-90 Goliath Turbofan Engines Max speed: 250-350 m/s Service-range: I have no idea, but it has 69,000m/s ΔV, so I guess it will fly quite a long way. Part count: 66 Mods: Opt (Only for the tail fin) Stock extension (Adds big wings, so it cuts part count down quite a lot) Cost: 366,000 Weight: 170.000 kg wet If you want to try it for yourself!
  5. Yesterday I launched my Mun station as I had a contract on testing the kickback booster, and this gave me enough power to lift it away from Kerbin. Now i just need to send a lander up there so I can get from all Muns biomes, and not just midland craters. When it then came to actually testing the booster I made I first plane in this career save, I was so amazed that it worked only after the second launch. I even landed it very short from the KSC, but it has no controllable wheels, and a very long braking time, so it drove for some time. Today Gergard got to Minmus and collected a lot of science. This enabled me to research docking ports and RCS, so now I have the needed things to send my Mun lander up to my station. More pictures in the spoiler: I assume that it's Planetshine that's giving your plane that red tint @astroheiko . If that's the case, what your settings? Cause even though my ships above Minmus and Duna look beautiful, I get nowhere near this effect.
  6. I agree that the hiring prices are messed up, but I do not think that the prices should be constant as that would make it very easy to hire kerbals once you got just a little good. I like the idea about monthly paid kerbals, but on the other hand that would make colonizing a lot of bodies very hard, since the many kerbals needed would require a lot of money. And I btw do not think that the people who are going to colonize mars will be paid, because afaik there are no shops on mars. And neither are there on any of the other planets in the kerbolar system. I find the idea with the higher the rank, the higher the price good. But it should be a mix with the pay system we have now. The price changes just shouldn't be as high as they are now.
  7. Are those two aerospikes your only propulsion @Galacticvoyager? And if yes, how do you keep your ship stable as it looks like CoM and CoT are very misaligned?
  8. Today I fitted my Station with solar panels. Roberth took 38 small solars panels up, and attached them one after one before then going back to Kerbin. Now my station is finally somewhat self-sustaining (It still lacks electricity, but not as bad as before. More pictures in the spoiler. I also sat up some science experiments outside the KSC using the Surface Experiments Pack. (And if you are wondering. Yes, I sent the Station up with no solar panels as I had not yet unlocked anyone. The reason why I have the Lab before panels are, that I find it too easy to get science once you have the station, but on the other hand I still want to use it. So I have lowered science to 20%. This makes the station necessary to get science, and is the reason why I needed it up so fast.)
  9. Today I once again played with SSTOs in my sandbox save. I'm trying to mix Mark IV with OPT for some big beautiful, but at the same pretty low part count planes. In my career Jeb took yet another trip to the Mun, this time to the north pole for some delicious science, I was worried that it had slightly too little Dv, but it had just the right amount. But as I almost always do, I forgot to observe the materials bay, so I missed out on a lot of science there . I first discovered it when I was 300m above Kerbin, and I didn't have time to quickload, so I decided to take it in the mountains as I haven't been there before. Unfortunately it's only a fraction of what I would've gotten on Mun. And even more unfortunately my pod slowed down enough so that the chute got cut, but then it started rolling and the bay exploded... I still got approximately 60 science though.
  10. Launched a very small space station to get more science from experiments around Kerbin, and saved som astronauts stuck in orbit today. I also went to Minmus, but because of a lack of hab space, Jeb had to go back home before he could do anything. You can, in fact, change name and classification even without any control. If you go to the tracking station and select your craft, you will just have to click the "I" button in the bottom left corner, and then double-click the name.
  11. 1.000.000x times warp in low orbit, and I think it has 100x physics warp.
  12. Never heard of the mod, but you should be able to do it yourself. If you go into /KSP/Gamedata/Squad/Parts/Resources/FuelCell, you can copy the .cfg file of the fuel cell you want to run on monoprop. Then you paste it in the same folder, but under a new name (it could be MonoFuelCell or similar). Now you need to open the config file and first find this: name = FuelCell just change this to the new name of your config file. Then find where it says: INPUT_RESOURCE { ResourceName = LiquidFuel Ratio = 0.0016875 FlowMode = STAGE_PRIORITY_FLOW } /INPUT_RESOURCE { ResourceName = Oxidizer Ratio = 0.0020625 FlowMode = STAGE_PRIORITY_FLOW/ ...and delete everything that I have placed in between the slashes. Now you can replace LiquidFuel with MonoPropellant and change the conversion ratio. This should do it, but be sure to have a copy of everything you want to change. EDIT - Oh, I see that you found what you were looking for while I was typing
  13. Thank you @maja! Of course there is a mod solving this problem, I should've thought of that. I still have to find a way to save Munbrett though, but i can probably find a way to do that.
  14. In mission control I found a rescue contract and quickly accepted it so I could get a new kerbal for my space program easily. Everything was going great, and after the rendezvous, I shifted to Munbrett's module to get him out on a quick EVA and over in the rescue module. But then this happened: Dang it! This felt as bad as burning up in the atmosphere because your craft lost control because you didn't have enough hab-space. Well, guess I will have to use a winch or similar to get him down to Kerbin safely.
  15. Today i pressed space one time too many... So, there goes my descent stage. All I'm left with now is the heatshield, but that's unfortunately not going to protect me much from Muns rough surface. I facepalmed so hard when I realized that I hadn't quicksaved. At least Jeb still looks happy...
  16. Yeah, I already have that installed, and it's great, but unfortunately it doesn't have this specific feature. But after watching a lot of videos I finally found out what the mod was called. Its "Boat Parts" made by InfiniteDice, but he is not active anymore, and the mod I incredibly outdated. As far as I know, no one has been updating the mod, so guess ill just have to find another way to dock my planes.
  17. Oh well but as said, I ain't sure that it exists, I just think so. But if anyone knows, please tell me here.
  18. It might just be me being too tired here, but I'm pretty sure that I once saw a mod that made you able to dock with landing gear. I think I once saw a video of Scott Manley using it or Kottabos Reviewing it, but I simply cannot remember which video it was. I think it was just a white box with a hole in it where the landing gear would fit, but it was very nice for storing planes on hangar ships. So if anyone can either confirm me that this exists or even tell me the name of it, id be so happy. Thank you!
  19. Made a glass of beer for the thirsty Kerbals to drink when they return their spaceplanes to the runway, they'll just have to avoid hitting it when landing! I will return with some more creative builds later.
  20. Thats right... I am doing it backwards. If I make all my objects, then use MultiEdit to unwrap and then animate it, it works. Thanks mates, solved my problem.
  21. @InsaneDruid Well I am using blender for models. Lets say that i would create a radial drill, a very simple one, it consists of a box and a cylinder going out from that box. Then i would place everything as they should be when its retracted, I would set the frame to 1, and then insert a keyframe. Then i would go to frame 100 and set everything as i would like it to look when the drill is deployed and then, once again, i would insert a keyframe. Now when i press play, the drill is being deployed, and i have animated and modeled a very simple drill. But i have two objects, the box and the cylinder, if I join them together, the animations will be deleted.
  22. Yay 100th forum post! But that was not what i came to say. I have no experience in modding, and i have learned everything i know now about models/textures from doing models for KSP (I have done 2d pixel sprites before though, but thats a lot different). I have control over non-animated models, Im alright at unwrapping and I'd say pretty decent at texturing, but i have a hard time with animations. When i want to animate something i have a lot of objects because i use the log scale and rot to animate it. But when i unwrap them i end up with a lot of UV maps. Are there any better way to do it than to use log scale and rot and then having several maps? Or is that just how it works? I am using Blender for animations and Photoshop for texture btw.
  23. Just to clarify this one more time, I did not cheat, no quicksaving/loading, no unbreakable joints and no no crash damage. The only thing that i used that was not stock, was the four wheels. The reason i was so upfront about the rules was because i did not want @Magzimum and LeafBaron to be sitting at the end of this month being devastated (yes this is very serious) because their runs had been disqualified for the simple reason that they, in good faith, had quicksaved/loaded. I myself had asked Triop the same question before the challenge began, so since i had his own answer on text, i shared it with you so you could see it, and he could do other things. And about the wheels, yes they are very durable, but u still had big problems with flipping, spinning and ruining the girder that the wheels were attached to. If i am not allowed to use those wheels, then people who put wheels all around their cars should also be banned, since that makes them even more indestructible. And by this I am not saying that anyone should be banned, I am just putting things in a perspective. Edit: @SpannerMonkey(smce) i think its called rollkage, brings four new wheels to the game. Very nice mod, discovered it in this challenge, but im most certainly going to keep on using it.
  24. They use WD-40 of course. Just a little spray on each eye and they are ready to go!
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