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fulgur

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Everything posted by fulgur

  1. The reason I wanted this is that I play with USI-LS and so there is no way for me to return kerbals from, say, Jool or Eeloo if I get an extra one. Because they'd all starve to death. Whereas if I left them at one of my self sufficient, greenhouse- and ISRU-equipped bases, they could stay there.
  2. Yes, engineers are able to view the persistence for craft and edit it when concerning Bugs. To avoid the Bill vs Evil Bill battles of Kerbfleet, they can only edit the Persistence when the Kraken indirectly allows them (viz., when a bug occurs.). Also: DMagic Orbital Science Probe! In a new SSTO! I think the Hafoc I (means Hawk) SSTO is pretty cool. It's going to LKO to drop off a science payload (that's the Stage 0 Engine) and a tourist in the passenger seat. It's also the first LKO SSTO, so it uses an aerospike and will be so much easier to fly.
  3. I am currently designing a self-sufficient Munbase and Munstation in my career save (link in my signature). So I was wondering whether there was any way to remove the 'return to Kerbin' clause from rescue contracts. (I am also anticipating similar bases around other planets). If you know of a mod to do this, that would be even better! Thanks in advance.
  4. I've wanted a new skybox for a while now, so I added it while making other fundamental changes in the universe. You didn't think I would let the kerbals continue as normal, did you? Oh, and Gesschosskopf: You're wrong about rockets.To misquote Cupcake: But can your rocket do this? Tune in next time for the Boldwela I SSTO launching a Munstation to Munar orbit. (The Mun is the usual destination for Munstations, after all). And also the Boldwela I SSTO launching a Munstation to Munar orbit. Because the biggest module the Boldwela carries doesn't have space for 5 kerbals. And also depending on how long I can play for, watch an engineer attempt to attach DMagic Orbital Science modules to my (rather outdated) munar lander with nothing but a drill. While in orbit.
  5. Well, you can steal as many of my designs as you like as long as you don't mind the odd names. (SSTOs are now to be named in Old English.) - - - - - - - - - - - - - - - - - - - - - Update! Due to the fact that I would like a bit more of a challenge now I have unlocked most of the stuff in the game, I am changing the config a little bit! Science returns are now down by a lot, to 15-20%. I am also making all the probes heavier than they should be by installing DMagic Orbital Science, to make up for the decreased returns. I have also installed the Bases and Stations contract pack, which is giving me some nice new contracts about space stations. Gene Kerman's filing system is still in the realm of the pen and paper. One day he will update to .txt files. The Aeternus I is designed to go to Rald, Duna and Ike. The Boldwela SSTO is designed to launch mk3 cargo using 2.5m turbojets from MkIV spaceplanes. Because rockets are awful.
  6. Okay, but this happened to me in Kerbin's SoI. Also, what mechanism did you use for that spaceplane?
  7. Definitely Kerbol. Kerbol burns you up before you can set down on the 'surface'. Also, propellors work on Jool.
  8. I attempted to make one with Panthers but it got stuck at 350m/s. It accelerates best at around 10km, and can reach over 1000m/s on jets. It does need some extra fuel as the only way I hit so many biomes was by rolling down the hill :-). The Steollan line will continue, and I hope to send a Steollan-Crew to Rald (being like Laythe but with less ocean).
  9. A SSTO has been designed, and it is going to Minmus to grab some science! I gathered 500 science from 2 biomes including Science Jr, Goo, Seismometer and Sample. (While I visited all biomes in the Taurus, that data went to my lab not to Kerbin). So I unlocked Aerodynamics and Heavy Aerodynamics, and built myself a little cargo plane, with MkIV Spaceplanes' 2.5m ramjet. Now to fly a station to Minmus. And pick up a couple of rescues on the way back.
  10. I have a mission report and I aim to Finish KSP with a grand tour before switching completely to KSP2.
  11. Will spacecraft built in KSP have the same performance in KSP2? (I know they said you can't convert craft, but you can always replicate them.) EDIT: I meant performance in terms of flying.
  12. Here are some pictures of the Cynestol landing on the Mun. I got 550 science from those surface samples and the lab data, which means that I have upgraded R&D and unlocked whiplashes, and now I am so bankrupt, I used my Ambulo rover (the one with the tinfoil wheels which goes at 10m/s) to survey temperature on the Mun. I am now less bankrupt and am going to go to Minmus to rescue some kerbals and build a cheap space station. Tune in next time for the establishment of a Minmus station, and/or the crewing of it with a pilot and two scientists using a SSTO design I am working on.
  13. Currently flying yet another Cynestol mission to get 850 points worth of from munar samples & material bays so I can unlock Whiplashes. The Cynestol will be much improved when you see it next - the V2 will have Junos to assist landing and a Mk2 docking port. It will also be carried by Whiplashes which go so much faster than Panthers. And maybe I will have a SSTO design up by then. I am attempting to milk Kerbin's SoI for in the run-up to the Rald window. (Rald is part of MIP, the planet pack which adds Eki. It is essentially a kerbaformed Mars, and Duna orbits it.)
  14. Because unicorns do not have wings. Winged horses are known as pegasi, while winged unicorns are variously known as alicorns and pegacorns. Even magic fairy castles must have some kind of rules, or you end up with the first person to do their spell winning, which is no fun at all for the reader. Essentially, I see no reason why there should be magic high-thrust high-ISP stuff. I mean, to a certain extent it's OK. but if your single engine ship is not only very fuel efficient but can land on Tylo... that is magic tech. You can have Vector powered craft with ISRU and Tylo landing capability, but they require massive Mk3 or 3.75m tanks which are very fuel inefficient. I would allow an extention of that (let's call that Having your Cake). And you can have very efficient ion powered craft to get you to places more quickly due to high dV, but they're useless for anywhere but Gilly (let's call a low-TWR even higher-ISP version of that Eating your Cake). But a magic several-G silly-high-ISP engine is both Having your Cake and Eating your Cake.
  15. I like video feed idea, because it shows lots of other stuff. Will you be able to swap between portraits? One idea I had is to be able to divide the video feed into 4 different portraits so you can still see the same number of kerbals as you can now at once, but you can also zoom in. That would be useful for the wonderful Mission Report People, viz. D:OB.
  16. Looks awesome! I have 3 questions. 1. There are 4 little buttons in the bottom left corner. These are placed so that if you were to put another Kerbal in the rocket and its portrait appeared next to Val's, it would overlap those 4 buttons. Where would you place the next IVA portrait? 2. I can't find a G-meter. Some people like to play with Kerbal G-force enabled. 3. When are the KSP/KSP2 devs going to hire you?
  17. What I hope is that you start with the KSC, but when you upgrade buildings you can also build new ones, like the double runways shown.
  18. Because of my incredible dedication to my readers, and also from having nothing to do... I'm going to call that mission a complete success, as far as prototypes go. Because I haven't unlocked AIRBRAKEs yet. Or even Whiplashes. So this is the lowest tech shuttle I've ever made. Tune in next time for either a training mission to Minmus, or me sending a giant fuel tank to the Mun.
  19. The other thing you might want to use to make your craft more efficient is this site: http://alexmoon.github.io/ksp/ This will show you when to plot your manoeuvres and how much dV (the thing in blue on white in your staging) you will need. It is very useful. It is also implemented in the Transfer Window Planner mod, which has the additional feature of setting alarms in the well-used mod Kerbal Alarm Clock.
  20. Here we go! Dun... dun... dunnnnn! These piratical pirates are probably not going to kill anyone. They do have six torpedoes, a Klaw and around 3km/s dV, though. Tune in next time for the Cynestol shuttle launch! (It is awful and I really, really want Whiplashes ASAP.)
  21. Dear Kraken, Please stop these threads. They are made entirely of mulch. Amen Akerb.
  22. Although I think it would be very cool if you could have Kerbals born on Laythe, who had never seen Kerbin, be the first to do... something. Definitely a boon for mission reports. I believe that Kerbals are self-repairing and do not die of senesence (aging).
  23. No, everyone dies and comes back as Jodie Whittaker (the current Doctor).
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