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AlexL

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Everything posted by AlexL

  1. I only added that one to ensure new entries are up to date. In future updates I may wipe the board, but for now they can stay. Best of luck with your maritime efforts. Remember, no-one has sailed on Eve or Laythe yet, so even a screenshot of you floating in the sea would earn you a fastest record for now.
  2. Advancing from my initial submission this craft features larger crew capacity, higher monopropellant capacity, and some pretty neat radially mounted nuclear engines. The landing gear hold the docking port at the standard height above the ground (they're side mounted, rotated 10 degrees backward) Total Mass: 16.41 Part count: 41 Delta V: 5246m/s Capable of landing and re-orbiting at least 3 times. (Testing was getting a bit boring, and then I crashed) Craft file
  3. Hello, here's my Mun Shuttle, the Munar drop-pod. Part count: 30 Mass: 20.4 Delta-V: 5293m/s (easily enough for 3 (maybe 4), trips from orbit to the surface and back again) When full, it's thrust to weight ratio on the munar surface is just below 4. You can download the craft file here. I thought this would be quite good, though having seen the competition I may have to try another design.
  4. Wow guys, wasn't expecting to get any new entries in this thread after the forum crash. Thanks for your amazing boat building efforts. I've updated the scoreboard with the new, valid high scores, but there's a couple I am unable to accept. Ezriilc, I'm going to have to ask you to redo your speed run, but having taken the MechJeb unit off of your craft, as this is a stock challenge. DjVip3rStrike, I am unable to see your images, getting "That puush could not be found" when clicked on. Please could you resubmit the images. Also, thanks to SmallChange for letting me know this thread got necro'd
  5. Hmm, why did it not occur to me that a binary adder, built in a space game, with rocket engines on the bottom, was intended for use in space? Your design makes much more sense to me now.
  6. Exams finished today, so I've put a bit of time into trying something for this. I'm trying to use the helicopter rotor technique developed a while back in order to make a system that doesn't rely on parts falling into ports (had some docking issues with the current design). https://dl.dropboxusercontent.com/u/55708440/KSP%20computer/v1/Mechanical%20relay.craft My current prototype can connect it's docking ports, but the fuel doesn't like flowing through the new self-connection, or something, not too sure. It also goes funny if you quicksave/load when docked. If you have any tips, or have already tried this route and found it a dead end, do let me know.
  7. For the everyday rocket launcher this is really of no use, but its still really neat (to those so inclined). 3_bit, consider my interest in this project expressed. If I can help out, I will.
  8. I do not remember NascgiGale, but it sounds like a really cool forum name, glad to meet your 'reincarnation'.
  9. Loving the new Mk 2, and would have to agree that those engines seem a bit OP, but I'm not going to try and take them from him. You have some excellent robot design skills, keep it up!
  10. If I recall correctly, the experimental builds are listed in the official changelog, so you could look in there if you want to have a look. It all depends on how difficult it is to find and squish the bugs that the testers discover.
  11. Yup, and they're coming to an editor near you (hopefully) in the next update. See HarvestR's latest dev blag for more info, so much awesome is there
  12. Congratulations on surviving your collision with the mun! As you noticed, the altimiter does not show distance to the ground (some command pods have one inside that does, but only works when less than 3000m above the surface) The fuel will get taken from the outer tanks first. The engine will use the fuel thats furthest away from it, so both the outer tanks will drain first, then the inner. If you want to take a screenshot, the F1 button is your friend, these shots can be found in the games Screenshots folder. As for your missing pilot, I may know the cause. If when you were shutting down, you press the "end flight" button, the thing you're controlling will be removed from the game. Next time if you want to return to your person/ship/whatever, make sure to hit the space center button and exit from there. Happy rocketeering! Edit: If you want to practice landings, you can get fairly good by practicing at the space center
  13. From that trailer I can't see much content that could make a great story. Also, unless the shuttle was on a mission to boost the stations orbit to prevent re-entry, I don't think that sort of blast would de-orbit the thing. Maybe I'm wrong, but I'll need to see more to make up my mind
  14. Hello t3e, welcome to the forums! congratulations on making orbit so quickly, my first week was spent much closer to the surface. Don't be disheartened if it takes a while to reach the mun, it's a real challenge to get a first landing, but when you do, it'll be awesome. I'd recommend you look for some tutorials, try Scott Manley on youtube. This should help you with the mun He should also be able to help you reach other worlds. In the game as it is, you can build a 'hull' or 'shroud' around your satellites, but they will not reduce drag or help you launch due to the current drag system. If you do, it's just for show. Good luck! AlexL
  15. As you're taking suggestions might I reccomend http://www.youtube.com/user/WernherVonKerman I found his channel during the IYSS construction, and has a kerbal rocket school series that seems to cover stuff quite well.
  16. It's rather amazing going back and seeing how far the game has come. I've still got a copy of every major release since 0.13 Could never bring myself to kill off my saves.
  17. I just saw the launch on youtube, awesome stuff... Though from my KSP experience I was not expecting to see the first stage decoupler powered by springs rather than explosives
  18. The 0.19 update removed the launch tower, apparently people didn't like it auto-exploding large rockets during loading.
  19. To drive into the water, hold "B" to activate brakes. Liking the debris collection, it can build up quite quickly during naval development BTW, your ship looks completely awesome!
  20. Nice craft Netblitzer, looks good, a lot more boat-y than my hydroplane "Cranefly". Just after decoupling the land engines and wheels. Lost a control surface while building speed, but not too much that "A" can't compensate.
  21. According to Jeb, swimming back to the Space Centre after splashdown is too slow and boring. The KSP chairman has gotten fed up of his complaints, and since the entire security team are en-route to Duna to deal with a possible alien incursion, the task of dealing with Jeb falls to you, the engineers. Records: Kerbin waterspeed records: 452.3m/s Eziilc -unidentified craft- 428.7m/s Nao "PonPonPon!" 306.8m/s DocSnuggles -unidentified craft- 301.0m/s Ezriilc "Ezriilc Water Speed 301!" 222.1m/s Theriss "Waterbug 3" 200.1m/s Deddly "The Waterbourne Mk II" 204.1m/s Uberubert -unidentified craft- 190.1m/s Netblitzer "Scorpion Mk2" 175m/s AlexL "Cranefly" 77m/s NetBlitzer "Serpent Mk1" 7.2m/s Eppiox -unidentified, but awesome, craft- Eve mercuryspeed records: -not yet attempted- Laythe waterspeed records: 24.0m/s Deddly "Sea-ing Is Believing" Everyone is welcome to try out the challenge and share your aquatic creations and records, regardless of the leaderboard It would also be really froody if you could upload .craft files with your submissions so other people can share in the naval awesomeness! Rules: For a speed to be accepted, a screenshot or video must be provided of the boat moving through liquid at that speed. The craft must be carrying at least one Kerbal during the speedrun. Your boat must be completely stock. Use of the debug toolbar is not allowed. New submissions should be made in the latest version of KSP. It must be possible to get your boat from its factory to its ocean of use. Update: Wow, I wasn't expecting anyone to take up the challenge after such a long time. Seems I made the thread at just the right time before the final stable forum backup. I'll try and keep the leaderboard as up to date as I can. Update (12/12/13): And we have interplanetary naval activities! I'm also adding a new requirement: it must be possible to get it to it's destination fully stock. Proof would be nice, but is not required. Also, while it must be possible for a craft, it is not necessary to do so on the speedrun.
  22. I personally like Danny2462's style of launching Kerbals (shown here from 1:20 ). Its great fun
  23. Right click on the ladder casing bit. A menu will open with an extend/retract button on it. You will have to do this for every ladder, and can do it while in close range controlling an EVA kerbal. Have a pleasant flight!
  24. Yes there is, hold alt when using time warp keys and you will enter "physics warp" you can go upto 4x speed while still having engines on and controlling your ship.
  25. Thats a real feat doing that with just the EVA pack, well done! Yeah, Kerbals suits are extremely impact resistant, especially if they're going almost parallel to the surface they collide with.
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