1nsane89
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About me
Bottle Rocketeer
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One way I think this might be possible is with the Crewtank and Mechjeb mods. First make a big ship with multiple Crewtank landers each armed with a Mechjeb module allowing for control after decoupling. Then take said ship into orbit and then launch the other ships and transport the crew into the pods. A limitation to this would be that you cant put kerbals into the same Crewtank once you have done so from one ship. So then you cant make a rocket that has only 1 crew and launch it many times to fill up every single tank to full.
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My Orbital Construction Station: SCACF Alpha
1nsane89 replied to 1nsane89's topic in KSP1 The Spacecraft Exchange
Oh whoops, thats a typo on my part. its Silisko Edition 2 of Silisko Indrustries, im adding links to the origional post. -
My Orbital Construction Station: SCACF Alpha
1nsane89 replied to 1nsane89's topic in KSP1 The Spacecraft Exchange
The links up there? They are 1080x1920 sized so I put them as links because not everyone has large monitors. -
My Orbital Construction Station: SCACF Alpha
1nsane89 posted a topic in KSP1 The Spacecraft Exchange
I made this nifty station for further Orbital Construction carfts. The name stands for SpaceCraft Automated Constuction Facility. Im very pleased at how it turned out altough it was a pain to get enough thrust to get it off the ground while not using all the fuel before orbit was reached. Night time, the right time to take off In orbit and deployed One of the more beatiful views I have seen I used the Cuddlefish parts as solarpanels because they seemed to have solarpanels on them with wich it keeps itself in standby mode and it has a Nukyoolar Reactor that it uses when its contsructing a spaceship. The central white parts are the storage for the components and it has serval antennas with wich to communicate with kerbin, atleast this is how I pretend it operates. The satellite dishes are actually ISA MapSat so it can go map kerbin or whatever if I so desire. I had to look trough the entire craft file to determine wich mods I used on this and I actually had to modify the cental parts to be fuel crossfeed capable just so that I could run some nice fuel lines instead of a confusing web. I will put these modified ones in the attachments aswell. About flying this thing. When you have to uncouple the SRBs you should turn off the liquid engines because the SRBs will burn up in the exhaust, altough thusfar that has not caused a problem. Mods you need: Mechjeb Orbital Construction ISA MapSat Tiberdyne Advanced SAS Truss Pack Bigtrak Gabys Quick And Dirty Payloads NovaPunch kw PLF set kw Challenger pack <- In the same trhead as kw PLF set C7 Aerospace Assorted Hardware PLF set Silisko Edition 2 Probodobodyne Construction Kit <- In the same thread as Silisko Edition 2 My modified Truss parts !Remember to apply the modified Truss parts after you have applied the origional! I know I could have made entirely new parts instead of modifying the exsisting ones, but I realized that after I got the thing into orbit... So yeah! -
'The Pit' Heavy Lander Challenge
1nsane89 replied to ssTALONps's topic in KSP1 Challenges & Mission ideas
With the new way of these engines becoming so hungry for fuel, I cant brain a way of coping with the biological jebs requirements for mass calcultaion. How about a midpoint for these where I have MechJeb on but dont use it at all. I dont trust the autopilot anyway, it killed serval kerbals by correcting wrongly on liftoff. -
I inspired someone? Thanks bro That is an intresting desing you got there. Im assuming its not too fast with just 1 engine, toguh that is an impressively low take off speed. I mean the G9 didnt even take off with just 2 engines when the real model had only 2 even now it almost runs out of runway taking off and reaches 600m/s at 14k altitude.
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The 0.16 STOCK ship review thread
1nsane89 replied to ChronicSilence's topic in KSP1 The Spacecraft Exchange
Well I suppose you could start off with the G9 Eclipse I made and posted not long ago. It pales in comparsion to that monster B-2 of yours but its very nice I think. Thread -
B-2 Spirit of Kerbin [0.16 STOCK]
1nsane89 replied to ChronicSilence's topic in KSP1 The Spacecraft Exchange
You sir have bested me on over 100 levels I made a B-2 Spirit in 0.15.2 but I only replicated the topdown view and had alot of engines under the wings. Most exellent job! Brb, stealing designs methods =P -
Sorry, DP. I fixed the issue above. Now it has Railguns on aimable hinges and Missles! This new non stock version requires Damned Robotics and JellyCubes Railgun and Missles mods.
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Yeah, that was alittle thing I really couldnt do anything about. Its weird having to push the nose down so much while landing. In comparsion, this is plently more agile. Its the best handling one I have thus far made, but not the fastest tough. It only went about 250m/s where as my fastest 'plane'(wings with rockets on them) did over 800m/s. Only thing missing on this is the miniguns and rockets. I belive I shall hit it... Really hard! Good to see another JC2 player Maybe we can crash in the multiplayer beta whenever they have servers up?
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So with the new update, I find all my standard spacehips behave like they are made out of jelly, so I instead decided to make a plane in the meanwhile. This one is inspired by the G9 Eclipse as seen in Just Cause 2 Inspiration In hangar Wildrin Kerman ready for take off! Sucsessfull take off Wildrin showing off his piloting skills Coming in for the landing Oh dear, not a completly straight apporach... Successful landing(1st time I landed on that tiny runway too, its harder than you think!) Wildrin likes his plane and thus checks for any signs of damage himself After dropping off the plane, wildrin realizes that there is a design flaw. He cant get back in! This flaw has been fixed in the download version via the mobility enchancers.
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'The Pit' Heavy Lander Challenge
1nsane89 replied to ssTALONps's topic in KSP1 Challenges & Mission ideas
Well... there is no lander to show off yet. Trying to get Mass Matters even with that new stock mass calculating, its just not possible. Computer lags to death on the launch pad, I just need so many rockets to push that mass and in doing so I add so much smoke effect that I have less than 1 FPS... *sigh* And this computer can run GTA4 on almost max settings too so its not the computers fault that the FPS drops. -
'The Pit' Heavy Lander Challenge
1nsane89 replied to ssTALONps's topic in KSP1 Challenges & Mission ideas
Derp? After reloading all the mods I had installed Im now able to see it aswell, but the werder part is that the pit was alot shallower when I first arrived in it... I dont know whats happening anymore. Oh well, atleast now I have a target to shoot for. -
'The Pit' Heavy Lander Challenge
1nsane89 replied to ssTALONps's topic in KSP1 Challenges & Mission ideas
Talon, I sent you a PM, of my save file. Im pretty sure my game is glitched out somehow and the munoliths dont appear at all. In that save Im at a pit near the southpole and the Muon detector is going as crazy as it can go but there is nothing there. So how am I going to locate the right pit if I dont see the munoliths? -
'The Pit' Heavy Lander Challenge
1nsane89 replied to ssTALONps's topic in KSP1 Challenges & Mission ideas
Ok, I just did alittle calculating and a see with Mech Jeb. My current lander(wich I wont be using) is 28.8 tons according to Mech Jeb, but if I use your way of calculating my mass for the Biological Jeb achivement, I will get a mass of 2 tons assuming I dont use a single drop of fuel of the lander itself, this seems alittle off to me.