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Everything posted by Imaginer1
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
Imaginer1 replied to RoverDude's topic in KSP1 Mod Releases
I've been looking for a standalone warp drive for so long! Thank you! -
I'd like to see an easier ability to create great ships that go on one continuous mission like the Enterprise.
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[0.90] KSP Interstellar port maintance thread
Imaginer1 replied to Boris-Barboris's topic in KSP1 Mod Development
The plug seems to be working fine except for a series of annoying shadows that don't go away. It's very intrusive. I also get crashes frequently, especially when adding parts that go together (antimatter container + antimatter generator for example). -
@Apollo13 I know Steam doesn't automatically install games. Ok?
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I don't have a problem installing Steam, I just don't want to because I don't want to install more games. It's a primarily school-issued computer (I'm a high school senior) and the administrator has to authorize every installation- if I get KSP, that's putting in the password twice. (Once to put it in applications, once to authorize its use). If I get Steam, that's four times- once to put it in applications, once to authorize it, and once to authorize steamclean, and then to authorize KSP. I just don't want to make a hassle for the admin because I won't be getting any other games on here. The flash drive solution is perfect.
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Julian II- Semi-Realistic Space Shuttle
Imaginer1 replied to Imaginer1's topic in KSP1 The Spacecraft Exchange
It's hard to do but I have a load of fun with it, and right now I'm working on a space shuttle that's capable of interplanetary missions. It's an uncalled for behemoth. (I'll be adding a pic later rn my computer is being weird) -
If I own KSP on Steam, can I get on another computer, and download and play KSP without downloading Steam, maybe by putting in my Steam login info or something? Just wondering.
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Interplanetary Space Shuttle and Payload
Imaginer1 replied to Imaginer1's topic in KSP1 Challenges & Mission ideas
I didn't actually check the delta-v stats yet, I was about to... Sorry :X -
Interplanetary Space Shuttle and Payload
Imaginer1 posted a topic in KSP1 Challenges & Mission ideas
The challenge here is to make an interplanetary space shuttle. I tried it earlier today and I realized that it was ridiculously large and infeasible, and that's exactly what Kerbal Space Program is all about. So! The criteria I want are as follows, put into a chiseled scoring system. 1) The upper stage must be able to return to Kerbin and land on the runway at KSC. Drogue parachutes are allowed, but it's gotta land like an airplane. 2) Once in orbit you can only have one remaining stage. No getting rid of fuel tanks or separating engines- the shuttle you get into Kerbin orbit is what you're taking to another planet and back. The only exception is probe payloads, which will get you a lot of points. 3) At minimum the shuttle must enter orbit around the alien planet. No flybys. 4) The only allowed mod is MechJeb. You can have other mods installed, of course, as long as you don't use the parts and it doesn't change game physics. 5) In-orbit docking and refueling is allowed only at Kerbin. Scoring: 500 points for every Kerbal aboard and recovered 1 point for every m/s of delta-v the shuttle alone has once in KO 1000*F points, where F is the fraction of the cost of the shuttle to the cost of all other stages. 1000 points for every ton of payload brought to the planet. 5 points if you send me the .craft file and I can replicate your results ^^ Planetary multipliers: Moho- x100 Eve- x5 Kerbin- x0.1 Duna- x5 Dres- x25 Jool- x20 Eeloo- x100 Note that the scoring numbers and rules are subject to change if I find some sort of undesirable loophole. The nature of an 'undesirable loophole' is entirely up to me. That may sound intimidating, but I promise I won't be mean about it. Also if you cheat I will be very sad -
Wow, guys, it took a long day but I finally made a successful, working space shuttle that's faithful to the original launch design, along with the ability to hold a small satellite payload and dock with space stations. Launch requires constant - but not incredibly difficult - adjustment of the throttle limit of the main two thrusters (if you've got a bit of practice). Here it is releasing a MechJeb probe: And say goodbye to boring landing lights because these ones are super glam green and purple: If anyone wants the .craft file I'll put it up along with the payloads I've used. What do you think in terms of how it looks? When I post it, I'm sure it'll get a very low rating on how it flies. However, it can still go to LKO with plenty of fuel to spare and land like an airplane, and that's good enough for me.
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Maximum impact velocity
Imaginer1 replied to thereaverofdarkness's topic in KSP1 Challenges & Mission ideas
Man, I was all excited to be in first, then I got blown out of the water. Now I'll have to try this long-orbit technique everyone is using. But, Laie... Gotta admit, doing a four-year orbit around the Sun and coming back perfectly to hit the Space Center? Impressive. Perhaps...... too impressive. -
I don't still intend for this to be a missile, but it's certainly an incredible probe. I'm going to make a mission album.
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I thought this of interest while I was making missiles and I realized just how incredible this thing's delta-V is. It's simple- I have docking ports on it but they aren't necessary. At least one small solar panel, the smallest probe core, two small RCS tanks, and 3 of the RCS thrusters (since they are physicsless you can have any number, but I liked 3). It's easily capable of making it to Eve and even landing on it with plenty of fuel to spare from high Kerbin orbit, and it doesn't require you to wait five minutes for your efficient nuclear engines to make the transfer burn- the transfer burn on this baby takes about 7 seconds.
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Oh for God's sakes not this again @mivanit if I end up using it I will totally credit you! EDIT: I seriously give up on texturing this thing. I'll post the full model later, and if someone could texture it that'd be swell.
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Jebediah, that launch vehicle. What are you compensating for?
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Maximum impact velocity
Imaginer1 replied to thereaverofdarkness's topic in KSP1 Challenges & Mission ideas
I decided to not overthink this. The impactor is just a small fuel tank, an air intake, and a bunch of Separatrons. I flew it upwards to about 10km and then pointed it straight back down again, activating the Separatrons at just the right moment. It took a couple tries to get the timing right (and if I was to keep trying I might be able to get a surplus of 400 m/s) but I settled for 381.7m/s. The altitude is easily verifiable by the fact that I crashed on the Space Center. 100% stock, no mods, finite fuel, crashed at 70m above sea level. -
Maximum impact velocity
Imaginer1 replied to thereaverofdarkness's topic in KSP1 Challenges & Mission ideas
When I make my entry I'm going to assume you have to bring your ship wherever it goes without hyperedit. -
Welcome aboard, Geo! How'd you learn about KSP?
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Thanks so much for your help, I'm a bit flattered to see you went to all that work and I hope it wasn't too much of a bother! EDIT: This is just horrid... Now I can get the size right but the collision mesh doesn't work... Oh God. I'm so sorry. Godd! I'm using the KSP PartTools in Unity to add a collision mesh script...
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That's brilliant, Scarsz, I can use it with the magnetron I've already made (assuming the magnetron ends up having a comparable look). I'll try that now, Reign of Magic ^^ EDIT: Well, I still have the same problem. I set the units to Metric before exporting it and it's still flattened. I posted the .dae (with an incorrect collision mesh heirarchy that i fixed), maybe someone could check it out? the .cfg file has scale=1. I can understand why it might change size but how come it's physically disformed and not congruent anymore like...?
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Cost Efficient Duna Ships???
Imaginer1 replied to Billyk88's topic in KSP1 Gameplay Questions and Tutorials
does a lot of videos with minmaxing. This video contains a rocket that's Gilly capable with only 7 parts (6 with the advent of the orange fuel tank and 7 again with a parachute)It also does not include stack separators, but you probably have the money to include them. By adding a few more radial parachutes and actual landing legs it might make a workable Duna ship. might. I'll test if it works by launching my own mission now ^^ -
Can't immediately re-dock?
Imaginer1 replied to giddonah's topic in KSP1 Gameplay Questions and Tutorials
Well you just have to drift away a few meters and reset it as a target, you don't have to actively be accelerating