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Everything posted by kspnerd122
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Final boss star system ideas
kspnerd122 replied to Rutabaga22's topic in Prelaunch KSP2 Suggestions & Development Discussion
Luminosity drops off a lot faster than mass, so your planets at the same temperature will be closer and closer and the orbital speeds are a lot faster -
Jeb Crashed his personal SSTO into the KSC's Planned Interstellar Vehicle, Jeb managed to eject but now the KSC is taking this opportunity to build a more capable ship as opposed to sending kerbals in a cramped ship to another star. The KSC has some requirements for it. Banned Mechanics Kraken Drives KAL Overclocking Permitted Parts Mods KSPI-E Far Future Technologies Near Future Technologies Blueshift - Kerbal FTL (FTL Section ONLY) Kerbal Planetary Base Systems Extraplanetary Launchpads Tweakscale USI Life Support DeepFreeze B9 HX(Reconfig is ALLOWED) KARE Exploration Ship Requirements Must Carry a Reusable Lander capable of landing on all planets within the target system and returning to orbit Must be able to refuel itself(this capability can be installed on the lander) The Ship and the Lander cannot be the same craft, We can't have our fancy ISV get covered in scorch marks from reentry. Capable of returning to LKO at the end of the mission Main ship must carry Mobile Processing Lab Power Supply Habitat module Life Support Systems Cryopods(If Using Deepfreeze) Colonization Ship Requirements Must carry Either A self-sufficient colony The Equipment to Build a self-sufficient colony Must Carry a Reusable lander capable of repeated takeoffs and landings from the targeted planet Equipment to keep this Lander Fueled(Can Be Installed on the lander) Must be able to serve as an interplanetary freighter after the colony modules have been dropped off(You can use EL on your colony to build freight modules) Main ship must carry enough kerbals to colonize the system Ship must be capable of providing life support for the duration of the trip Must have a power supply General Requirements(Both Types) Must be able to go interstellar(GU Or Light Levels, Using Extrasolar, beyond home, or GEP, does not count) Capable of visiting all planets in the target system(No, you cant exclusively focus on a habitable planet, ISVs are expensive after all) You may carry multiple landers designed for different roles if your main lander is not capable of fufilling it(such as landing on a high G body which is basically airless) Play Fair, Dont Cheat, if your ISV is in one category, we will not compare it or say it is better than those in the other categories. STL Rules No Faster-Than-Light Drives, simple enough right? Otherwise do whatever you want so long as it doesnt break other rules FTL Rules Must Use Faster-Than-Light drives, Blueshift is allowed for this category Do whatever the love you want so long as it doesnt break other rules STL Submissions [Your Name Here] - [Your Ship Type Here] FTL Submissions [Your name here] - [Your Ship Type Here]
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Land on Jool... (Yes it's possible)
kspnerd122 replied to Aliquido's topic in KSP1 Challenges & Mission ideas
Jool does not have any sort of surface science you cant land on it, period -
Land on Jool... (Yes it's possible)
kspnerd122 replied to Aliquido's topic in KSP1 Challenges & Mission ideas
Try your challenge yourself first, impossible challenges arent fun for anyone, I see your new to the forum, so welcome, I hope you have a good time here, and assuming the next challenge you post is possible, I would gladly take part -
World War Kerbal - A Multiplayer War Game
kspnerd122 replied to kspnerd122's topic in KSP1 Challenges & Mission ideas
The challenge is to design a better craft and use better tactics -
World War Kerbal is a set of war games that will put player skill and craft design to the test against who else but your fellow players. There will be several installments of the conflict, each will be placed on a different planet(this includes modded planets) The first game will be set in the Kerbin System, And you will have the choice of starting on kerbin, the mun, or minmus Forge Alliances, Fight Battles, Dominate the System, It's a free for all, will you be the ruler of the kerbin system? If you want to join, Join our discord https://discord.gg/G3CZJuP9Tb
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Spinlaunch parts
kspnerd122 replied to Ryaja's topic in Prelaunch KSP2 Suggestions & Development Discussion
Spin launchers are kinda bad for launching to orbit, its a LOT more simple to just use a mass driver for low G planets and then for higher G planets its easier to just use a nuclear jet + fusion engine system, and no, we arent using skyhooks, because they arent as useful as they seem, mass drivers on the other hand are electrical, and the thing is, with a nuclear jet, most of the energy to climb out of the gravity well is effectively free to you, you dont need fuel to do it, and also, with KSPs smaller scale, a nuclear jet can reach 2 km/s and then you have such a tiny orbital insertion that its not worth it to use and maintain a skyhook. Even on planets like mars, building a mass driver would work alright, since the air is so thin ya may as well just stick a railgun on top of olympus mons and fire bulk cargo into orbit -
Interstellar? IN STOCK?
kspnerd122 replied to Andrew the Astronaut's topic in KSP1 Gameplay Questions and Tutorials
Ok, so KSP can literally just go infinitely, there is no inivisible wall, the only barrier is how far you can go before your computer cant handle it anymore- 10 replies
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Do you want to do space races? Interplanetary Wars? Collaborative Play? Modded Challenges? Well, Modded Multiplayer(Formerly GU multiplayer) is the perfect place for you We will have a continuing series of different types of multiplayer games, there will be games for every type of player Anyone is able to post modded challenges for yourself and others to complete Want to join? https://discord.gg/G3CZJuP9Tb
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KSPIE makes it easier by adding late game engines(But these engines require a HUGE amount of science and funding) I dont use warp drives anyways EoE has an Unwritten rule to not use RTGs or NERVAS(or other fission engines such as those added by KSPIE) EoE also has a much more Dv intensive solar system that is designed to encourage flyby missions since say, a capture burn without assists at calefact will cost 5.6 km/s Near Future LV(Adds a bunch of engines which can work decently well but arent OP) I am required to go to ALL bodies including extrasolar systems
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Can I add a few mods in to say, make probes come before crew, and also, not demanding you do docking, rendevous, etc, around every single body, demanding you then return, only to get a new contract for that body Also, going to do this on EoE which means Much more dv required to go to some of the planets No fission engines(since all fissiles have decayed) KSPIE(Makes techtree longer, my goal is to land on every body including in other star systems, so I need something to get me there, I will not be using warp drives since those are not fun to use as compared to a "Slowboat")
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Anyways Ima work on my own mod, RogueWorlds
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@NimNimixNice to see you working on stuff, RIP your PC tho
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How is GU bad, it makes going to asteroids good and valueable, since mining them using mods means you can mine it say, for material to build your ultraship, and you never need to deal with ANY gravity well, then you just prepare to grab another asteroid when that one is depleted after churning out several massive ships GU also adds extrasolar systems, so you have a reason to build said megaships
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I play with GU which makes asteroids 10x larger, the biggest type is half a km wide and weighs over a megaton
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kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
kspnerd122 replied to Angelo Kerman's topic in KSP1 Mod Releases
then dont use warp to enter the SOI and enter it slower than light speed, I dont encounter the bug because I dont use FTL tech, so I would say just dont use it to cross the SOI boundary -
Asteroids just require a big engine, not much else
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Honestly, I feel like his categories would work ok if ALL of his categories were implemented
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Rules : Must Speedrun a modded system System must be publicly available(So people can compete) 2 Categories of Speedrun "Stock Parts" and "Modded Parts" Must be done in career mode(minimum of normal difficulty settings) Stock parts is NOT considered to be worth more than modded parts. No Kraken Drives/KAL overclocking Speedruns use UT to determine the fastest completion Leaderboard will display Username-Mod-Time(UT) "Stock Parts" Rules Must only use stock or DLC parts Only other mods permitted(other than the planet mod you are speedrunning) are Visual Mods(EVE, TUFX, Scatterer, Realplume/Waterfall, etc.) And mods that do not change parts(KER) No cheats menu or hyperedit is allowed Science Labs are banned "Stock Parts" Leaderboard "Modded Parts" Rules No Infinite fuel/Self Fueling drives Mod cannot include engines that allow infinite fuel without mining(ex, PURE Electric engines, are banned) "Modded Parts" Leaderboard
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Btw, I would say no KAL glitching since its kinda dumb Also I want to do a speedrun on some planet mods So I may post a seperate challenge for modded sol systems
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that means you treat an engine like an epstien drive and thats not fun, also MC speedruns dont allow glitch abuse