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KSP2 Release Notes
Everything posted by Flixxbeatz
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THE PLAN: Paying a visit to Minmus after a long time. -Same lander used as MUNSHOT 0.25, except that it won't be Apollo-style. -Crew went in along the lander. Refuel in-orbit. THE MISSION: Go to Minmus, land, conduct experiments, plant a flag, and go back to Kerbin. -All went well, until the "go back to kerbin" part of mission - I realized that I failed to slap some chutes on the return vessel. -Vessel redirected to a space station under construction orbiting 300km from the surface, almost using up all the fuel I have. THE LOGS: Vids from the duty. Total of almost 3 hours of footage, edited for convenience.
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Banned for maximizing
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I Remember... (A Thread for Early KSP Nostalgia)
Flixxbeatz replied to macdjord's topic in KSP1 Discussion
the palm trees. -
Yeah, mine's basically a car with wings, or a plane with wheels
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ISS-Style (was it #2?), with each module launched separately (core first, sent to a predetermined orbit) and just assemble them in space through docking. Here's my current station under construction (only 2 modules in so far):
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I Remember... (A Thread for Early KSP Nostalgia)
Flixxbeatz replied to macdjord's topic in KSP1 Discussion
Speaking of which... I remembered the "HAIL PROBE" smiley -
I Remember... (A Thread for Early KSP Nostalgia)
Flixxbeatz replied to macdjord's topic in KSP1 Discussion
0.10 (very first version I've played): Where all you can do is to get the fastest speed you can do with you just pointing up straight to escape trajectory. No orbiting, no timewarps. People sharing lifter designs, and highest speed they can possibly pull off. Actually you can go into orbit, and doing so is already an achievement you can brag with everyone. But you need to leave your game on for many hours to confirm if you are actually in orbit or just went suborbital. 0.11: When timewarp and orbital map view is still on its infancy. The time when getting into orbit became a typical task, not an achievement anymore. Speed contests became obsolete, but came along a new one: Most circular orbit you can ever pull off (or how close your Ap is to Pe, vice versa). And also there's RCS and ASAS. I remember overusing them to the point that every stage on my lifter has it's own RCS tank, due to their inherent instability. 0.12: MUN HAPPENED! There was a parade of mun landers in anticipation. It was everywhere, because there's now something you can land on. Also, gimbals. Ah those days when I considered thrust vectoring more of a nuisance than a helpful thing (because, coupled with an overreactive ASAS that time, it CAN tear your ship apart). 0.13: Fuel lines. Nothing much, actually. There's still the Mun landings and orbit perfection competitions Those where the times where each component of my ship is fastened by struts to ensure that they won't wobble and/or fall apart during the flight. Then came 0.14: Persistence (the next big thing). That was when I had to quit for a while because reasons. I remember when the number of fingers in your hand is greater than the number of stock parts available, thus limiting variability (I mean, it is possible to have two separate persons, posting two separate crafts of separate names, yet have exactly the same design). Limited stock parts forced me to rely on mods that time, for unique designs and more stuff to do. I remember getting irked by so-called "purists" here in the forums. And then there's the who will start messing with your ship once you've reached a certain speed.I remember the "red parts" during transition from 0.11 to 0.12, messing up every color schemes. I remember The Plywood Flyer (a.k.a kerbals strapped in plywood as the command module). Lastly, I remember Novasilisko, Luigibro606, Tiberion, Kyle and Winston, Sunday Punch, mincespy, foamyesque, iamwearingpants, Tim_Barrett, GroundHOG-2010, Sordid, venku1222, zeroignite, and many more awesome forumers from 2011-2012 era, and our live forum chat hilarity sessions. Where the hell are you guys. -
The last invention we'll ever make.
Flixxbeatz replied to Streetwind's topic in Science & Spaceflight
inb4 terminator apocalypse -
Kerbodyne SSTO Division: Omnibus Thread
Flixxbeatz replied to Wanderfound's topic in KSP1 The Spacecraft Exchange
What the hell, I've been trying to create a small crewed ssto spaceplane these past days, yet always fails due to numerous reasons (underpowered, too heavy, not enough fuel, etc). And then there's you who can manage to create a really small one but still managed to fly it to orbit. *cries in the corner due to inferior ssto spaceplane building skills* -
Looks like someone has been in Halls Of Origination too many times. Kidding sleek realistic rockets, I like!
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Spent the past 3 hours building SSTOs (none of which even reached orbit), launching, and testing stuff. Also missions. Station construction. Built, tested, and perfected the Dunecrawler, the successor of Mobile Munbase. Ready to roll! Touchdown North Pole! BONUS: I've just made Jeb's dream come true.
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"Instructions unclear, rocket stuck in Kerbin."
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So are you practicing "Pointy Rockets"?
Flixxbeatz replied to SpacedCowboy's topic in KSP1 Discussion
Doesn't take that much actually, it's just that it inflates your part count because of all the appendages. Also if playing pure stock, pointy rockets are impossible due to lack of stock fairings. -
Successfully launched the heaviest thing I can lift so far in orbit: a large 3.25m tanker vessel. And also, successfully launched the final iteration of my reusable interplanetary booster project. Mostly launched try to cut weight. Details soon!
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So are you practicing "Pointy Rockets"?
Flixxbeatz replied to SpacedCowboy's topic in KSP1 Discussion
stock pointy aerodynamic lifter. amidoinitrite? This is the payload: -
Going places with my flying car. Also, designing an interplanetary cruiser.
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Flying car.
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While humans are just making concepts of it, the kerbals already had it. And perfected it. Behold: The Flying Car. Flies like a plane, prowls the ground like a car. Handles like a dream. Fully stable. Rover wheels for ground mobility. Landing wheels for taking off and landing. Huge wings for stability and handling. Made in a way that it can easily take off, without even taking 1/4 of the runway. Monopropellant thrusters as reverser mechanism (shortens distance needed to stop after landing). Not yet installed during test flights. Video of it during maiden flight. Excuse my horrible runway landing skills.
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what kind of ksp DLC would you like?
Flixxbeatz replied to Roderik's topic in KSP1 Suggestions & Development Discussion
None. There are already craptons of part add-ons and plugins there, what's the need. Should they release a new official content, they should keep it the old way - included in the update and already usable, not "You need to purchase the Eve DLC before setting off there". What this guy said. Pic related: -
Banned for aliens.
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Spherical Tanks on S-IVB above J-2 Engine
Flixxbeatz replied to jandcando's topic in Science & Spaceflight
Looks like lymph nodules to me -
So are you practicing "Pointy Rockets"?
Flixxbeatz replied to SpacedCowboy's topic in KSP1 Discussion
Yes. Thanks for noticing, didn't even noticed it -
What was the First thing you did when you got KSP?
Flixxbeatz replied to michaelsteele3's topic in KSP1 Discussion
Made something based on what I saw on videos, pressed spacebar occassionally after launching, and watched the poor trio in the command module being sent into the void with no chances of returning (0.10). That was the only thing you can possibly do before on the said version (no planets, tw, moons, orbital nodes, guides, etc).