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Tommygun

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Everything posted by Tommygun

  1. Well the new version of the ship with the new parts is bigger than before and it seems to be working more smoothly. I did have a nod come apart with the CKbss2100 part while doing an engine breaking maneuver. There was a lot of sudden starts and stops with the engine firing, so it shook the ship quite a bit. I have heard that increasing the node's size can strengthen it? I'm not a modder, so I would check with someone first. This mod is looking good.
  2. I had two issues come up on a Duna mission. I had a ship docked to a station with a large amount of O2 in the station, but the Kerbals died in the smaller ship when their O2 ran out as the two spacecraft don't share O2 between them. The second is that the lander with an intake device on Duna will take in CO2, but it will not convert it to O2. I think the lander was unmanned at the time, would that make a difference?
  3. Oh yes, I forgot about the server crash. Those links in his thread are probably still the old stuff.
  4. That base is a lot harder to build and less forgiving if you drop a piece. I would suggest trying out this mod for picking up fallen pieces and to help with assembly. I haven't tried it myself though. http://kerbalspaceprogram.com/robotic-arms-pack/
  5. I put this base together with these modular pieces. I used docking ports and TouhouTorpedo's Modular Multiwheels instead of lander legs, then just landed each piece and drove each section in place, docking them on the ground. Each module has two docking ports and one inflatable HAB with a second type with four docking ports. http://forum.kerbalspaceprogram.com/showthread.php/21909-0-16-TouhouTorpedo-s-Modular-Multiwheels-%28Tosh-s-Cart-Mod-powered%29?highlight=Omniwheels
  6. Oh yes! I now bestow the title "Le Roi Soleil" to Yogui.
  7. Those parts look really good. The other day I was trying to mount two nuclear engines to the truss and couldn't really do it right with existing parts. That adapter will work for the 1 meter engines, but most of the nuclear engines are two meters. I'm trying to push this at higher speeds. It's 212 tons and it would be great if I could mount two 2 meter engines on it.
  8. Here are the ones I think cover it. A few you don't really need. B9 Aerospace Pack for the cockpit and ladders RLA Stockalike 0.5.1 (five way RCS) JARFR Tri-Hexagonal Structural Strut KSPX Parts Expansion Lack Luster Lab's Mod for the vents A blue recolor of Ioncross Crew Support Plugin
  9. Well I managed to destroy myself with my first four attempts. Basically I ripped the engines off the body at full thrust. I finally put about 12 struts on each engine and it's fine now. It's hard to surface mount it to things, so I used two surface mount attachment nods (BZ-52 Radial Attachment Point). The final version has more struts than is shown in the picture. So basically it is an incredible fast strut monster. Just be careful of any speed bumps that may get in your way like moons or planets.
  10. Giant Hamster Ball Giant Rocket Power Hamster Ball
  11. Yes, I was thinking I could get away with it for short trips to the Mun, but I'll look at the other bigger engines now. I'm working on version two of the ship today. Edit:Well I had hoped without all the little tanks and their decouplers that this craft would be easier on the computer, but it was much worse and crash several times. I am using several mods that have higher poly counts than most mods. So I believe I can build a similar but smaller version that will work more smoothly. This version has the 240kn engine and is just barely strong enough for the 212 ton vessel. I may go with the older 400kn engine now. It's a fun mod and you can make nice looking ships with it, just keep them in the smaller size range.
  12. I'll try out that Eagle Mk 2 Rescue. See how much trouble I can get into.
  13. I've had something similar happen like this more than once. There is a software glitch associated with something going on at the crash site or orbiting craft. It's frustrating, but if it keeps happening, the only thing you can do is delete the flight. Luckily it is a rare bug.
  14. I can confirm this, it starts to roll and wiggle in space. It has the effect of causing the tentacles to flail about. It does look cool, but I need to find a way to control the ship. Maye a modded SAS with a torque of 50? I'm also adding a Kerbal Attachment System to better harpoon ships clear Kerbins orbit.
  15. I very happy for you, but I hope you can find someone to take over this project. Claira's KSPX just kind of ended up as an orphan. I can understand if no new parts come out, but it would be a shame if a new KSP version comes out and these just die off.
  16. Well the show's fan base likes to think of the show "UFO" as the precursor Moon base. There is even a Moon Hopper mod somewhere.
  17. Release the Kraken! Ok, I had to say it, Thank You. I may use it to "de-orbit" stuff.
  18. Well based on NASA's areas of success, I would like to see NASA send a set of standardized probes and landers to most of the moons on Jupiter and Saturn. But instead of designing a probe or lander from scratch each time, try and use standard modular parts as much as possible. You could have say three standardized "chassis" (small, medium, large)with modular science packages mounted to it along with several engines to choose from based on need. This approach may work a lot better on probes than landers for the moons, but I would like to see it tried.
  19. Great landing gear. Those will also be good for probes.
  20. I tend to like simple textures on spacecraft myself. I think SciMan has it pretty covered. But you will need a much bigger engine, I used a 40kn one in the picture. I did a Mun transfer and in took almost a half hour burn and I missed getting into orbit around the Mun. I think the SAS is from KSPX Parts Expansion: http://kerbalspaceprogram.com/0-18-4-kspx-parts-expansion/
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