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Mecha Pants

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Everything posted by Mecha Pants

  1. I look forward to seeing where this goes, I can definitely find a place for this in my savegame.
  2. I've been building a space station off of the back of a spaceplane. Unfortunately, I barely scraped by on getting the fuel storage depot up, and had to do a lot of RCS work to get it docked.. Looks like I need to build a <13T nuclear fuel miner to start fuel operations next..
  3. Once upon a time it was possible, as I transferred mine over when KSP launched on steam. I am unsure if it still is. if you remember your KSP site login information, there may be an option available on your account summary / downloads page.
  4. I like odd payload arrangement SSTOs, but I usually don't follow through with cool mission plans that use them. I've been flying some variant of my Fulmar Piggyback Cargo SSTO, good god, since probably 0.23.5. A brief example of the current design can be found here.
  5. Finally got the bugs worked out by playing with tanks and fuel fill, and lifted a small dorsal payload (just over 10t of station core) to an 80km orbit, running it a little tight on fuel though. Shortly after launch: Station Core Deployed:
  6. I've been updating some ancient SSTO designs I used to fly, and figuring out how to make moving payloads dorsally work again.
  7. Fourth..ed? Personally, I'm really interested in the long solar panel sets.
  8. I could dig that pretty thoroughly launched off the back of a jet. Even better as a place anywhere sub-assembly
  9. I'd like to see the empty building footprints out on the island strip serve a purpose, maybe auxiliary assembly or resupply structures
  10. I'm very exited for the new cargo bay, that looks handy. Is there any chance of an alternate texture without the black heat tiles for those crazy few of us who like to build rockets with these instead of spaceplanes?
  11. I build and fly the occasional spaceplane, if you're still looking for testers to cra-er- fly your WIP parts.
  12. These are still Awesome parts, and they've had a place in my installs since their first release. I'm ecstatic to see they're still alive.
  13. I'm more of a lurker here these days, but my name on steam is the same as it is here.
  14. After a little playing around a little, I can only come up with one complaint. The flat floor panel on the cargo bays are a lie, as far as surface attachment goes. I'd like to be able to stick a small docking port or similar object down there. my workaround has been to put a docking port on a cubic octagonal strut on the outside, and then flip it inside to allow cargo modules to dock inside.
  15. Return transfer windows come up WAY more often than once every 20 years, more like a little over two (the first one is about 1.5 years after arrival, and then one every 26 months after, if memory serves). That said, 3-ish years (absolute minimum, accounting for travel time both ways) in a hostile environment with 10 people I've never met before the mission training starts... I could do that to leave a mark on another planet.
  16. Idunno... 4.7/10? I don't come here often...
  17. Like a few of the other posters thus far, I used to play EVE. I wandered away after a brief stint in a corp that made things feel more like work than play. Being one of two English speaking corporations in an otherwise all Russian nullsec alliance (Gypsy Band, if memory serves) didn't help either. I'd go back, but it's been so long that I think I'd have to dig through multiple year old bank statements to resurrect my old account, and it's just not worth the effort to me.
  18. I've always considered the 08th MS Team series to be the best of the lot, it is sort of in the middle of the core timeline though. As a close second, Gundam Wing: Endless Waltz is very nicely animated. If I understand correctly, the Gundam Wing series is either far in the future, or in a parallel universe.
  19. I'd like to take this moment to remind anyone who may be planning an entry to test and ensure that all action groups are working properly before beginning the challenge in earnest. I did not, so I'm dealing with manually switching modes on the rapier engines and turning turbojets off. My action group only toggles one side..
  20. RCS ports on the pods are also disabled until unloading at the station. Pod torque is on, but only to help manage the tendency to do backflips until crashing at the end of the runway. The Arrow V loves quicksaves on the runway. Edit: Launches three and four used the same refueling crawler, which didn't have enough to fully refill the Arrow's onboard monopropellant tanks on launch four. On its own, the arrow holds 615 if memory serves. I'm away from my KSP computer at the moment. The Crew pods launch with 375 in their large tank, and the little extension arm launches with 380.
  21. The monopropellant tank attached to the crew capsules start at locked 50%, to prevent scraping the runway. Being unable to strut them in place required some sacrifices to get them into the air. They aren't unlocked until the pods are released for attachment to the station. If that disqualifies those launches I'm not too bummed about it, I still have another 11 launches to work out.
  22. if you look over in the Affordable space program thread you'll see exactly that in sdj64's entry, It even tips itself back up after loading cargo.
  23. I've seen that a few times, its even worse when the stage under the decoupler has fuel. It still responds to throttle commands until you right click and use the decouple option again.
  24. Yep, at the moment everything is. There is a kethane miner in my future though, so not for much longer.
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