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SLAMS

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Everything posted by SLAMS

  1. You could asparagus stage that... Drop tanks from the outside and feed fuel into the center... That would be crazy, it's crazy that it ever flew to begin with.
  2. BRB! Apparently a post has to be at least 10 characters, I think that should do it...
  3. I wanted to land on it in flight... I know, crazy. But I've done some serious pinpoint landings and with enough quickloads... It also has a crew tank, I saw it as kinda like a flying hotel/airstation?
  4. It's right in the config file, I just set it to 0.0
  5. It has engines on 360 rotators, so it can move around and land too. The original idea was to use it as a ferry to help return vehicles to orbit with the help of a claw/clamp/platform or something, but KSP just seems to delete the blimp when you switch from it.
  6. I posted this in its own thread but I'll put it here too anyway. <iframe class="imgur-album" width="100%" height="550" frameborder="0" src="http://imgur.com/a/iQL1T/embed"></iframe>
  7. I think this is unique enough to warrant a separate thread. At one point scientists considered the idea of having a flying station in the cooler upper atmosphere of Venus. That sounds like a good idea to me. <iframe class="imgur-album" width="100%" height="550" frameborder="0" src="http://imgur.com/a/iQL1T/embed"></iframe> Link to the mod http://kerbalspaceprogram.com/forum/showthread.php/9634-PLUGIN-PART-0-14-Ludodyne-airship-balloon-v1-1-%28Apr-23rd%29 I had to remove the minimum pressure requirement on the Blimp to make this possible. Then I extended the maximum length on struts and used some mod parts including ION engines.
  8. Am I missing something? Whats up with the IVA in the MK2 cockpit, there's no windows... I did some searching and didn't see anything on this, sorry if this is a repost. Edit: Is there any way to mod the MK1 cockpit onto the MK2 in cfg files?
  9. So I finally got to play 0.17 last night. No mods used EPIC stock craft What did you think I'd crash? Jeb seems to like my piloting...
  10. Sorry Sal_vager, I was trying to be factual and express my concerns with the claim.
  11. I don't mean to attack you personally, however there are three options and occam's razor points to the correct answer. Either the Devs added a super obscure easter egg that was one in a million. Or it was a graphical glitch akin to an observer seeing a UFO in real life. Or the entire thing was a fabrication... I think it was one of the second two. For example, this object would have to be very far away to be one pixel, however the game engine only renders dynamic objects when they are close. So it is either a moon, a glitch, or a hoax. No moons orbit in that area... My background in programming and skepticism says there is an issue here. Edit: Borrowed these "Dream Crushing Boots" from Nova... I only noticed it because I used to work in "document imaging" and the original image is a stereo type of a resolution/compression blur we would have to explain to picky customers.
  12. It's not a matter of strength and there is no connection as far as the game is concerned, the code just keeps resetting the position of the clamps(and the ships connected to them) repeatedly so they are end to end. So it can't be made "stronger". Still epic.
  13. For everyone suggesting that docking should be automatic read and practice the following link. Don't use the High orbit to slow down, low orbit to speed up method, it's way to slow and difficult and this works much better. http://kerbalspaceprogram.com/forum/showthread.php/8915-Orbital-Rendezvous-Made-Easy?highlight=Orbital+Rendezvous+Made+Easy Docking should never be automated...
  14. Solution, use "backwards" fins on your lander that separate after landing. To do this your lift stage needs more forward control surfaces than you lander has, it works pretty well actually. If you use mods mount the fins on rotators from damned robotics, turn them around before you re-enter atmo, problem solved...
  15. I'm calling hoax. http://i.imgur.com/TaGCR.jpg It has blurring from a resolution change, insert one white pixel, upload to imgur with a lossy compression (JPG), and you have an alien fleet. If mine isn't exactly the same it's likely due to me using a different starting resolution. EDIT: ZOOM IN and compare, mine looks a bit more silly and obvious because I added a lot of points.
  16. Real time, your crafts mass will decrease as fuel is used. Use a MechJeb and you can see the mass change under vehicle stats.
  17. No, I won't! Also Santa isn't real! /sarcasm Grats I haven't run into any of these on the Mun.
  18. Technically you're not allowed to ask in this thread. You can post that in suggestions if you want, but this thread is for .17 only and that won't be part of it.
  19. There is a mod for water and snow pontoon/skis, also nova said he would be adding more land.
  20. I wonder if they are going to nerf the directional RCS motor, some guy used a few of those and two RCS tanks to go to the moon. Maybe that's why your rotation seems less efficient Nova. The ones you can used to rotate are nowhere near as powerful or efficient as the directional ones. Here's the URL. Edit:RCS weirdness link 5 Part Mun lander http://forums.somethingawful.com/showthread.php?threadid=3485342&userid=0&perpage=40&pagenumber=3 Post is by Abyssal Lurker
  21. In X-Plane you can make your own, but its not easy and not as fun IMO. Also, "THE SHUTTLE", and the argument about space planes in KSP is ended
  22. Exactly what's needed. I hope RCS fuel is re-balanced a bit too, right now consumption is brutal unless you use modded tanks.
  23. I think you could do this by putting a mechjeb on the "debris", maybe... The parachute deploying automatically was added as a feature a while back.
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