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Whirligig Girl

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Everything posted by Whirligig Girl

  1. The term for an internet surfer is "Infonaut" according to Wikipedia.
  2. If this is Pluto 5 I'd love to see how big your Saturn 5 is.
  3. Not Lunar orbit, Earth orbit by gravity assist from the Moon.
  4. Maxmaps has officially stated that female Kerbals (or "Girlbals") Are planned.
  5. Cosmonaut is technically correct, "Cosmos" is all of space, and "Astra" is only stars, a place where no one has been. Although "Naut" may be the problem, as "Nautical" refers to the sea. I prefer "Astronaut", but perhaps more specific terms should come into use. -Orbisnaut (Or-BIZ-Nott), A human in LEO. -Lunanaut (Lun-an-ott), An explorer of Earth's Moon. -Jovionaut (Jov-ee-oh-nott), an explorer of the Jupiter System. -Astronaut/Solonaut (Ass-Troh-Nott/Sol-Oh-Nott), an explorer of a Star/Sun. -Cosmonaut (Coz-Mo-Nott), Explorers of Extrasolar Space. -Kerbonaut (Kerb-Oh-Nott), Explorers of the Kerbin System. -Chrononaut (Crone-oh-Nott), Time Traveller.
  6. 1. I'll add Infernal Robotics 2. I'll move Kercott out a bit. 3. I never said K-Drives weren't allowed. EDIT: Kercott 's periapsis will remain. His Eccentricity and Inclination will be changed.
  7. There's no one on Moho. I was going to make the near sun Kerbal hard, but it's medium because of piloting skills required are easy, the difficulty is in the building. I like the idea of stranded ships, I will work on that!
  8. Suggestion of renames. LV-T30: K-W30 "Fierce" LV-T45: K-W45 "Scout" LV-909: KW9 "Puffer" Rockomax "Mainsail": KW Rocketry "Behemoth" Rockomax "Skipper": KW Rocketry "Driver" Rockomax "Poodle": KW Rocketry "Lighter" Mk1-2 Command Pod: KW Aerospace "Ceres" MPKV Mk-1 Command Pod: KW Aerospace "Pluto" Command Capsule. Rockomax Brand Decoupler: KW Rocketry Large-Clearance-Detachment-Ring Stack Decoupler: KW Rocketry Size 1 Detachment Ring LV-1: KW-1 "Ant"
  9. KJR makes rocket building too easy, and even stock-part rockets can't be reliably used without KJR. But I'll add it to the disresepcted mods list, so you can use it if you really want to. KSP Interstellar is allowed, but the heat radiators will make it harder TL;DR: You can use KJR and KSPI
  10. Here, post your naming schemes for rockets and spacecrafts. Here's mine. All names based on real spacecraft or rockets is the name of the real rocket backwards and in Spanish. Voyager becomes Orejaiv. Launch Vehicles and Spaceplanes have K added to the front. Saturn V becomes Konrutas V, Skylon is an english only name, so it is just Kolyks. The problem with this naming scheme is that almost everything other than Launch Vehicles and Spaceplanes begin with a vowel. Also, Sputnik is Ejaivedorenapmoc (Fellow Traveler in Spanish).
  11. If only I had a choice. I've got to teach 4 3rd grade classes about Earth's Place in the Solar System.
  12. Really? no one wants to do this? Would pictures help? Really Stanley I don't know what else you'd want in a challenge. Vehicles? Well it's got vehicles.
  13. I've stranded a plethora of Kerbals around the Kerbolar System, and they want to go home. The original trio and three rookies are the only ones left. Your mission: Retrieve everyone alive, and Impress me. You must land as close to your target as possible. These Kerbals have been standing around doing nothing, they certainly don't want to have to walk around on nigh useless legs! There is no scoring system, just use your ingenuity to retrieve these Kerbals. I've put these Kerbals in a bunch of different locations, some of them rather hard to reach. A Kerbal can NOT be moved from his position more than 1.25 km by means of walking. Oh, and No tracking station flight-canceling. That kills them. Also, you might want to hurry with Corsby and Gerbin, their time is limited. Be sure to post the version number of the game and the challenge save you are using! Here's where I've stranded everyone: Kerbal Colors represent difficulty, Easy Medium Hard, and Planet Colors just look pretty. Bonus: Anwin Kerman: Stranded at the roof of the Astronaut Complex. You must bring him to either the runway, the VAB, or the LaunchPad, and he can not walk at all, and no Recover Vessel button. Impress me with what you can do to save him. Corsby Kerman: Atmospheric orbit around Kerbin Melnard Kerman: Landed at Mun. Dony Kerman: Landed at Minmus. Gerbin Kerman: on an escape trajectory from Kerbol. Ludbart Kerman: Landed at Eve. Jedvey Kerman: Splashed at Eve. Kercott Kerman: Low Eccentric orbit over Kerbol. Halney (not to be confused with Halnie) Kerman: Landed at Duna. Sonfurt Kerman: Landed at Ike. Rondas Kerman: Orbit around Jool. Lemlorf Kerman: Landed at Vall. Enski Kerman: Splashed at Laythe. Losy Kerman: Orbit around Kerbol. Shepmon Kerman: Orbit around Eeloo. Here's where the spacecrafts are stranded. These are intentionally stupid spacecrafts, full of very n00by mistakes. Also, many crafts have their EVA ports blocked on purpose to restrict EVA use.: Icarus' Hulk: Orbiting Kerbol. Mun Lander Crashed Ship Hulk: Stranded on near side of Mun. Duna Landing Party Hulk: Landed at Duna near Halney. Ariel Sea Lander Hulk: Jet powered lander at Laythe near Enski. "How Hard can Rocket Science be, Anyway?": Orbiting Kerbin. Aeris 3A: Landed at Laythe. Kerb-Irrational Observatorium: Polar Eccentric orbit around Kerbin. Jool 7 Flyby Craft: Orbiting Tylo. More crafts to come! Some of these may seem easy to you, and some of them are easy. The thing is: I left out some critical information about some of their locations, you might want to look at them in map view. (Evil cackle) Achievements each achievement is locked to an individual Kerbal or any Kerbals affected by the achievement, except if it has an asterisk (*) ** Can not be done on Mun, Minmus, Bop, Pol, Vall, Duna, Gilly, Eeloo, or Moho Super Awesome Spaceship: Rescue Icarus' Hulk somehow. Single Stage to Rescue: Rescue a Kerbal/spacecraft with a single stage vehicle. *Grand Tour of the Kerbals: Rescue everyone in one launch. Double Bubble: Rescue Ludbart and Jedvey with one vehicle without leaving Eve's atmosphere. Flying Blind: Rescue a Kerbal without Map View. Lithobrake: Return a Kerbal without a Vanguard Technologies Parachute on EVA. **EVA Return: Return a Kerbal with only his jetpack. Out of Fuel: Return a Kerbal without using his jetpack. (Extra cookies for this) Danny Award: Use a Mass Driver to return a Kerbal. (Extra cookies if you record it in a Danny2462 style video) Harderer Mode/Manley Award: Do something in the way of Scott Manley. HOC/Stock Award: Don't use any mods. HOC/Space Tourism Award: Use a stock aircraft on Laythe. HOC/That's no Mun Base Award: Instead of rescuing a Kerbal, bring him some friends and a nice spacious space station/base. ManleyMode/IVA: Use only IVA cockpit view except when controlling EVAs. Precision Landing: Land a Kerbal/Spacecraft within 2.5 km of KSC. P-Body/Atlas Award: Use this on a KMP server with friends to rescue Kerbals. Lander: Land the Kerbal you're rescuing on the planet they were orbiting. Hard Mode Lander: Land a Kerbal on a different planet than they were already on. Harderer Mode Lander: Land Rondas on any Joolian Moon. DragMaster: Use Ferram Aerospace Research on Eve. Hey, Kerbals Aren't Asteroids!: Use a craft that you've already used to capture an asteroid to capture a Kerbal (Only viable after 0.23.10 [Asteroid Redirect Mission Update]) Master Mechanic: Repair and fly a broken spacecraft to help get it and it's crew home. (Notice that the Ariel Laythe lander has docking ports on it, I wonder what you could do with that?) Grabber: Use a landing leg grabber to bring a Kerbal/spacecraft home. Download Version 0.2.1 for KSP 0.23.0.395 Allowed Mods KW Rocketry NovaPunch Remix KSPX RLA Stockalike Stockalike Parts for Useful Esthetics StarShine Industries B9 Aerospace Any mod that makes no gameplay changes. Any mod that only changes the VAB. Kethane Ferram Aerospace Research. PorkJet's Habitation Modules Pack. PorkJet's Mk2 plane overhaul project. KSP Interstellar FASA FASA Asteroids (Although remember that real asteroids are coming soon!) Infernal or Damned Robotics Disrespected Mods you can use these, but I will steal one of your cookies. Vanguard Technologies Parachutes MechJeb. KAS. Kerbal Joint Reinforcement Absolutely Banned Mods HyperEdit (Even though that's how I got the Kerbals there, for the challenge it's banned.)
  14. The thing is, the A.S.A.S. module large is clearly a computer ring like that of the S-IVB rocket stage. It previously didn't provide any torque, but now it does and it makes no sense for a computer to provide torque, especially as much as it does when it's in the small box. The KSPX model actually makes sense for a large Inline Reaction Wheel. So I think the models whcih were once called A.S.A.S. Module but are now torquwheels should be given flight computers and a new 2.5m model should be made as a reaction wheel.
  15. The A.S.A.S., Large, and the Inline Advanced Stabilizer do the same thing as the Inline Reaction Wheel. The A.S.A.S. Large is also hollow, so there's no possible way it could create torque from this ring. I know the MEchJeb autopilot is not going to be put in, but maybe a simple flight control unit could be added built into the A.S.A.S. units. I'm thinking of MechJeb's Smart A.S.S., but more limited. It would place the A.S.A.S. units further in the tech tree, and a new model for the Inline Reaction WHeel Large would be needed, and KSPX has one.
  16. I think the way KSP handles Probes and Pods need a little bit of reworking. Here's my idea. Antennas To be active, they must always be open. They also drain a half of what current probe cores do. The different antennas have certain different optimum ranges. When transmitting below the minimum range, the power requirement increases. This is to prevent the large dish antenna from being used for everything because it's the best. When above the maximum range, the antenna shuts down. It can still be given commands, but they won't work unless they are in range. Of course, the antennas' positions in the Tech Tree needs to be reworked. If more planets are added, these values need to be reworked. Adding more antennas does not affect anything, and will not draw more power. Communotron 16: 0.1 meters to 15,000,000 meters. Requires the least amount of ElectricCharge. Comms DTS-M1: 500,000 meters to 20,000,000,000 meters. Requires the second most ElectricCharge. Communotron 88-88: 15,000,000 meters to 500,000,000,000 meters (Well beyond the orbit of Eeloo) Requires a medium amount of ElectricCharge, until past the SMA of Duna's orbit, when it starts to require exponentially greater power requirements. Ansible DTS-M3: 20,000,000,000 meters to infinity, requires very large amounts of ElectricCharge. I don't know why you'd be sending anything out further than Eeloo, but at least it's an option. (Probably used with PlanetFactory, or for sending Voyager Probes out.) Antennas can relay information, and an antenna will connect to the antenna that's in the optimum range and itself is somewhere along the line connected to Kerbin. Note that unlike RemoteTech, lines of sight don't matter. Probes Probes have twice the battery capacity, and only drain a quarter of the ElectricCharge of what they currently drain. They only respond to input when an antenna is operational. Probes also have a built in black and white camera that can be used for a small amount of scientific value. Probes can be reset by a Kerbal on EVA to restore it's battery. Pods and Life Support Each Kerbal in a pod drains 1 unit of LifeSupport per second. Pods contain there own supply of this. If LifeSupport runs out, ElectricCharge is automatically used to refill it slowly. ElectricCharge is also slowly drained constantly, but Pods have 5 times the battery power. Instead of reaction wheels, the Monopropellant in the pods is used when turning, through small RCS jets in strategic locations. This RCS can not be used to translate, and is not controlled by the RCS key (default R). So that a ridiculous amount of Monopropellant is not required, the Isp of the RCS jets on the pods are much higher than the regular RCS. Because both batteries and Reaction Wheels are unlocked rather early in the tech tree, the limited amount of monopropellant is not a problem. If Monopropellant does run out, a very weak reaction wheel is enabled.
  17. Kerbin's already in the Asteroid belt. The Asteroid Redirect Mission is based on NEO asteroids, a collection of "small" rocks lingering around Earth's Orbit. I do hope there's a main asteroid belt, that'd be cool.
  18. Official DLC this early in development confuses me. Are they going to continue developing the game with the NASA pack installed? I assume they would. These should just be stock features rather than a separate item.
  19. Actually, I have seen that video, it's one of my favorites on the entirety of YouTube.
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