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Everything posted by Whirligig Girl
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Perhaps instead of having the Aerospike be its own engine, (which much like the jet engines are trucated a bit too much), have it be a nozzle that you place on other engines. This would change the Isp of the engine its placed on, so it doesn't have to be an "overpowered" engine, but a modifier for other engines. It would take up the bottom node and add weight. At any rate, the Aerospike as an engine is just too underpowered for the one case where it should be most useful, on the surface of Eve. (And thank you so much everyone for telling me about how bad and senseless this idea is. I feel so happy right now.)
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[1.8-1.12] TextureReplacer 4.5.3 (8.2.2022)
Whirligig Girl replied to shaw's topic in KSP1 Mod Releases
A texturepack would be simple. A model change wouldn't (or at least, it would require that a system already be in place for changing Kerbal model, probably under the RSS people to make humans, and then someone may spin-off that mod for Minions. -
The Kerpollo Applications Program [STOCK]
Whirligig Girl replied to Speeding Mullet's topic in KSP1 Mission Reports
Good stuff so far, I suppose I can make an exception to the Kerpollo-4 flight for the manned-only portion. I think, if you are good enough at storytelling, you can make up for that. -
Nessa: an alternate history for NASA
Whirligig Girl replied to loch.ness's topic in KSP1 Mission Reports
I do have another question: Where did you get those female Kerbal textures for TextureReplacer? I haven't seen any released packs that include female textures yet. -
You don't get any extra points for just one AAP mission, because that's supposed to be a given. The "Goals" are really more like bonus-achievements. I'd say that's a good 20 points, with a base and a MOLAB, and any extra points based on goals that there may be that have not already been taken by the previous Apollo missions. But, like, WOW! That was an amazing mission report! That was awesome. I hope you plan on doing more challenges in the future, these are great reports. - - - Updated - - - Good stuff here as well.
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Nessa: an alternate history for NASA
Whirligig Girl replied to loch.ness's topic in KSP1 Mission Reports
I loved that Star Trek reference on the Joe launch. Good stuff so far! EDIT: I finished reading the whole thing, and I already like it! If the story is this good on the Apollo Challenge, you're probably gonna get Super-Manley Kerbanaut points for the good writing! -
From what I've seen, it will always be in a star system.
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[1.8-1.12] TextureReplacer 4.5.3 (8.2.2022)
Whirligig Girl replied to shaw's topic in KSP1 Mod Releases
You can still set the suit color in the TextureReplacer U.I. At any rate, security shares an insignia and color with Engineers, so just give a pilot an Engineer suit and you've got a redshirt. I'm thinking of making a lower-tier one for newbies that are level 0 astronauts. (Is that possible to specify in the config?) -
[1.8-1.12] TextureReplacer 4.5.3 (8.2.2022)
Whirligig Girl replied to shaw's topic in KSP1 Mod Releases
Star Trek: The Original Series colored Space Suits Pack Star Trek: The Original Series is perhaps more iconic than TNG, but the only available suit packs that have color-coding have The Next Generation / Voyager / Deep Space Nine coloration, even my own previous stockalike suit pack. This provides the accurate coloration and insignias for the original series in the IVA Suits, and some insignias and coloration on the EVA Suits as well. For the IVA Suits, the insignias are actually from the Star Trek Reboot, because I thought they would look better than the simple mission-patches. And I was right. Download at KerbalStuff LINK TO NEWER VERSION -
[1.8-1.12] TextureReplacer 4.5.3 (8.2.2022)
Whirligig Girl replied to shaw's topic in KSP1 Mod Releases
WIP Star Trek TOS colored stockalike space suit pack. It's almost done. EDIT: I'm almost done. I just realized that it needs to be made a bit more dull to be fitting in with The Original Series. Currently they are too bright. -
That's adorable and surprisingly accurate to the in-game model for a silly idea. (Aside from the hair, but that's a given)
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Really Really Really Tall Building
Whirligig Girl replied to The Jedi Master's topic in Forum Games!
1195: A black steam tank engine is resting here. It has a primitive form of an A.I. Module that one might find on a Hype Train or a Sudrian locomotive. You'd best not disturb his slumber. You climb to the next floor, humming the theme to a kid's TV show. -
EDIT: I'm no longer actively maintaining this thread, but you're welcome to attempt the challenge anyway. Go check out Bluedog Design Bureau for historical rocket parts including Saturn bits! Too lazy to link, but google is always your friend. There hasn't been an Apollo-Style challenge in quite some time so I figured, especially with all the new players around, and with the release of a new version, it was time to make a new one. The Apollo Program is arguably one of humankind's greatest feats. The Saturn V rocket took men to the surface of the Moon. But it wasn't supposed to end at Apollo 17. There was a plan for the Apollo Applications Project, a program that would use Apollo-Saturn hardware for more exploration. This challenge has a few simple steps. Step 1: Construct Hardware You must have three rockets for the AAP ARM. -Saturn IB -Saturn V -Saturn INT-21 (Optional) -Saturn MLV Series. Build at least one of the latter four designs. (Optional) -Nova Rocket. (optional) Alternate Links: 1 2 3 There's pretty much enough designs for the Nova that you can make your own, provided it uses some of you Saturn/Apollo hardware. A really good design that I couldn't find a picture of was using four S-IC Stretched boosters. The S-IVB (third stage) on the Saturn IB and the S-IVB on the Saturn V should(but doesn't have to) be the same subassembly. Step 2: Apollo Lunar Program Prove that your spacecraft using Saturn V works as a Lunar Landing System using the Lunar Orbit Rendezvous approach. (CSM and LM, "Apollo Style") -Apollo 4: Unmanned flight of the Saturn V. Must carry an unmanned boilerplate Command/Service Module and Lunar Module, and it must be the same weight as the full payload. Only go to LEO. This can double as the Saturn V test mission for the first step. -Apollo 7: First manned flight of the CSM. Must stay in orbit for 3 Kerbin days (18 hours). Launched on Saturn IB -Apollo 8: First manned Saturn V launch. Fly to the Mun's orbit, orbit 9-10 times, and come home. Must Use Free-Return Trajectory until in the Mun's SOI. -Apollo 9: First Manned Flight of the LM. Take a Saturn V up with crew in the CM and have two crew transfer to the LM. Fly the LM, testing the Ascent and Descent Stage, and then dock back to the CSM, before flying home. -Apollo 11-18: Do I really need to explain? Just make sure you use LOR. (No, you DON'T have to do ALL the missions. And yes, I know Apollo stopped at 17, but I need a viable reason for a LLES to be a goal. -Apollo 13: (Optional) Using the exact same rocket as Apollo 11 or 12, get back home safely with no Kerbals in the main Command Module (until re-entry), and the Service Engine must be turned off. Step 3: Apollo Applications Program There are several AAP Projects, you must do at least one. (Add 20 points for each additional mission) -Munar Base: Using only Apollo Hardware with minimal modification, create a base on the Munar Surface. The payload to the Munar Surface may be new, but the delivery method to the Lunar Surface must use Apollo/Saturn Hardware. It is here that either Earth-Orbit Rendezvous or the Saturn MLV concepts will become incredibly useful. -MOLAB: Using two Saturn V Launches, Bring a Giant Pressurized Rover to the Mun. Then bring the Apollo-Mission to the Mun, landing very near the MOLAB. -Eve/Duna Flyby: Using Apollo Hardware, go on a flyby and return mission to either Duna or Eve. -Skylab: Using a modified Saturn V, put a Workshop into orbit. The Apollo Telescope Mount must use a Lunar Module Ascent Stage-Based design. -ASTP: Rendezvous with a Soyuz spacecraft using a docking adaptor in place of the LM in the Saturn IB fairing. -Asteroid Redirect Mission: Redirect an asteroid using only hardware used previously in the Apollo Program. You may use hardware from ASTP, AAP, or ALM to pull this off. Goals - Saturn Five uses 5 engines on the first stage, 5 engines on the second stage, and one engine on the third stage. +20 - Asparagus-Staged Rocket. -45 - Free-Return Trajectory until in Mun's SOI. +10 - Lander stored behind a fairing. +10 - Use Real Solar System. Multiply your final score by (2(sqrt[10])) - Use 6.4:1 Scale Kerbin (Or some other large rescale). +50 - Redirect Asteroid in Solar orbit. +10 - Redirect Asteroid using crew. +10 - Leave Descent Stage on Mun. +5 - Include ALSEP Science Package on Apollo 11-18 +5 - Include Lunar Rover on Apollo 11-18 +10 - Include Lunar Landing Escape System (And test it in a quicksave-simulation) on Apollo 11-18 +7 - Include Lunar Subsatellite on Apollo 11-18.+5 - Career Mode Bonus: get as much science as you can in the mission without landing in more than one spot per mission. - Kerbal Dies -50 per Kerbal - Redirect Asteroid while in Solar Orbit. +10 - Redirect Asteroid with crew. +10 - Use Ion Engines -50. (They weren't invented yet.) - Stock. +20 (Use only stock parts) - Launch Escape System. +5 - *Use MechJeb autopilot -10 for each flight (Using it for information is okay) - Use any Atomic/Nuclear Rockets -20 (You'd need to seriously increase funding to the Rover Program, and that'd detract from the AAP Program! - Use stretchy-parts/procedural parts. (not including fairings) -75 when not in RSS or rescaled Kerbin - Have a fuel processing plant on the Munar base. +20 - Use fuel plant on Mun in some way for further missions +25 - Use fuel cells for power generation only +10 - Use a Life Support mod +26 - Fly a mission to Minmus using Apollo/Saturn hardware. +30 Super Manley Kerbanaut Mode (creativity encouraged here) - Land and return from Duna, using Apollo-Saturn hardware. +65 - Crewed flyby of all Joolean Moons +90 -- Include a landing +45 - Crewed flyby of all Sarnus Moons (Outer Planets Mod) +120 -- Include a landing +45 - Crewed flyby of all Urlum Moons (Outer Planets Mod) +160 - Crossover Challenge Super-Bonus: -- Complete a Jool-Five mission. +260 -- Complete an Eve Rocks mission. +330 - Crewed Eeloo Landing/Return. +65 - Crewed Dres Landing/Return. +50 - Crewed Moho Landing/Return. +85 - Impress Me [points determined from how impressed I am.] Your score will not be recorded unless you list your actual score along with the post that finishes a tier. Score adds up between tiers. From now on I ask that if you would like to be put on the leaderboard, you must PM me. Otherwise I have to go through the thread and I might miss something or mix something up. Leaderboard Tier 1: Completed Normal Apollo Program -Name Nameson, 420 points. -Bengee10, 125 points. -Jonboy, 90 points. -Norcalplanner, 117 points. -WH40krules, 90 points. -B-STRK, 106 points. -MailletC, 100 points. -Daelkyr, 158 points. Tier 2: Completed Apollo Applications Program -Name Nameson, 1337 points. -Jonboy, 150 points. -Bengee10, 230 points. -Norcalplanner, 177 points. -Death Engineering, 216 points. -MailletC, 100 points Tier 3: Super Manley Kerbanaut -Supername Manliness, 42^l332 points -Jonboy, 215 points -Death Engineering, 281 points Have fun! if you have any suggestions for changes, just say so and I shall consider it. If you have not been placed on the leaderboard and you should be, please either say so in the thread or PM me. I probably just forgot. Participation Badge, created by Rhomphaia. If you have completed the challenge, you may add this to your signature.
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New Demo is too hard.
Whirligig Girl replied to Whirligig Girl's topic in KSP1 Suggestions & Development Discussion
Demonstrating the new demo to a teacher at school, I managed to put Val Kerman on the Mun and, using RCS and remaining fuel, along with jetpack, got her to Munar orbit. It was with a giant rocket, too. Way more than a Mun rocket ought to be. Really, all we need is fairings, LV-909, LV-T45, steerable winglets, and a large rocket fuel tank.