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Fox62

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Everything posted by Fox62

  1. I would recommend having the Mün set up for use as basically a retirement home. Any astronauts you don't want to use get sent there.
  2. I like this. Do want. And it would allow you to carry spare solar panels up to a space station for the occasional MechJeb assisted solar panel collision. There is a reason I don't use the Balka solar wings from the KOSMOS mod.
  3. It was not bolstering my own, it was noting that yours would make this move faster at the cost of being game breaking and senseless. Seriously, unlocking every single part in the 1.25m part size except for the biggest SRB after just having 1 Kerbal ascend to an altitude that can be reached with conventional jet engines? Sorry, rich people aren't that idealistic. Playing the Devil's advocate and pointing out the problems. And I note that my dad agreed with me, so that's 2 people saying your mission doesn't make sense.
  4. Ummm, I never said anything about what you are saying he replied to me with. As such, what are you smoking.
  5. Hmmm.... I suppose there is a reasonable chance that your Insane Troll Logic like mathematics, which I will admit are somewhat beyond my comprehension, are indeed correct. However, I will hold judgement until I see proof written out using figures confirmable from screenshots.
  6. Captain Sierra, I think my "Wings of the Valkyrie" mission makes more sense than yours. Sorry to be mean, but 26km ain't that impressive. I think that my mission also accounts for the new liquid engines, as you can use them however you need. And available tech is only what you'ld get if you hadn't bought any tech.
  7. Wow, I missed this thread. And damn that thing looks good.
  8. Lol, the reason I'm so prolific is that I'm bored waiting for my computer to get fixed.
  9. Mission 4: Wings of the Valkyrie Objective: Carry one Kerbal to the edge of space and return him safely to Kerbin. Must achieve altitude of 70km or greater. Kerbal must survive and plant a flag soon after landing if landing on solid ground. Exiting his or her capsule and swimming around a little is acceptable if making a water landing. Available Technologies: 1. Solid rocket motors 2. Medium liquid rocket engines (Rockomax mini radial and stack engines) 3. Parachutes (radial, there needs to be an LES to get the capsule off the rocket in the event of a failure) 4. Command Pod mk1 5. Aerodynamic control surfaces. 6. 0.625m decouplers for separating the capsule from the rocket, regular decouplers for the rest. Reward: 50k if rocket reaches the edge of the atmosphere, 60k for 70k altitude apoapsis, add 5k for every 5km above that. No reward if Kerbal dies. Unlock all available technologies for this mission for use on all other missions if successful. Additional reward. If you succeed in both achieving orbit and then returning, do a second mission that does an overflight of enemy territory. Gain 100k from military for providing valuable intelligence. No Kerbal needed on second mission, must return capsule equivalent which holds the surveillance equipment.
  10. Ok, I say you get Cosmic Ray theory due to having most likely flown through Kerbin's Van Allen belt equivalent.
  11. I prefer the Alcuibierre drive concept. However, the way I would implement it is that the drive is basically nearly uncontrollable in it's thrust. It's basically, speed up to 20c for x number of seconds, then decelerate to what your relative speed is from what you were doing on Kerbin. You could in theory go 20c for as long as you have the energy, but once you run out, it will take a massive amount of energy to regenerate the negative "goop*", by which I mean KOSMOS SSP pack Balka panels would be almost enough. That's 200 energy units per second or more to generate 1 unit of "goop". As such, you would have something that was not only stupid expensive, but very hard to get, balancing it very nicely. And by "goop" I mean whatever it is that makes the Alcuibierre drive go. (I forget whether it's negative energy or negative matter). However, I would make it so that there were alternatives to the tech that take longer, but are ultimately cheaper, if more difficult to work out and more boring (instead of simply "point in desired direction of FTL travel, push button, go", it would be, "plot transfer burn, execute transfer burn, wait for time warp to get you to next maneuver node, yadda yadda yadda")
  12. Well, he's taking almost excessive risks. Something tells me that BERTY has misgivings about Rozer, and may share them with Jeb or the others.
  13. Mission 3: Skaputnik-1B Science Payload: Same as previous, with antenna. Add gravimeter if previously unlocked. Objective: Put probe in orbit. You have been given access to prototype liquid rocket engines, but they can not lift payload off launch pad. Available Tech: 1. Solid rocket motors 2. Light liquid rocket motors (LV-1) 3. Decouplers (both stack and radial) Reward: 50k for circular exo-atmospheric orbit of any eccentricity. 60k for 75km x 75km circular orbit, plus 5k for less than 0.5 degrees eccentricity. 70k for anything 5km higher if relatively circular, plus the eccentricity control bonus. Develop Gravioli Particle Theory if not already unlocked. Added bonus: If rocket achieves 100km x 100km orbit, unlock Cosmic Ray Theory, which furthers research that will eventually lead (in the far off future) to NERVA engines. (Excuse horrid grammar, trying to make a joke about writing in a stereotypical Russian accent)
  14. This sounds so genius I have a hard time thinking of how I never came up with this. Good job!
  15. Mission 2: Skaputnik-1A Objective: Send a heavier probe to space. Test new decoupler technology. (Discover 1.25m and smaller decouplers upon vehicle landing) Science Payload: One Accelerometer. One Thermometer. One Barometer. One 0.625m and 1.25m decoupler for both sizes. Must land as close to KSC as possible. Cost penalty is doubled if landing in water. One thousand currency units per ten kilometers distance. Higher apoapsis means more science done, apoapsis above 71km adds 1k bonus. Optional Bonus mission. If payload reaches orbit with antenna, discover radial decouples and Gravioli Particle theory (unlocks gravimeter, leads towards eventual ion engines)
  16. One thing I was thinking of was having the environment your in and what your flying dictate what the track is. For instance, if you are reentering a capsule, it should play some kind of solemn theme telling you that you had better have gotten this right. Where as landing a lander on the Mün should have a theme that is fast paced, but something that instead says, have your hand on the abort button.
  17. AngelLestat, PLEASE get an English reading/speaking proofreader for you posts. It's very hard to work out what you are trying to say, and you've made a lot of errors in you spelling and grammar. If it helps, use google translate to translate from your native language to English and use that as a guide.
  18. I believe it's doing well, but I have a almost ruined economy.
  19. Actually, there is a mod called the "Sea Sickness Cure" mod, which can fix the problem with floating platforms, just add 1 part.
  20. I think the Renatus class would be an effective ship if it was equipped with a remote control flight system. Especially if it has engineered to look like it still had the same weak spot.
  21. Wow. That's gonna hurt if you manage to mount big enough torpedoes on it.
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