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The Error

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Everything posted by The Error

  1. Cools. Maybe fit the hyperspace module to an SSTSO? As in, enough fuel to do a suborbital hop outside the atmosphere, and hyperspace jump from there? Saves the fuel you'd use to circularize.
  2. Load range is 2.5 km, so this is possible. Good luck with your meta-Whackjobian endavour, my good man! Kerbin be with you!
  3. Particle projectors might be neat - cause fires, do tons of damage, overheat itself and nearby parts to the point of explosion... Fun stuff!
  4. Dun, Dun, DUNNN! Apparently, All Will Be Revealed. Or Rozer's screwing with Cambo. Or the omniscient council of vagueness is pleased that everything is proceeding as they have forseen. Or somethng
  5. I think the idea was just post it as two parts, choosing a relatively good spot to break it without a rewrite. Or petition the forum host to let you put up staggeringly huge posts.
  6. I find NP to be a bit..meh. LLL/SXT might be worth a look. EDIT: K.A.S. doesn't work with .23 (I don't have 23.5 yet), so that's out.
  7. I was thinking that, too. I might have to refit the Longbow for KAS stuff... hm.
  8. Forcefields should be Fun. I assume they have a tolerance, like armor, and fail when you punch through? Also, Kerbals may not be super-advanced, but they *did* manage to build ion drives. and LV-Ns. and super-reaction wheels. And stuff.
  9. The orange tank is my meterstick, the new tanks are just over that size. I doubt the "How many orange tanks can X lift?" will ever go away.
  10. So recently, I got an idea in my head for a Laythe exploration and colonization project. Not some dinky one-probe trip, a full-on colony, with planes and rovers and stuff. Because of the Time and Effort involved, I'm not going to fly all the parts out. I will cheat (slightly). The Mission Plan: 1. Send a fleet of probes (design calls for 6) to Laythe to scout for locations and landing zones. 2. Send a mothership with basic colonization gear - this will also carry the JumpGate (A probe, really) to counterpart the one above Kerbin*. 3. Begin transferring modules and craft to the base(s). 4. ??? 5. SCIENCE! Note this will be in Sandbox, and will have a maximum of 4 mods. I'll let you lot reccomend some. (No Kethane, RemoteTech, MechJeb, or FAR, please.) *I'll fly ships up to these probes before HyperEditing ("jumping") the craft to Laythe. I have not the time/patience to fly all the bits out. This is in lieu of a workable FTL mod (Interstellar lags me to hell and gone). The Planned Crew: IP-NV-X Longbow [Mothership] - Commander Jebediah, Captain Lengas, Captain Donrey. These guys will fly Longbow between Kerbin and Laythe the old-fashioned way, it masses too much to jump. Laythe Base / Heck's Gate Base - Commander Bob, Captain Bill, [TBD]. This lot will maintain and SCIENCE from the base facilities on Laythe. Laythe Squadron ["Jadehawks"] - Captain Neilbart, Lt. Billy-bobfred, [TBD], [TBD]. This intrepid crew will fly around on Laythe, seeing the sights and SCIENCEing. Subject to change. hopefully the probes will be away later today. Will update as often as possible.
  11. -Anyone Can Die -Played oh-so-very straight. -I don't think this requires much explanation.. any Kerbal can drop dead with little warning. -Darker And Edgier -Played fairly straight. -Significantly darker than most KSP AARs, what with nutbar AIs, the crew slowly losing it, Jeb's emotional breakdown, and all the deaths. For the crew in general: -Genre Savvy -Played with. -While the crew don't predict everything that goes wrong, they are all too aware that what they're doing is very, very dangerous. In short, they're all trained kerbonauts. -However, there is also some Genre Blindness, as nobody predicts BERTY's... episode. -Played straight enough, but pretty much dropped after BERTY's shutdown. -The crew, Jeb specifically, seem to have no clue of BERTY's impending... breakdown, despite his increasingly-erratic behavior beforehand. May, however, be Contractual Genre Blindness specifically to avoid a Game Breaker. I'm certain there's more, however.
  12. Question - will the 5-meter aircraft have the tolerances to land on water? Your model looks airboat-y and I *think* seaplanes have been done before, though using stand-off floats.
  13. I'm sorry, but- - why shouldn't I? This is K.S.P., not Orbiter. If I want to try and break physics, I will. This discussion seems to be degrading into "You're having fun/using ions the wrong way!", and frankly, that seems entirely pointless.
  14. Looks like a jump drive or something. Fun stuff ahead!
  15. Just to point out both sides of the issue, he may have built this based on someone else's design. But in all fairness, odds are he's repostingnthe screenshot.
  16. *Thoughtful Look* Just to get it out of the way: Trope - Anyone Can Die. Type - Played horrifically straight. Explanation - Space is inherently a dangerous place, and due to malfuntion, conspiracy, wacky A.I., radiation exposure, accident or the author's whim, any Kerbal can drop dead with little warning.
  17. As far as my reading of the rules goes, this is fine. Female Kerbals are not considered forbidden content (just forbidden suggestion); If you stay within the limits the OP laid out, you're within the rules; It's an artwork thread. And frankly, I see no issie with a Kerbal who appears slightly more feminine than masculine. Spacesuits cover all, really.
  18. I think the issue here is that the new parts don't line up with what some people think they should. As in, yes, they are statistically better. So? This isn't a competetive game, it's just a game to mess around with. The idea that "We're just having fun" apparently is irrelevant, despite the fact that when you're having fun with a sandbox, stats become irrelevant. Will the SLS supplant some parts? For those who want to play career or under an efficiency budget, yes. For those who slap rockets together to see the wacky fun that will occur? Probably not. And again. You dislike the parts? Alter them. Alternatively, don't use them. There's no rules in KSP declaring all parts must fall in line with others. And do bear in mind that the enirety of KSP (planets, moons, engines, fuel tanks) are imbalanced. The idea isn't realism or balance, it's FUN.
  19. Balancing stock parts is fine, but really, enforcing said balance is pointless. Balance your stock as much as you feel like, just don't expect that to hold, is what I mean.
  20. I feel like I should point out the good ol' theory here: "How do you know it's impossible until you've tried?" So I propose we use the fastest, most powerful computer we can find to run experiments. These experiments would be very small, and theoretically impossible. After you try it once? Turns out it's impossible. But you get that first try in. So do millions of tiny experiments, all theoretically impossible, all slightly different - thus, you'll bug out the simulation we call "real life" and find loopholes to exploit. And from there, we escalate to reactionless drives. Booyah.
  21. I was just trying to point out almost anybody can completely and totally unbalance a part on a whim, so trying to enforce "balance" in the game doesn't really accomplish that much.
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