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Everything posted by BallistX
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Alpharia Planet Pack (The New Crew Reloaded)(KSP 1.11.1-1.12.2)
BallistX replied to Cyrus Playz's topic in KSP1 Mod Releases
Not really, there's probably a tutorial somewhere, or you could dig around in another mod's files to find out- 71 replies
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Alpharia Planet Pack (The New Crew Reloaded)(KSP 1.11.1-1.12.2)
BallistX replied to Cyrus Playz's topic in KSP1 Mod Releases
That's alright, i fixed it myself, i guess that also explains the lack of special messages for the science experiments i put on the probes i sent- 71 replies
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Alpharia Planet Pack (The New Crew Reloaded)(KSP 1.11.1-1.12.2)
BallistX replied to Cyrus Playz's topic in KSP1 Mod Releases
Good mod, great textures, my only gripe with it is that the spaceAltitudeThresholds are all 50k (except for Cytaria which has Jool's) , which is impossibly low for Cyz0122 and Darset, and annoyingly low for Impossible, I've fixed it by poking around in the mod configs, though someone without any knowledge of making Kopernicus planet packs couldn't change it and would be stuck having no way to get low space science of Cyz0122 and Darset.- 71 replies
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The little lander challenge: Complete
BallistX replied to a topic in KSP1 Challenges & Mission ideas
It's launch cost that matters i think -
The little lander challenge: Complete
BallistX replied to a topic in KSP1 Challenges & Mission ideas
While Stratzen did build a Jool SL SSTO, it was full of part clipping and it's cost in NERVs was higher than the entire limit for a 2-player mission, i doubt this mission would have been possible otherwise -
The little lander challenge: Complete
BallistX replied to a topic in KSP1 Challenges & Mission ideas
This is getting into some old and moderately cheesy stuff, i still doubt reaction wheel props will get you enough velocity to get to Jool orbit -
The little lander challenge: Complete
BallistX replied to a topic in KSP1 Challenges & Mission ideas
150000 funds is still a very limiting factor for a Jool ASL return mission, as all chemical rocket engines will not work at all at Jool SL so propellers will be needed, and they will not be able to provide nearly enough dV to get you near orbital speed, it might not be possible on only 150k -
The little lander challenge: Complete
BallistX replied to a topic in KSP1 Challenges & Mission ideas
What altitude for the Jool return craft? I know someone was able to return from Jool ASL but it cost way over 90000 funds and was the very definition of part clipping, i doubt Jool Sea Level is possible on 90k funds -
The little lander challenge: Complete
BallistX replied to a topic in KSP1 Challenges & Mission ideas
I think retrieving the whole probe that went to the surface might be a bit complicated, so only the science data should be recovered -
The little lander challenge: Complete
BallistX replied to a topic in KSP1 Challenges & Mission ideas
I'm okay with the fact it's smaller because it's going in my signature and i have to downscale it to 107px anyway. More ideas for the round 4 Flagship: You have to land your sample return craft within 5km of the rover and the destination cannot be within the Kerbin system. -
The little lander challenge: Complete
BallistX replied to a topic in KSP1 Challenges & Mission ideas
Also you can see a bit of my orbital insertion and escape stage behind the asteroid in the image you chose -
The little lander challenge: Complete
BallistX replied to a topic in KSP1 Challenges & Mission ideas
I didn't check my forum in a while, so i didn't see all of this happening, but i had took a better shot for my flagship Take this one instead The coma should be a rough estimate as to where to cut it, the one you've already made is fine if you're too lazy but i would rather use this one. I don't think sending a huge rover for flagship would be within the spirit of the challenge, so i would rate flagship by the amount of science experiments taken on the surface, with all of them minus one or two making a flagship and the return vessel required, orbiter recommended for planets like Eve. -
The little lander challenge: Complete
BallistX replied to a topic in KSP1 Challenges & Mission ideas
I will likely be collaborating with @GRS For round 4 -
Kittopia works for Prestja's release too
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I would rather use a stable version to start modding, which means Prestja's release
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The little lander challenge: Complete
BallistX replied to a topic in KSP1 Challenges & Mission ideas
Well Either way here are the 2 last Dresteroids i've done Infinity 1, I1 - 4(D), and Dres I took that just because it looked good Naming 1 I don't think i need to explain Naming Too So with that out of the way, i'll go play KSP -
The little lander challenge: Complete
BallistX replied to a topic in KSP1 Challenges & Mission ideas
I once tried to do an Eve lander with some balanced mods, it went extremely wrong, accidentally quickloaded with parachutes deployed and my craft was ripped apart, sending debris off at 4% of the speed of light. Incredible what The Kraken can do... -
I have 2 complete concepts and 1 incomplete concept, the fixed curves will be needed for the incomplete one so you have plenty of time to make sure it works for 1.9.1 and maybe even 1.10.1 if someone releases kop for that version by the time i come back from vacation
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I mean, i'm not yet doing kopernicus planets but i'm getting prepared to do so.
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The little lander challenge: Complete
BallistX replied to a topic in KSP1 Challenges & Mission ideas
I don't think i'll be able to complete Infinity 1 due to going on vacation for another damn 2 weeks, so i'll just take the flagship with 2 asteroids 1 comet 3 dresteroids, also, i like your new location @The Doodling Astronaut I'll still do a few more dresteroids (until i find a magic BoulDres) and crash it into Dres after the deadline. -
Update this, i will definitely need that for my latest concept (and probably third mod)
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That is absolutely amazing, definitely one of my favorite mods even though that wasn't even added yet, i also like the fact that it takes up the entire launch pad.,
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Oh, basically a launchclamp-like part, that could work as well. It looks immense but the rocket is really small
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Are you planning to make it a Kerbal Konstructs launchpad in the KSC or somewhere else? Or any other option? Also i think it looks quite nice.