-
Posts
165 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Sigma117
-
KIDI- Kerbal Interplanetary Defence Initiative
Sigma117 replied to sodopro's topic in KSP1 The Spacecraft Exchange
Might want to say who you're asking ;3 -
KIDI- Kerbal Interplanetary Defence Initiative
Sigma117 replied to sodopro's topic in KSP1 The Spacecraft Exchange
Can it get to orbit? -
KIDI- Kerbal Interplanetary Defence Initiative
Sigma117 replied to sodopro's topic in KSP1 The Spacecraft Exchange
Never know (It's not a lot of effort to do ^^) Also, it looks nice with 4 missiles, got a supply ship to it earlier~ Also, there's this ship I built but couldn't launch legitimately because Symmetry broke 3: -
KIDI- Kerbal Interplanetary Defence Initiative
Sigma117 replied to sodopro's topic in KSP1 The Spacecraft Exchange
You can't see it, but it does have 4 rcs things near the engines, and more inside the armour. If you needed to translate, you can toggle the 4 on the engines too. -
You might want to repost this thread, being clearer that you don't want devs to implement this, but to have a shared save for this kind of thing with a group of people.
-
KIDI- Kerbal Interplanetary Defence Initiative
Sigma117 replied to sodopro's topic in KSP1 The Spacecraft Exchange
I have the SGA- Guardian: Two more pics, and .craft here: http://forum.kerbalspaceprogram.com/showthread.php/37418-SGA-Guardian?p=474697#post474697 -
My second attempt at an all stock battleship, this time being careful with the core part so I can build a launcher for it. The SGA- Guardian: Its first flight, sat at a 100km orbit. Needed to use half of its own fuel and monoprop to get there though, so it's awaiting a supply ship. A shot showing the weapons, 2 SRB missiles that are able to be restocked by the supply ship. The pilots view, able to see down the length of the craft and yet remain safe. .craft with launcher: https://www.dropbox.com/s/adoa6s14y0m8jla/SGA-%20Guardian%20Mk%201.craft I advise using the nuclear engines from the skipper stage onwards to aid with extra thrust, also due to sabotage (Read: I have no idea why this happens) the last stage or two likes to spin. .craft minus launcher: https://www.dropbox.com/s/tdg7o7c9av2mhma/SGA-%20Guardian%20Mk%201%20%28No%20Launcher%29.craft Action Groups: 1- Toggle Sails 2- Undock missile docking nodes (Warning: Only do so after firing) 3- Toggle lower RCS for easier translation/better manoeuvring 4- Toggle nuclear engines 0- Toggle comm antennae
-
How rotating the core part messes up symmetry, mainly in the VAB. Same issue when moving from the SPH, to VAB.
-
No, that's the only issue with it. It'd be easy enough to do, just replace the first decoupler (that's under the Hab and ASAS) with large docking ports. That only crossed my mind once I'd got it into orbit though :T
-
Just over 260 actually ^^" There's a bit of a bug with the ladders too, kerbals won't go from the walkway to the outer ring, if you try the station starts to rotate around them. (Made it look like the worlds densest Kerbal )
-
You can't see them, but there are 16 ion engines already on there. Notice the radial mounts under the walkways?
-
SPACE STATIONS! Post your pictures here
Sigma117 replied to tsunam1's topic in KSP1 The Spacecraft Exchange
My KSS, spent hours getting this thing into an orbit. Craft file in this thread: http://forum.kerbalspaceprogram.com/showthread.php/35064-My-KSS?p=440387#post440387 -
Not based on the ISS, but I like the name :3 It took me 4 hours getting this thing into orbit in one go, the thing just kept breaking apart in atmos but I finally did it. Craft file: https://www.dropbox.com/s/adbpzyiaeky3rjz/KSS.craft Feel free to replace the first decoupler with docking ports, that slipped my mind until I'd got it to 400km 3:
-
In that case...To the mod request forum!
-
That's what I'm wanting, something like that function in mechjeb, but without mechjeb x3 I've found I can't resist abusing MJ if I download it 3:
-
So...only with other mods? Don't suppose there's one with the landing function Mechjeb has that lets you place a marker on a planet?
-
Poll: Kerbal Space Program's Mun Landers
Sigma117 replied to AncientAstronaut's topic in KSP1 The Spacecraft Exchange
Too lazy to do it right now, but I've got to the Mun and Minmus so far. (Some screencaps on my steam, lwoody117) -
How can I translate the co-ords from Kethan to a position on the map so I can actually land there?
-
515. A kerbal lego style thing with 4 of each stock part to model our own ships
-
My first docking on a new save
-
HOCgaming's THAT'S NO MOON! Base - Craft Submission Thread
Sigma117 replied to HOC's topic in KSP1 The Spacecraft Exchange
Not a craft submission, but a reply to your video asking for build ideas. Since having junk in orbit is a known issue, why not make something to deorbit the craft that can't be reused? -
SPACE STATIONS! Post your pictures here
Sigma117 replied to tsunam1's topic in KSP1 The Spacecraft Exchange
Here's my station in LKO, in hindsight I should've put a docking port under it so I can add more fuel... -
Here's a battleship I made earlier today, took a little while to make and disappointingly broke symmetry in the VAB so I'm having issues building a launcher for it. .craft file: https://www.dropbox.com/s/bjdghwn23frqb2b/SGA-%20Atlas.craft Ps. Feel free to have a go building something to get this into orbit, and if you manage it please tell me/link me the .craft file! (Prefer to keep it stock though)
-
If you can get it to work, mind posting the craft file for me? ^^ I'll probably try again later, but I'm feeling lazy
-
I've built a battleship style thing, but I can't build a launcher for it that works well, mainly due to that bug where symmetry in the VAB fails (I think that's because I built the ship in the SPH). Would anyone be willing to give it a shot? (Wanting to keep it stock too) .craft file: https://www.dropbox.com/s/bjdghwn23frqb2b/SGA-%20Atlas.craft