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Axelord FTW

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Everything posted by Axelord FTW

  1. Bad news about the actual podracer, though. Keeping it even nearly similar to the actual thing means it's CoM is WAY back because KSP's turbine's weight is all in the nozzle and the engine itself is nowhere to be seen. I might switch to NEAR for this challenge. I'll try to make a full fledged Podracer I guess. Cables and all. And lo, I'm impressed by the progress you've been making. If anything, it would be a good example for those who think they can't get into KSP modding because their knowledge of coding/modeling/texturing is low or absent.
  2. Also note that duplicates will not fit inside a single command pod/module. Science Labs will hold unlimited amounts of duplicates, however. BY duplicates, I mean the results for X experiment/report in Y biome, twice.
  3. It's a rather normal hit and go. Happens a lot. Be happy there's no wind in KSP. I have forgotten parachute before (usually emergency parachutes on test aircrafts).
  4. Wings are important but power is king. That's a pretty big plane for only two basic jet engines. Also, you might prefer aerospikes over those.
  5. It could be something else. If the ship's CoM is located under the targeted docking port's plane, MJ might freeze or move very slowly in a direction which will eventually bring the ship over the plane. Not that the S-ASS will point toward your orbital (OBT) velocity vector. If you are on surface mode or in a situation where surface is more important, you might get confused. Figuring out the surface S-ASS section (SURF) can be a bit tricky but it's worth it.
  6. Ever seen Air Racing? I'd prefer free pylons only tracks (as opposed to gate pylons only (mixed is fine)). It become a thing speed and control management. You might have the fastest hovercraft but if it can't turn, you'll lose on lap time. Considering that currently repulsors don't have any sort of grip on the ground, how fast you can change direction is mostly up to your design. I have a few ideas (which I won't reveal) for quick turning. It's not up to me obviously but I'd probably go for a figure-8 track around two pylons or maybe a double figure-8 track around three pylons. One lap or two. A single pylon track (Start, reach, turn around, come back, timed upon reaching the starting line) could also be fun. I'm also thinking about a mixed track. A few quick turns with maybe a long to-and-back high speed section. Well, there's a few thing we can consider. Fidelity, for one. How close you can get to one of the official podracers or swoops. It would be mostly a Rule of Cool challenge. Scoring would be lax past the how fast you can go/how fast you can complete the track. Oh, can we all agree that there should be a strict altitude limit? The pod itself can't touch the ground. Weight limit or weight categories? Part count categories? Engine types categories or only air-breathing? You can cheat the set rules if you want but you earn the Sebulba badge? P.S. lo-fi, you da man! I'm eagerly waiting for your next batch of stuff.
  7. The runway is weak and so is the launchpad (too heavy a spacecraft/spaceplane will kablooey them). Ordinarily, turning off the building destruction would be the only fix but magico13 came up with a sly and light little plugin that should fix your problem.
  8. Swoop Bikes comes in a lot of variety so I'm sure there can be variety in the challenge type. In KotOR, Swoop Races are basically just Dragster races. I'm sure that a high speed recording would be the determining factor. A simple here to there track (marked with flags?) would work. One of the limiting factors would be how well they behave at high speed (both with Stock and FAR/NEAR). I'm not sure how the rocket boosters could be implemented into the Swoop (which went on automatically when you reached a certain speed). Speeder Bikes could use a more traditional racing track. As for the people making full blown podracers... No idea. P.S. I'd probably be making a Twin Block2 Special. Though, I might try and make a full blown one this weekend.
  9. I've learned to test my to-be-assembled-later stuff extensively on Kerbin or in LKO. Even though I could cheat I've burned myself out of too many games by doing something like that before. Cheating is like some hardcore drug, man. So I have to work with a strict honor system when I play videogames. But that's me. If you have no qualms with doing a bit of In Situ reality warping, then go ahead. This is about as far as I go in terms of cheating. Even then, I often rearrange parts than prevent the parts from connecting rather than enable part clipping. Getting a random no-go from a single part when you try to add to something completely symmetrical is indeed annoying.
  10. I've never tried LLL. The part in question is in LLL proper (and not in SXT), right? Know the name of it, it would things much easier on my part. If not, no biggie. I'll only really have time to try out extensive mods during the weekend, that's why I'm asking.
  11. There's NearFuture for that. I figure the Swoop Racer will require less repulsors anyhow. The bigger problem will be making it stable aerodynamically I think. Mmm, how about a Swoop Bike? That might be nice to do. Bonus if only with two small repulsors... Anyone ever released a wind turbine mod that can create EC out of a special air intake? Could make EC generation easier in-atmosphere.
  12. I really like the tracks. I've tiddled with the repulsors and they're fun too but I'm not imaginative to do much with them. To that guy with the SW racing pods... WOA! I'll try to make a Swoop Bike (KotOR style). With FAR, I wonder how fast I can make it while keeping it stable. EDIT: Oh, that's hella sweet an idea. Please!
  13. Could use the smaller legs or the smaller parachute on the lander. It's a bit heavy otherwise. P.S. That background, it hurts us! EDIT: The problem I see with sharing outright subassemblies is that it's often just faster to make them as you go than to download it and place it correctly. Outright launch platforms by tonnage, that's something I'd get behind but I'm sure it's nothing new. P.P.S. I think you meant to post this in the Rocket Builder sub-forum, maybe?
  14. I've built a rocket on the lawn of KSP before (don't have pics, unfortunately). It's an interesting concept. But not something viable. It COULD make an interesting part of a spinoff 2D KSP mobile game, I'm sure.
  15. I watch the video and near the end the only thing I can think is 'Why are they burning prograde in their earth approach?'
  16. I think the view outside of the VAB/SPH should reflect the time of day. Could be a nice mod.
  17. There are mods which will cover some of those. Blur, maybe not. But the rest yes.
  18. With enough kerbals and an engine nozzle strapped to the pod hatch, you could get some thrust out the expansion of the kerbals' volume. But really, wat
  19. It became /v/'s flavor of the month game. I jumped on because SPACE. No regrets.
  20. I am impressed. I'm limited to FAR but still. Woa.
  21. Try out some new mods. I still have RemoteTech at the very least to make a playthrough with. Really, I don't get buildingblanks if I have a goal in mind. I'm very utilitarian in that regard. I have a challenge I'm cooking up. THAT has me a bit stumped on the design. I got two vastly different ideas and either would require a lot of work so I'm actually stuck on deciding which design I'll try. Since I use FAR I'm limited in how crazy I can go with designs.
  22. It works for me even with the error message. Will be waiting for the update.
  23. That could be a nice challenge. -Distance will be measured from the launchpad once the thrown asteroid has stopped moving on the ground (or in the water) -The asteroid must not leave the atmosphere -The asteroid must be stock but everything else goes (no modification of weight or shape allowed) -No cheat menu for the throw (you can collect the asteroid however you want) -The installation used for the throw is limited to the launchpad (nothing touching the ground around the launchpad, debris falling around after the throw is okay) -The installation must be built inside the stock VAB -The installation can be modular but each parts are still subject to the previous rule -The asteroid must have nothing attached to it after the throw -No interaction whatsoever with the asteroid once it touch the ground (or splashdown) after the throw -FAR&NEAR and Stock aerodynamic categories, other parts and plugins must be listed I'll try to make something out of this. I'd expect a lot of KAS and IR shenanigans.
  24. I personally recommend Stage Recovery. Helps with budgets. If you still want to walk the fine line, you could lower the fund rewards or the recovery rewards but I think the mod is essential and is as it-should-be-stock as can be.
  25. I operated an amateur IT repair outfit back in college. Made some serious dosh and I seriously reconsidered my scholarly route at the time. I have seen some pretty weird things. No you didn't.
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