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FahmiRBLX

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Posts posted by FahmiRBLX

  1. No. I was born, grew and live in Malaysia.

    2 minutes ago, Mukita12 said:

    What dilemma

    My Member Title will check it out.

    TUBM is replying to my post runs his install with DirectX.

  2. On 11/28/2014 at 10:57 PM, SciMan said:

    How about... Non-obvious hazards on planets and moons? And I'm taking inspiration from

    Some limited to a certain biome, some limited to a range of coordinates, some limited to both biome and coordinates.

    Mun:

    - Land north of 45°N in a Highlands or Midlands biome, terrain scatter has collision enabled (gotta dodge those rocks like the Apollo landings had to)

    - Land south of 45°S in a Highlands or Midlands biome, 50cm layer of fine dust that heavy/high speed landings sink into (heavy landers can avoid sinking by using more landing legs, light parts don't start to sink unless impacting at more than 30m/s) Sinking into the dust layer makes it harder to take off.

    Minmus:

    - Flats biomes are a sheet of ice over a near-freezing lake. Hit the surface too hard (impact velocity >= 35m/s or so?) and you break the ice. That makes a small (50m diameter) lake appear, which your ship sinks into at max 1m. Soon after that, it freezes over again, trapping your ship along with it. Impacts that create a lake where a ship is already frozen will free the frozen ship.

    - Highlands: Similar to dust on Mun, but sink deeper and with less weight (might actually lose sight of a probe if it sinks)

    Duna:

    - Small layer of dust, horizontal static solar panels lose effectiveness over time, tiny rover wheels (ONLY the tiny ones) can break randomly, higher chance with higher distance traveled (Spirit rover)

    Eve:

    - Chance that atmospheric pressure sensor / atmospheric analysis sensors break due to atmospheric pressure (will stay operational for at least 1 hour after landing, science data is not lost if they break, you just can't use them again)

    Gilly:

    - Rare (5%) chance that extremely lightweight probe landers (less than 0.5 T) bounce 1-2km on landing (Philae)

    Bop: Krakensbane disabled. (Maybe the kracken's not so dead after all...)

    Moho: "Moholes" have a thin atmosphere, with a lava lake 2km down from the lip. Atmosphere causes non damaging overheating, lava causes mildly damaging overheating (probe cores and parachutes destroyed, but Mk1 and Mk1-2 pods, engines, and fuel tanks can survive indefinitely) (bring back old "hot" moho!)

    If you wanted troll ideas:

    Cubic Octagonal Struts: No longer physics-less, mass = 100 Tons each, drag factor 10.

    Struts INCREASE wobble.

    Parachutes work on the Mun, speed up your fall on Kerbin.

    Duh am I the only one to feel some ideas sound eerie?

  3. On 4/4/2020 at 2:46 AM, Gregory TheGamer said:

    A 3.75 m Hull is big, but sometimes not quite big enough. An example: I want to build a base on the south pole. Some parts for bases are simply too big transport  in an aircraft. Lift is not an issue, as the modular wing pieces in this mod allow you to build wing for heavy-duty purposes. Size 3 would be 3.75, size 4 would be 5 meters, and size 5, the largest of the bunch, and impressive 6.5 meters or something like that...

    Must take note that most parts in this mod is made mainly as a replica for real-life airplanes. Take the Size 2 fuselages as an example. It fits very well for narrowbody jets such as the A320, 757, and even smaller transport aircraft such as the C-130, C-123 Provider, etc.

    While Size 3 (3.75m) is more suitable for jumbos such as the 777 and 747, which virtually shared the same fuselage diameter, which leaves space for Size 2.5 (3.125m) for widebodies narrower than the well-known Boeing Jumbos (A300-A330 sans A320, 767, 787). For the A380, @blackheart612 can go with Mk3S4, which is the 5m equivalent of the Mk3 parts.

    So to ease things (from existing to suggestions) up, here you go:

    • Tubular
      • Size 0 = 0.625m = Tiny engines (e.g the Kitty and Tiger) or cockpits with windows above the fuselage (Take SXT's for example)
      • Size 1 = 1.25m = (Usually) Private / charter aircraft fuselages, fighter jet fuselages,  CFM56-based jets or large turboprops
      • Size 1.5 = 1.875m = CRJs, Embraers (or Embruh like what avgeeks love to call), 1960-70s High-Bypass Turbofans that powered jumbos, huge Cold War turbojets
      • Size 2 = 2.5m = Big Bois Regionals (737 (and Early-Boeing Jets), A320, 747 upper deck), the Two Gianormous Jets (GE90 (we need an even higher thrust one based on the -115B with swept fan blades, the Stock one is -94B (straight blades are dead giveaway) and not OP enough tbh) & GE9X)
      • Size 2.5 = 3.125m (A300-A340 (excluding A320), 767)
      • Size 3 = 3.75m (777, 747 main deck, Beluga's cargo hold, C-17)
      • Size 4 = 5m (uhh... Beluga's cargo hold?)
    • Mk3Sx
      • Mk3S0 = 0.625m Mk3 (tiny little fighter fuselage, as tail booms for twinboom designs or as floats)
      • Mk3S1 = 1.25m Mk3 (News choppers such as the Bells, maybe some larger WW2 fighters?)
      • Mk3S1.5 = 1.875m Mk3 (Beechcraft 1900, Hueys, some larger helis n' stuff)
      • Mk3S2 = 2.5m Mk3 (WW2 bombers such as B-24, Lancaster, Halifax, Ju-52, Tupolev ANT TB-bombers) (747's upper deck may use this form factor as well, it's up to OP)
      • Mk3S2.5 = 3.125m Mk3 (Vickers VC-10?)
      • Mk3S3 = 3.75m Mk3 (Dreamlifter's cargo hold? VC-10? Space Shuttle?)
      • Mk3S4 = 5m Mk3 (A380, Dreamlifter's cargo hold, should have an adapter to standard 747 parts, hinge may come from this mod since Stock ones are too flimsy to build something larger, harder, better, faster, stronger than a girder-legged spider)

    Which means Size x.x is for 'exotic' cross-sections which 'rarely' show up in the (virtually) Stock game (No DLCs, just other mods n' stuff).

    Spoiler

    But yea before everybody preach me I know 1.875 emerged in the stock game, but in form of DLC or other mods, while 3.125m often emerge in other mods, but never in the Stock, even the DLCs.

    So there may be more use for those parts than the ones mentioned, so what's up for us is being creative, but some quality-of-life parts such as more landing gear options (e.g bogied LY-35-height LY-60, LY-10-height LY-99, LY-99-height LY-35 landing gears, Size x radial Liquid Fuel Mounts for different fuselage sizes and shapes) could be more important for now.

  4. Just asking @neistridlar if he's still doing this mod or not.

    Because I'd like to request...

    • Some re-modelling of the 737 cockpit since the 'curve' above the cockpit windows makes it look not really early Boeing-ish (I know this is meant to be modular but some sort of 2.5m to 737 cockpit adapter would be appreciated)
    • 767/777 cockpit should be a 757 cockpit with some sort of a slightly-clipped part to turn it into a 767/777 cockpit
    • 737's CFM56s
    • Rolls-Royce Trent XWB for the A350 parts
    • Early-Airbus widebody (A300-A340, skipping the A320) cockpit
    • Rolls-Royce Trent 700 for the requested A330 parts
    • Early A350 design cockpit (example in spoiler)
    • 747 parts because I've seen a hint of it on GitHub.

    Early A350 cockpit concept for anyone interested:

    Spoiler

    a350-new-nose_10682.jpg

    So yeah the original A350 cockpit was very slightly different than the A330.

     

  5. Floor 5192:

    There's a Samsung Experience store inside the charging port of a giant Galaxy Fold. You carefully approach the store, hoping to not getting electrocuted.

    Once you're there, you've picked up your Galaxy S20 Ultra 5G you pre-ordered, but then forgotten. You also got freebies; a pair of Galaxy Buds+ with its casing, a Samsung Wireless Battery Pack, a Samsung water bottle and a pack of coffee powder and chocolate bar in Samsung's own wrapper. Source in spoiler:

    You decided to leave your edible Samsung in your pocket, then you began searching for a restaurant, but then you realize the next floor is on top of the screen of the giant Fold. All you have to do is find out; something's could be there.

  6. Lock screen, the official KSP wallpaper that has Jeb chilling while there's an explosion in the background. Zombies are obliterated due to toxic inhallation, the blast and the fire.

    Home screen, also the official KSP walpaper, but with Gene Kerman at the Mission Control. At least I can get some info on the zombies's location using both the M700 & M4435 scanners, alongside the Surface Scanning Module on my main space station orbiting Earth (or Kerbin, depending on where this zombie apocalypse takes place).

  7. True.

    • Dacia 1310
    • Dune Buggy from PUBG
    • Antonov An-225 Mriya
    • Boeing 737 Max 8 but it carries weapons instead of Kerbals
    • An ICBM from a movie (available on my KerbalX)
    • U-41 Ptakojester / Skycastle from Just Cause 3 / 4 respectively.

    TUBM is still bad at doing interplanetary transfers.

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