RedPandaz
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Posts posted by RedPandaz
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What if they had emotions, like the Sims or something?. Like "Jebediah is feeling lonely" or "Gerkuk is feeling excited"
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I think something that would be really useful would be a "Supress Part Toggle", that would basically allow parts to be temporarily out of the way in the editor, transparent and un-interactable with a list of suppressed parts in a toolbar like the current staging toolbar from where you could then unsuppress them. I feel this would make more complicated builds a lot easier and more intuitive.
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I think there should be monsterous ships floating around in deep space to be discovered and explored
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Just now, CrazyJebGuy said:
It won't be reviewed if nobody has a powerful enough computer to do it.
It uses tweakscale, so it only uses 150 parts
https://kerbalx.com/RedPandaz/Giganto-II
I had to clip the wings because it turns out longer wings were Kraken bait. they'd just start shaking and then blast off at light speed
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Just now, CrazyJebGuy said:
What's that?
a 13kilaton cargo plane. It actually takes off, but turning isn't easy. I might fix that in the Giganto III, but the review would be interesting
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24 minutes ago, CrazyJebGuy said:
Just submit whatever. The categories are less rules, as guidelines. Some people submitted cargo planes for heavens sakes. If you do though, it will probably get thrown in the turboprop category. Also would advise you that your liason plane better be pretty comfy to fly in, cause a plane with a passenger capacity so low will not be scoring well at all unless it is good, because it will not be low priced. Just consider that engines shake around, and are noisy, and maybe views as well, that's basically the comfort test done.
Should I toss in the Giganto II?
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1 minute ago, 5thHorseman said:
I find that people tend to define "elegant" as "the way I like to do it."
I personally find it inelegant to do an unnecessary and expensive (relatively) plane change, and I also find it inelegant to time warp to the correct time on the ground to launch into the proper orbit. Maybe if the game had tools to tell me when that time was, it'd be a little more elegant.
I don't time warp on the ground, I just get into an orbit, change my plane, and then find a nice transfer window
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12 minutes ago, 5thHorseman said:
Nope. For years now I just transfer to the next An/Dn point and burn higher than Minmus' orbit so I meet it on the way out or the way back.
but stll, that's not the elegant way XD
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Don't you have to match planes with Minmus anyway to comfortably be able to transfer to it?
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4 hours ago, CrazyJebGuy said:
Why wouldn't you add it out of CKAN? I'm not even sure it is updated for 1.3.1, but it seems to work fine for me.
At least in the past it would...cause problems with CKAN? At least for me?
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Kax still isn't updated to 1.4, and I know well enough now not to mess with adding mods not in CKAN ^^ So I'll work on some smaller craft
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What's the cheapest plane so far?
per passenger?
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On 4/12/2018 at 1:14 PM, Box of Stardust said:
I should make one as a joke entry.
I found the catch. TweakScale won't let you put people in if they're too small
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Kax still isn't updated to 1.4, and I know well enough now not to mess with adding mods not in CKAN ^^ So I'll work on some smaller craft
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19 hours ago, hoioh said:
That's clearly a mk1 cabin and holds 8 people according to the rules, so upsaling passenger cabins offers negative bonus. I would say that scaling (up or down) of passenger cabins is out of the question in all cases.
Just like *scales a full passenger cabin to the size of a can of soda*?
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18 hours ago, capi3101 said:
I can honestly say that I've never tried to do something like this on purpose. It's probably worth an experiment.
I'll try it out then
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8 minutes ago, capi3101 said:
I have observed this behavior - stuff gets cut off from your craft by the bubble, but then you wind up hauling the resultant debris along to your destination. I also wound up hauling a craft along that I'd just dropped off at Duna once.
To get around this, I generally just make a pre-warp check when I want to use the drive. Goes like this: 1) Quicksave (because why not) and point to zenith. 2) Check to see if anything is in physics range by hitting one of the bracket keys. 3) Assuming there are no other craft nearby, activate the warp drive. 4) Check to see if anything is in physics range by hitting one of the bracket keys. If something is suddenly there, revert and fix the problem (my warp ship is generally a mothership, so fixing the problem usually just means finding a different docking port or reorienting something), starting over. 5) Assuming there's still nothing in range, throttle up.
But couldn't you use this to warp more objects as well? Or, what if you made a very large ship with a space inside for a smaller ship that just has the Warp engine and the required fuels. Fly inside, make sure that your bubble is completely inside the open space, start up the warp engine, and boom.
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Just now, TiktaalikDreaming said:
That's not really an issue with this mod. But space opera should pretty much work in 1.4. It just hasn't been confirmed to be working. The main issue for purely parts mods is fx from the old style rcs module. And space opera uses the newer rcs fx version. The only module is this this mod.
I know, but a least for me it's useless without Space Opera, and Space Opera is no longer in CKAN, as it is not up-to-date
Also I found that since the Alcubierre drive moves the map and not you, all the ships around you, even outside the bubble, can warp with you. Does this work all the way out to the edge of the physics range or no?
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My main problem with this mod is that until Space Opera is updated, I really can't do anything with this mod, as stock engines can't re-orbit at interplanetary speeds in time or with a small enough amount of fuel
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Just now, stubbonjeb said:
plz halp
This is not the place for this
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Just now, neistridlar said:
Would it not be interesting to find the best solutions for getting Kerbals into orbit and back though? Call it the Kerbal Express Orbiter challenge! It even has a practical purpose in game, to service space stations and stuff like that. For an orbit-orbit craft what do you envision being the judging criteria?
Passenger count, fuel, comfort, eas of flying, etc. For example, a ring to rotate and generate gravity
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2 minutes ago, CrazyJebGuy said:
Go ahead, I think it should have it's own thread. Start it yourself, be the OP, I might join in. But I can't be the OP, this thread can get tiring. But please, do, it seems like a really nice idea. What would make it interesting is the craft must stay intact rule, SSTOs with passengers that can go to the Mun suddenly become a whole different beast.
Judging would be totally different, and there would be completely different standards.
You know what I would enter? I'd stick rocket engines on my Skots Small. That would be fun.
1It would just be orbit-orbit craft, you would be allowed to cheat your ship into orbit. However, if you could make a competitive SSTO, kudos to you
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2 minutes ago, Dark Lion said:
I can't imagine reviewing any one of the planes on this thread is a quick and painless endeavor (every time)-- and it never leaves atmosphere. Can you imagine each review taking the time (and pilot/navigation skill!) to reach Eeloo and return?? That'd be some seriously Jeb commitment we're talkin' about...
You could just review a trip between a mun orbit to a minmus orbit or to a kerbin orbit, and you might need some more reviewers, but wouldn't it be awesome? Also you wouldn't have to figure in drag and stuff, so fuel calculations should be easier
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I feel there should be something like this but for space transports, I feel that would be fun
KSP Future DLC Ideas
in KSP1 Suggestions & Development Discussion
Posted
Alcubierre Drive tho