Minarkhaios
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Everything posted by Minarkhaios
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[Showcase] 0.23.5 Lifter Designs
Minarkhaios replied to ScottyDoesKnow's topic in KSP1 The Spacecraft Exchange
A small one, but my first one in direction of an asteroid. It delivers this small baby in a low orbit To help with size comparison, here in final approach (less than 500 meters) of a class D And yes I know, it is overpowered and its a total waste of fuel. Edit : Even with the strange shape, it still fly with FAR installed. -
So, I've tested the apparatus, and it is a case of good news/bad news. Good news is, we can grab the asteroid with the second (and third in my test) claw. Using the free pivot action allows you to rotate a bit and create a new contact with the remaining claws. But ... Bad news is, even if the three claws are attached to the asteroid, only the first one is 'solid'. The two other ones are listed as attached (associated action is "detach" and not "disarm"), but are not really attached. They wobble in and out of the asteroid a lot. They want to be, but they are not,not really. But they try, a bit. This kind of make them useless as a secondary attach point (at least outside of cosmetic value). Still, the first pivot is so strong that it is not an huge problem.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Minarkhaios replied to rbray89's topic in KSP1 Mod Releases
The cloud textures are nice, a lot darker than the original ones and that give a serious bad weather looking. I love that. But (sorry, always a but somewhere) the borders are quite too sharp, and it give a 'pastel painting' look which I personally dislike (at least it is too cartoonish for my taste in kerbal). -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Minarkhaios replied to rbray89's topic in KSP1 Mod Releases
It doesn't render well in a picture, but in motion the horizon feel like a blue(ish) circle moving. Not an issue, but it add a strange contrast with the marvellous clouds. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Minarkhaios replied to rbray89's topic in KSP1 Mod Releases
First of all, this mod allows kerbal to be stunningly beautiful. This change the immersion so much that it is a must have (as a mod, and as a stock feature) I did tweak a bit the visual settings, so it might be slightly different, but look how beautiful this is ! To be fair, my tweaking might have worsened the effect. I did change the two value with 24000 and 5 not really knowing what I was doing. I have the feeling that I have a bit more clouds, but ... I also have a strange (but maybe normal) behaviour around the horizon. Is there any settings I can change to avoid having this blue/cloud circle ? -
Railway builder and rail vehicles
Minarkhaios replied to szputnyik's topic in KSP1 Suggestions & Development Discussion
nah ! Kerbal Space Rollercoaster tycoon ! Because mundane rollercoaster are too boring. (and too safe) -
Railway builder and rail vehicles
Minarkhaios replied to szputnyik's topic in KSP1 Suggestions & Development Discussion
Always the boring stuff that comes to mind first. You are all wrong, it's needed to create roller-coasters on asteroids. And maybe, used as a slingshot apparatus on asteroids (acceleration on three loops and goooooooooooooo) -
I know that it is a suggestion for something that doesn't exist yet (at least for me), but it's never to early to suggest idea, isn't it ? For what we can see in several preview video, the claw have a toggle that allows it to pivot. It is used to align with the asteroid center of mass The suggestion is to differentiate rotation and pivot toggle. Because English is not my main language (obviously), what I mean is : - rotation : action to turn around itself without changing angle - pivot : action to change angle without rotating around itself. Suggestion is to be able to create : - a huge wheel station that rotate anchored to a class E asteroid. - a helicopter with an asteroid as a main body. (Because building a plane is just to obvious). - a %$£ùµ£ù£$* monster truck with asteroids as wheel ! *action done by someone who do love his/her mother a bit too much And of course a lot of other big stuff that I don't think of yet. Edit : cleaning and trashing some unnecessary word (to much of them, not enough clarity)
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That also might not work. The docking port will not attach because as it is also on the same ship (dock => claw 2 => asteroid => claw 1 => ship => second docking port). It would also force us to add controller on the claw part (I might be wrong, but it's not possible for an uncontrolled dock to attach to another uncontrolled dock)
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Why do fine tweaking when you can assign different action group to them and steer at full power (yeah ! go to hell fuel efficiency !). But it still don't solve the problem to "how fix the bumper" on the asteroid. (Is bumper the right word ? I mean the part that is in front of the car, to push the slower cars and hit the grannies on the road)
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Indeed, but I was more on the line of creating a huge anchor for a station. Thus the need to pivot should be lower. And I imagine that even with a tripod, the three pivots would still be able to move a little and create some sort of "dancing station" effect. Which sill be great with the new colours.
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That is something I didn't see in any of the 0.23.5 videos, and I'm wondering why. When I think of pushing/pulling huge asteroids, I always imagine using a tripod with three claws. And more as anchor to my big badass asteroid station. So why do they all uses only one claw ? - Is it because I did not see the one video that do have this kind of apparatus ? - Is it because it's not possible to multiple claws an asteroid with the same ship ? We can do it (hardly) with multiple docking port, so it should be possible, right ? With the pivot it should be easier to catch the asteroid with the others claws when the first one is fixed, no ?. But that is only if it is possible to do so. - Is it because I'm so clever that I'm the only one with this idea (Yeah. Right. Keep dreaming. All should be fine. Take your frog's pill and be a good boy). In conclusion, if it's possible, it's great. And if not, this post should be turned into a suggestion to make it.
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Unity 5 [Is now available]
Minarkhaios replied to NoMrBond's topic in KSP1 Suggestions & Development Discussion
What is, and I'm sorry if it's already said elsewhere, the status on the concept of ksp switching from currently used unity version to a (any) next one. Is it something that could be hinted as credible ? Or is ksp fixed in stone with the version it already have ? -
I'll create the biggest space catapult, and use it for my other project : 'I love kerbin, so I'll put a ring on it ! A big one ! Made of space diamond*all linked together' *Matter is subject to change without notice
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It's kind of like playing without electricity, which happens a lot in early career mode. Lot's of fun. Landing on (the) mun with only the landing reactor trust vectoring is .. challenging. And the return trip is also a small adventure. Good luck (and good fun) to you.
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Career Mode: Government vs Corporate
Minarkhaios replied to spinomonkey's topic in KSP1 Suggestions & Development Discussion
we should merge "kerbal space program" and "paper please". -
It's not a new thing, but here is my small contribution to the challenge : Source is from this project (on stall for cause of third daughter being born )
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Because "The Date" approach, I decided to launch an extensive mission to bring a banner of love on each and every landable planet. Here is the "kerbalnaut mun" mark 1 (because "sailor moon" is already used elsewhere) in its first trip to eve. A small slingshot around mun (mostly for the picture) And after several attempts, the "kerbalnaut mun" mark 3 succeeded to land on eve. First attempt was without parachutes ... And the second one without enough landing gear ... Next step is a trip to duna. Another slingshot around mun later (without picture) we are now in the de-orbiting phase. The duna landing is a though one. First attempt failed because two parachutes is clearly not enough. Second attempt failed because, even with four parachutes, landing is still a bit jumpy. The third one still fails, even with the new reaction wheel to avoid falling over after touching down. But I'm working on it and I'll succeed (or not, who cares ?) And that's all for now. Not sure if I'll continue on this project (because who cares of spreading love when you can spread more boosters ?) But at least there'll be nice pictures of it.