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Baron_von_Fluffy

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Everything posted by Baron_von_Fluffy

  1. I don't know why it would cause this but one easy solution to avoid transferring fuel would be to disable resource transfer for them. Tedious but better than transferring fuel. edit: (unless, ofcourse, it starts draining lopsidedly even like that - docking port bug maybe? you could try and bypass that with kerbal attachment system's fuel pipes)
  2. Great job rules lawyering a perfectly understandable challenge to the point of the owner wanting it locked guys. Greaaat job. clap clap
  3. I apologize, I assumed that the TUTORIALS were for TUTORIAL purposes, not the career mode... I suppose a tech tree is more of a tutorial tree. Then perhaps that is what my input is suggesting be revised. And it is not a commando perk. The point of science is to improve upon something, or perform the research so that we might do so and invent bigger and better rocketry that is more efficient, is it not? It's not a "commando pro" perk, whatever that is, it's "more efficient engines, fuels, and parts"... edit: I was sort of unclear about what I meant by upgrading, I meant rather than flat out going from a tiny 215kN engine and jumping to a giant 2.5 meter 700kN+ engine, there could be some modular upgrading inbetween. Rather than swapping engines, why not swapping precooles, bells, fuel types, combustion chambers? It would require work, but it could be a potentially cool system for advanced players. It wouldnt have to be messed with by new players who don't understand it
  4. I want actual research based science. Not "land here and come back" science. What I mean is, you learn new things about rocketry from experiencing how those things happen, you don't unlock a nuclear engine because of some dirt from the moon, get it? unlock massive rocket engines by crew reportes and instrument readings on how they perform, by setting up orbital microgravity test labs to direct research points towards a specific topic, get it? it would be cool, bbecause then you could not only unlock engines, but potentially upgrade existing parts for better thrust, higher gimbal, better ISP. edit: basically this would mean make the tech tree more like a tech tree, rocketry branch would contain instruments to assess the performance of rockets, orbit or extra-Kerbal labs could be given a single research branch, etc to develop "rocketry science" or "electrical science" -- landers still relevant, to develop other forms of science, just not for the same tech branches
  5. Okay... this is freakin' sweet. I'm definitely going to try this. Will probably post results soon ^^ unless I fail horribly that is.
  6. Haha for some reason I can just see Calsen Kerman and the other kerbals trying to retrieve that craft. "It's stuck! Why the hell did you guys make it a giant 3-pronged skewer?!" I like it though
  7. Well, Jebediah did it again. To spare you the gruesome details, let's just say he.. erm.. crashed a thirteen billion dollar rocket into the Kerbal Industries Supply Warehouses. It wasn't a total loss, though! He just managed to destroy EVERY descent engine, parachute, and winglet that we worked so hard to buy from the scrapyard- I mean trustworthy companies. Well, you know what that means, don't you? TIME TO IMPROVISE! Your mission, whether you choose to accept it or not, is to design a landing module capable of surviving any fall to Kerbin without engines, without parachutes, without wings! Yes, this includes RCS. Yes, this includes solid fuel motors. But don't fret! You can use anything else at your disposal. Well, almost. The incident caused most of our major backers to grow distasteful of our space exploits. Exotic part imports are no longer available from most companies. Only Mechanical Jeb Indistries, B9 aerospace and KW rocketry really trust us anymore. But that's just because we blackmail them. SO! Without further adieu, here's a formal breakdown of the mission. Build a crew-carrying descent module capable of surviving a kerbin de-orbit Don't use any mods other than: MechJeb, B9, and KW No descent engines, parachutes, wings(though you can use them for orientation. It's a challenge, it's meant to be fun- not overly strict.) Your craft must survive. This is a lander challenge. I don't care how your craft got into orbit or de-orbited. You may use engines to initiate the de-orbit burn, but not to kill landing velocity. Which doesn't really matter on Kerbin, you'll only hit about 110m/s tops in the lower atmosphere anyway. Now, just to prove this is possible, here's my design. Though it didn't reach orbit, it still hit terminal velocity and even caught re-entry heat. It topped at 59.8km. Proof There isn't a set scoring system, this is more of a creative challenge than a competition. BUT! There will be a hall of fame for a bonus section. All of the rules still apply, however, the bonus section will take place on the mun; due to the lack of aerobraking. It'll be judged by top speed upon impact(and surviving, of course!) Hall of Fame ....nobody yet Well, have at it!
  8. I think it's safe to say that the fact that Discovery type shuttles even get to orbit in the first place = a ton of props for the engineers that designed it.
  9. Just dropping buy to say I love your guys' mod. It's by far one of my favorite mods. I just started using it today so I'm a pretty big noob when it comes to the Kethane industry but I just thought I'd just leave a picture of my Kethane Aircraft. It's 100% functional One suggestion I might leave here if it hasn't already been slipped in somewhere is a better kethane detection map. Right now (for me, at least) it appears as a one pixel thick strip along a black rectangle in the map GUI. It's be nice if there was a lunar surface overlay in the background.
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