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Spartwo

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Everything posted by Spartwo

  1. Role-Mass-Theater of operation-version-Engine type Vector tug around Minmus: CHO3LF They all get their own class names but this helps with organisation.
  2. Can I have the 27th-28th slot? I'd like to have a chance of choosing what the remaining 60 tons will be.
  3. It's made to move sections. For example the power array you sent up and want to swap out. Move the two to a new orbit, give them a new purpose in life.
  4. Paradox games, space engineers, various RTSs, universe sandbox, or cities skylines. Various other games for shorter periods, currently enjoying Party Hard.
  5. I've decided on what to send. I was going to send a glider CTV to the station.... -__- ...But in light of this I've instead opted for core components of a large scale mission and one extraneous item. One nice thing is that the drive section launches itself. Fitted for 100 tons to Jool, 40 already used.. But I'm considering setting it for Dres to carry more equipment without the need for extra tanks. Or is it still just space station for now and will it be in 2 weeks?
  6. I would honestly rather free reign. Glad my next turn is coming along 30% sooner. Have a few ideas for my launches.
  7. I've got a stowable one. Maybe we should have a different project for each month? Finish the station this month and start something else the next. Partcount is going to become an issue.
  8. More a fan of the imperial light cruiser myself. I've revived this from a few months ago.
  9. Has to be one of my favorite looking back ends. 3 engines worked out great.
  10. Worked with rotors quite a lot. Also crew vehicles and other near future looking stuff.
  11. Performing well on descent tests. Fuel flow makes it want to go in butt first so airbrakes on the rear are needed. Still got it down though.
  12. Got an explorer that worked ok on kerbin. made a few tweaks and sent it to jool Notice any issues?
  13. Working on logistics craft again. Liking the mid-range transport. Need to work on a launcher and that nose a bit.
  14. This one is pretty nimble, 45m/s top speed and instant takeoff. The passanger plane, not so much.
  15. And a downside is needed to counter the info that kerballed ships won't require a comms link to work properly.
  16. I'd be in support of a very basic form of life support if it were a toggle-able difficulty option, much like comms will be in 1.2. I don't like the idea of limitations being forced on people without a way to turn it off.
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