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KSP2 Release Notes
Posts posted by ganjou234
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I'll get to it once I have the time. In the meanwhile, you can edit them to be private, it'll remove them from the public listing
Tanks a lot
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Please Deletethese! the Delete buton does not work!!
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Help my space port name is the same and i ended up with multiple DL's cuz the Upload button got bugged (Error). Then Suddenly I get many of the same craft.
I want to keep this:
http://kerbalspaceprogram.com/uksc-odst-hev-drop-pod-2/
please delete all the other duplicates >.< arghh this is embarrassing.....
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You could've like, edited your post into one, no need for 3 posts.
sorry do we have spoiler buttons on???
EDIT: Sorry been long time....didnt know how to put spoilers on
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Jebs favourite way to land! Just take the parachute out or else it's too safe for him.
It used a drogue chute back in its early version. But I needed a sudden boost in braking at 50m so the XL chute worked xD
And I think I can land it w/o the chute
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Download Link
http://kerbalspaceprogram.com/uksc-odst-hev-drop-pod-2/
*INCOMING NEW HEV DP-2/EP-1 (Drop Pod/ Escape Pod)*
Aftermath
Pics
Close-Up shots (in orbit)
Re-entry
Braking
Chute opens at 50m
Touch-down
Opening up the "egg"
Success!
It can can survive direct impacts at 180m/s & below. The problem is getting a kerbal in xD
MISSION 2:
Mission 2 Objectives: better delay in the deployment of braking systems. ONly Braking at the last moments.
Previous record: 42km: 427m/s, 36km: 584m/s, 27km: 828m/s, 17km: 865m/s Then I begin braking steps at drouge chutes at 8km: 410m/s, 5km: 214m/s, 4km: 140 m/s, 3km: 122m/s, at 2km: 112m/s then sepatrons deploy at 100m: 90m/s
New: 9km: 598m/s 8: 434m/s, 5km: 261m/s, 4km: 187m/s, 2km: 133m/s at 100m deploy the chutes then at 50m chutes and braking sepatrons deploy then a few meters off ground 11m/s is the last one I could record before impact.
Here are pics of the mission......
http://morgensternheiligen.imgur.com/ or http://imgur.com/a/NiEZZ#0
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for some reason she doesn't like it when I try to put a crew module on top. even if go bare minimum with just a seat and a ladder on top, whenever I put a kerbal in it, he just goes limp, and then starts spazzing out hardcore, head popping out of his helmet, foaming at the mouth, and chanting satanic curses in backwards latin. I dunno wtf
Cuz it got "possessed" get it?? possessed?
BAHAHAHA!
Impressive work btw
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Unfortunatly, bob crashed after dropping the second extractor, he is now stuck in the pod because the door is obstructed... At least the freight was not destroyed. (containers)
Decided to test pipes for pumping the remaining fuel from the crashed tug. Bob will be saved later (surely with the help of winch/magnet on the other tug)
I know that is not nice from me to show you that But there is some bugs remaining that cause explosion after save/load/warp.
It seem that sometime the vessel get spawned under the ground for a unknow reason. It cause explosion because parts a suddendly pushed up to the ground level. Not sure if it's a KAS or a KSp bug.
how can I get those pipelines >.<
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bro help fix pleas! mine appears to be working but is a couple of meters hidden underground! I cant see the bunker from above and cant click the launch door!
Help pleaase! Ive tried moving it using the kerbtown thing... but it instead made two silos!
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bro help fix pleas! mine appears to be working but is a couple of meters hidden underground! I cant see the bunker from above and cant click the launch door!
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My Small new station carrying its own parts (power modules) and then assembled in orbit. I think I should name it the PIONEER KSS.
(I cant believe I circularized with a small engine xD)
Pre-assembly...
Power Module assembly......
SUCCESS!
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hey does anyone have tips on building stuff with this mod on? I get stalls and stuff
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how did you make the tail section and engine placement??
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Is this thread dead?? I am planning to return to making stuff.... plx dont die >.<
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Ok time to start work on the Fr-7 line of ships. Was going to take a break from KSP but the WoT community quickly frightened me back here Always forget how good this community is.
Yo! I'm in WoT SEA lol havent been playin much WoT (or KSP due to DOW:DC)...how are things? lol
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An armoured cargo freighter for mun surface-orbit operations. Cargo bay fits a couple of orange tanks, I used damned robotics for an opening/closing door and gimbaling engines, quantum struts stop it from breaking apart.
The L-300 "Mule" is an up-armoured version of a civilian vessel designed to aid mun mining operations under threat and run blockades to help deliver precious fuel to vessels of war in orbit, as well as serving as a dropship to deploy ground vehicles on the mun.
120T and 2600m/s dV without cargo
190T and 1500m/s dV fully loaded
(not much dV I know, but its not really needed for getting into and out of orbit from the mun, where orbital velocity is only 550m/s)
Woah!! OMG you have done waht I have been trying to do for ages, with various mods... '
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Gambi I see a problem with your north Korean missile replica...It works.
Now THAT is a scary thought.....
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Co-8A: Due to the general poor reception to the Co-6 series, a rediacal design change was deemed nesescary to breathe life into the fading series. The Co-8 series is a line of next generation combat ships with vastly improved dV and lightened armour to improve range. An underslung cargo bay is capable of holding a small rover, some probes or aditional ammunition.
During flight the balance shifts quite a lot but the ASAS can always keep the ship flying straight.
Cost: 111,120
Weight: 128Mg
ISP: 800s
Thrust: 600kN
TWR: 0.48
Time: 23:50
Parts: 219
dV: 7412
Weapon Points:16 (Additional 8 in cargo bay)
Engines: 10 LV-N Atomic Rocket Motors
Power Cell: 6 PB-NUKs
Crew: 2
Whats the weapons on this?? Epic communications part btw~
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whats the max missile capacity of these vessels anyway?
The Leviathan has 14 missiles: 12 SRM's & 2 MRM's. But the mix of missiles can be modified.
And the experimental JOOL 3 currently has 8 SRM's, 4 on either side.
So I think the amount of missiles is enough, and since they are guided I don't think a rotating base is needed.
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JOOL 3 -cont-
Modified the main gun and added a second generator.....
and testing..
-EDIT-
added the re-loadable guided missile/torpedo rack....
....which would be tested later...
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CLASSIFIED
JOOL 3 Project:
-Under development
* Re-loadable Guided torpedoes
*More powerful gun than its predecessor
*increased power generation and storage
*harder armour
Raw and still woring on it!
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hey do you accept Submissions if the plane had some B9 aerospace parts just the Fueltanks and cockpit
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BWAHAHAHA NEWR SHIPS FROM UKSC!!!
The Leviathan!
Features:
-re-loadable missile racks
-short & medium range proximity missiles (LAZOR missiles)
-EPICNESS
Launching Missile salvo!
WOW note to self do not be in the blast radius of multiple anti-ship missiles xD
its soo awesome seeing the blast wave go through my ship destroying major joints one by one.
the crew survived though.....MORE TO COME!
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WOAH! now I'm actually inspred to make a real long range combat capable ship
(not just for close/local enforcement....)
My nightmare Duna/Ike mission followed by a pleasure cruise of a Dres mission.
in KSP1 The Spacecraft Exchange
Posted
Dat Flag bro xD
I will post my missions too someday...too early on the career mode need sources of science >.<