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GROOV3ST3R

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Everything posted by GROOV3ST3R

  1. Thanks ^^ I'm constantly doing small changes and improvements to these crafts - particularly the rovers. Trying to make them more stable and durable. The UT4, which I have just added, is able to take crazy punishment on the Mun, flipping over and over without disintegrating at all (apart from breaking off unimportant components such as some lights and antennas). Now I will work on a science module ^^
  2. I just can ^^ click on the link and you will find out for yourself ^^ All modules come with complete rockets sufficient to get to the Mun - possibly even Minimus. But actually, it's not that hard. Once you figure out asparagus staging and gravity turns (I start tilting around 18-20km, when the second-to-last lifter stage is about to run out), crafts will get lots of orbital altitude and velocity very easily. Then all you need is a transfer/orbiter stage (which can also double as a lander) with LV-Ns and you're good to go ^^ Just remember to strap it all down with struts so it doesn't wobble too much and doesn't rip itself apart during lift. Once you're orbiting, it's unlikely anything will come apart, it's just the lift that can get tricky keeping everything together.
  3. These are some crazy rovers 0.0 Well, here's my contribution: The BOXX-CART UT5 and UT5 Bulldozer: They both seat 5 kerbals and have full ''tactical gear'' - all small science gadgets that you may need ^^ (craft files are here, if you want them :3):http://forum.kerbalspaceprogram.com/threads/59515-Showcase-Living-it-UP!-on-the-Mun-my-new-base-3
  4. I'm posting some more pictures right now ^^ Yeah, the original version is by far the safest (the one I used in Kyrian GP). Unfortunately, it had a high CoM so I had to scrap the girders for a spaceframe. That does impact it's durability - it doesn't fall apart during use but it's recommended not to crash them deliberately. The Bulldozer can withstand much more punishment than the UT5 though ^^ It's properly badass, just for Jeb :3 I' glad that you guys like these ^^
  5. Hello Space Rangers! Did you ever feel like your Kerbals are missing out on something? Maybe they were bored with monotonous shapes, encompassing grayness of the new land and tubular structures in which they spent time strapped to a wall? Well, here is my answer to those of you who prefer a little bit of style and panache while ''sciencing''. Update #1: Fixed action groups on rovers after they leave hangars, added separate craft files for Bulldozer and UT5 lifters and an empty garage lifter. Update #2: As awesome as these rovers are, they appear fragile and prone to flipping. That's why I am now including a UT4 version in the download. The UT4 can withstand crazy levels of punishment, only losing minor components. UT4, UT5 and Bulldozer have now been equipped with emergency RCS for flipping the craft over so it can crawl back to base (or the junkyard) and ''railforced'' to lower the CoM. Hopefully that will make them that much more useable. They haven't been placed on rockets yet so you need to do that manually for now. DOWNLOAD is here for your convenience The base: As you can see, it consists of 3 main modules so far: - ''The Lone Ranger'' Space Club - The club serves as a main housing and communal area. It has a Kerbal capacity of 18 thanks to use of 3 stowaway modules, 4 cupolas and a lander can - the Cupolas serve as observation decks mostly and the Lander Can suspended from the ceiling is an exclusive zone for when your Kerbals want some privacy (not necessarily together). It has multiple action groups for lighting effects, comms and gear. 6 docking modules spaced out on the outer ring of the structure allow for docking rovers and expansion modules according to your personal preferences. - Exploratio Dish - The Exploratio Dish (it's not a typo, lack of ''N'' serves a purpose ^^) is a deep space exploration satellite, exploiting lack of atmosphere on the Mun for a much clearer view of the nearby stars and galaxies. It has a very high centre of mass due to the design of it's dish so it is vital to land it perfectly vertical, killing any relative velocity and selecting a level landing zone. Once landed, deploy a ladder for easy access and explore space at your own pace ^^ - The UT Hangar - Last but not least, the UT Hangar. It's a medium sized structure comprised of 2 garages. Each garage has a potential capacity to store 2 UT5/UT6 rovers or one UT5 bulldozer. However, it is best to carry only 2 rovers to your destination using this particular structure. It has on/off ramps, Gigantor solar arrays, tons of battery power and a control tower with satelite tv. Sit back and drive the rovers remotely, not risking a gruesome death by barrel rolling face-first into the ground I did all I could to keep the rovers as stable as possible. CoM is very low on them, which does help to combat the effects of low-gravity but still requires very careful operation. Each rover is equipped with 5 seats and full tactical gear, allowing you to ''science'' on the go (or upside down). Useful, versatile and with a long range - thanks to generators, it is never without power, even at night. Besides, it's sleek and sexy so why don't you jump in and take it for a spin? I'm sure you'll love the challenge... I mean the thrill of adventure. Here are compatible Rovers which I included in the download: The UT4 - by far the most durable thing I have ever built: The UT5: If you require a more rugged machine, I recommend the Bulldozer - a ''railforced'' UT5 with a pushbar for moving debris out of the way. Added weight is sure to improve traction and lowers the CoM even more. There is also a UT6 version, with smaller, rounder wheels that you may prefer. All seat 5 kerbals. If anyone is interested, here are (or will be) the craft files for all of the above structures. The .zip link: DOWNLOAD
  6. I made my first ever Mun Base, using a housing module I made back in 19.1 :3 Of course, I have also added other utilities to expand the base functionality. 100% stock :3 Shortly after I took these, I decided to take one of the UT rovers for a spin and managed to roll one within 1km of the base. Silly me Now I need to send replacements and bulldozers. Gonna post more about it (including craft files if anyone is interested) here: http://forum.kerbalspaceprogram.com/threads/59515-Showcase-Living-it-UP!-on-the-Mun-my-new-base-3?p=800993#post800993
  7. It looks like more and more people are leaning towards Photovoltaic Panels ^^ Therefore I think they should be called that. After all, Kerbal language or not, the game would surely be translated into English from Kerbal (if there had been a language barrier to make things unrecognizable to us).
  8. I think I will add to this - to the Sandy Bridge category under i5 2500k 4.7gh/z ^^ I'll post the results in this post when I get it all done. EDIT: And the results are in: Specification: CPU: Intel i5 2500k @4.7gh/z (1.336v) RAM: 8GB DDR3 Samsung 30nm Green @ 1066mhz (11,11,11,24) MOBO: Asrock Z77 Extreme4-m GPU: Radeon HD7950 Twin Frozr III 3GB OS: Windows 7 Ultimate 64bit 2 monitor setup (game ran in fullscreen mode on a 23'' 1080p screen, half-res, ''fantastic'' rendering setting, delta 0.3, no v-sync, fps cap 180, no AA, full aero FX) I hope this combination will give you some useful data to compare how 2500k performs after O/C. LINK
  9. I find that using Kerbal Engineer Redux with Flight Engineer makes this a whole lot easier since it tells you the exact speed difference between you and your target as well as the distance. I think it's a great little tool to have If you want to dock without it, all you need to do is match the speeds and orbits together and once you are on roughly the same orbit as your target, you can start to close the gap. It is a LOT easier to do with RCS than engines but not impossible without. Also, beware of the inertia that your modules have, you don't want to hit the station and send it into a spin, wasting time and having to catch it again.
  10. Good idea! Get a Multi-core processor from a Second-Best company to improve a game that only uses 1 core to do all of it's physics processing..
  11. Between 2 to 3 intakes per engine will allow you a decent amount of headroom for high-altitude flight. I went up to 25.000 at half throttle with only 6 radial mounted intakes. Ram intakes are much more efficient for that purpose though. You still have to remember to monitor fuel flow in the engine to see whether it's starting to fall causing a flame out and adjust throttle accordingly. This is even more important if you have more than 1 engine. Having only one jet, a flame-out doesn't induce any form or flat spin so you can literally go hell-for-leather and find the optimal setting once at altitude.
  12. Thread is and has been dead. Try not to necro.. Aside: Game engine calculates physics for any and all craft that you can see. This way you can actually interact with it and when you hit it, it will react in the way it's supposed to. I don't know if there is a way to switch of physics simulation for ships that aren't commandeered, but if you did, they would be like floating rocks in space. Also, you will still have to render the parts and details on each craft.
  13. 30 is easily doable but the higher you go, the more fuel efficient jets become. I think 40 or 45 would be a better limit just to see what people will come up with.
  14. Im interested in the ''No Console Commands'' - I presume that means no debug console and by extension, no ''Disable clipping in editor'' cheat. I used that to make a neater craft that flew around kerbin 4 times but I guess it won't really qualify. Hmm let me bring up some screens and see what you think. BTW I never actually managed to land it, every time it crashes and I ''overshot'' KSC by ... an ocean. On the side: Vaisman, it's always nice to see an Elite Circumnavigator wearing my badge proud Oh and I would love to see an Ion entry. If you can make one that gets off the ground on it's own that is.
  15. While the simplified drag model does make it nearly pointless to actually build aerodynamic craft, it also provides us with some really interesting opportunities. Try this on for size: It's length is about 2 Mk1 fuel tanks. I did use debug menu to put on 2 ram air intakes on each engine and one right behind the cockpit. As a result, this craft is able to circumnavigate Kerbin at least 4 times in a single flight and has a maximum useable altitude of around 47km. Also it flies at over 2150m/s or mach 6.5 It doesn't look terribly aerodynamic, nor like a hypersonic jet would. Sometimes I have to point it downwards and it still gains altitude. But then it's tricky to get off the ground, needs a whole runway and practically requires jet engines for a safe flight. Oh and I never managed to land it :S The lesson here is: Use Avionics, adjust Trim to keep the nose pointing in the right direction and fly as high as you can. About building a craft, try to keep the control surfaces as far away as you can from the CoG. Also, if you have trouble keeping the nose pointed upwards, it means your craft is too nose-heavy. Balance the CoG and CoL together. Make sure that as fuel drains from the craft, it doesn't destabilize it too much. CoG Will shift as tanks become empty. If possible, stack them laterally and not longitudinally. If you prefer a more conventional design, look at this: Note canards at the front help keep the craft pointed the right way up. Vertical control surfaces are angled so they also provide SOME lift and stability. Keep all lifting surfaces pointed EXACTLY in the direction of travel. Do NOT turn wings upside-down as this flips the direction in which they generate lift downwards. On the side: Try out this craft if you prefer something that is insanely useful in every single way as well as cool looking and capable of pretty much everything. http://forum.kerbalspaceprogram.com/showthread.php/24734-Amphibious-VTOLSSTO-%28Image-heavy%29?highlight=VTOL+SSTO
  16. Basically EVA them in space and de-orbit using their RCS pack Alternatively: - build a Kerbal launcher - strap them to a booster - EVA while crashing a plane - drop from a great height - did anyone try roasting one with a Mainsail?
  17. I.K.S.S ''Milestone'': Made using: - Quantum Struts - Kerbal Engineer Redux - Aviation Lights - RemoteTech - Stock parts - Not sure if I included Chatterer but what the heck Clamp-o-tron Senior keeps the modules together. But you CAN use Quantum struts to apply a rigid joint to docked structures. It does the job of being a refuel outpost/spaceman depot Holds the equivalent of 4 orange tanks in rocket fuel.
  18. Hmm, good question. I have not spoken to DEADBEEF about it yet. I should bring it up next time I catch hi on IRC. In a way, I think SAL should stay since it's one of the most useful tools I have come across. Also nobody contacted me about this particular issue and I was so busy that untill now, I didn't even realise it's gone 0.0 There is a compatibility patch for 20.2 so I see no reason why I wouldn't use it like this - especially since it worked when I tested it. EDIT: Actually Ill just try to get him now since there are copyright issues involved...
  19. Look at the the plugins I listed here: http://forum.kerbalspaceprogram.com/showthread.php/35359-KSP-Essentials-package They should add functionality and cool effects without sacrificing difficulty.
  20. I've taken the equivalent of 4 orange tanks up there, currently orbiting with my station. The problem is I had to consume the fuel inside of them.. I will now need to refill them before the station is of any use for interplanetary travel. pic:
  21. That's not taken off yet since the packs hasn't even been published anywhere to download. But I'm on that as we speak
  22. I think I will just bung the whole thing on GitHub and share it from there since SpacePort is being VERY annoying and won't let me upload.
  23. Added Rollkage by Zitronen, AngusMcBeth and ElectronicFox Thanks guys
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