-
Posts
296 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by 1096bimu
-
Isn't it more difficult if I did bring the sled with me? Besides, that 250m/s free speed you've managed to gain seems insignificant compared to the 4700 or so you need to get to LKO.
-
Speed challenge! Lets make Jeb proud!
1096bimu replied to Jebidiah Prototype #3's topic in KSP1 Challenges & Mission ideas
mini strut most OP item in the game. -
The only thing thing that I care to see in .24
1096bimu replied to Wesmark's topic in KSP1 Discussion
and they would break if not controlled with extreme caution. Not like in KSP where you could do a couple of flips during gravity turn and still enter orbit intact. -
Oh the troll challenges
-
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
1096bimu replied to ferram4's topic in KSP1 Mod Releases
If you build a craft such that it has lower drag at a specific orientation in FAR, and then attach parachute to it with the Real Chute plugin. Then it doesn't matter where you place the chutes the craft will always tend to fly at the orientation of the lowest drag without parachutes. If you try too hard to break it out of that orientation it will simply start to swing, spin and explode upon chute deployment. And ideas?- 2,647 replies
-
- kerbal joint reinforcement
- kjr
-
(and 1 more)
Tagged with:
-
The goal is simple, get the most science points with a single launch in 0.23. I recommend that you start with all parts, so there is more variety and different strategies that could be employed. To start with every part, there are a number of means: = start a new career game, launch the 1 man pod and do a crew report, anything that will get you some science. leave to main menu, open your save file with notepad and edit "sci =" to a huge enough number to unlock all parts. = start a new careet game, unlock all nodes with TreeEdit = start a new game, get some science, and edit it with Cheat Engine to a huge number. Do whatever you want to unlock whatever parts you need, i recommend starting a new game because this way you don't have experiments you cannot repeat. Once you do that, simple design your craft and fly it, see who can return with the most science points. Rules are as follows: -There can be only ONE launch event. This means no commandable part can remain on the runway/launchpad once you take off. uncommandable parts like boosters can remain or fall off. -There can by only ONE recover event. This means you can only press the recover vessel button once. You cannot do multiple returns. -You don't have to return your craft but if you choose this, you can't return anything. -No debug menu/Hyper Edit -No reaction wheel/ control surface based PROPULSION -No world changing mods like launch sites or the Kerbol system. -Stock only for the stock only leader board. Plugin exceptions ONLY include: Enhanced Nav Ball, Raster Prop Monitor, Flight Engineer, UbioWelding (of stock parts), Protractor, Kerbal Alarm Clock, other visual enhancements. -Moded leaderbord will also allow the use of ONLY these mods with NO modification: KAS, B9, KW Rocketry, NovaPunch 2, FAR, Mechjeb, RealChute, DeadlyReentry,other RELEASED 800-ISP class NTRs, Command pods and habitats with no propulsion, FireSpitter, RealChute, rover wheels/tracks, the Stretchy parts,Space Shuttle engines/smart parts pack, Damed Robotics/ modular arm,other nuclear reactors,other solar panels, other structure only parts, other fuel tanks/batteries that fall within +-20% of stock fuel tank/battery performance. I want to keep up the freedom and hopefully without sacrificing much fairness, so unmentioned mods are not allowed. but if you think there is a balanced mod I haven't mentioned please tell me and I'll add it in. However the following ones I will not consider adding in because they are not balanced: HL airships, all the plasman/warp/fussion/anti-matter stuff, star gates/mass relays, Kathane, fuel modifying mods, realistic overhals, my own F1 and space shuttle SRBs. Because of the different Bioms giving huge amounts of science, I'll put up two separate leader boards. Kerbin system will have its own, and you will be counted here if you have ANY science obtained from either Mun or Minus STOCK Kerbin: 1. Death Engineering - 10924 2. Sirine - 2995 STOCK non-Kerbin:
-
Naming scheme for your ships! (0.24 edition)
1096bimu replied to mangekyou-sama's topic in KSP1 Discussion
Prefixes: Unamed = this prefix is present in all my ships (stands for Arstotzka; Glory to Arstotzka!) Unamed = one way mission Unamed = lander Unamed = rover Unamed = space station Unamed = this is a new addition. Stands for Base + Rover Body: Sapce craft Suffixes: w5r3r5,w45serew,asdsfg = random typed stuff so it doesn't ask me to overwrite thing I don't want to overwrite. -
Who uses Liquid Boosters, or Solid Boosters?
1096bimu replied to KittyProgram's topic in KSP1 Discussion
The only reason to use solid is to either reduce part count, or you're too lazy to do liquid. Because liquid is simply better in every way, and there is no concern for safety or cost. -
Just wanted to post my new heavy rover
1096bimu replied to 1096bimu's topic in KSP1 The Spacecraft Exchange
I think it uses parts from like three or more different mod packs, it'll be difficult to get it though since I don't even know where some of the parts come from. -
Thinking of sending it to Eve, since I don't have the aerospikes yet for a return mission, two labs is hopefully spacious enough for two kerbals. Nuclear powered rover, Kerbals should be radiation proof, at least we'll find out if they aren't. Now I just need to remove the remote core and attach some landing equipments, and strap it onto a big rocket.
-
Land on Eve and return to orbit with fewest engines.
1096bimu replied to Galane's topic in KSP1 Challenges & Mission ideas
1 engine, it does burn fuel, just the NovaPunch aerospike, nothing exotic. No debug console or other cheats used. Except my quantum entanglement super conducting super colliding zero point energy hyperdimentional ultra high speformance teleporting reaper tech resource generator. which is obviously allowed as stated by the OP. -
20 minutes or so....
-
[o.21.x] Space Shuttle Solid Rocket Booster 1:1 Replica
1096bimu posted a topic in KSP1 Mod Releases
A 1:1 size replica of the Space Shuttle SRBs. Much more detailed than the one you might find in the Space shuttle mod or the American Pack. No nose cone included, I ran out of patience. To be honest it really isn't very practical as a booster, just too big and heavy, I recommend it as a simple first stage instead. Comes with a variable thrust plugin that makes it have a similar thrust curve as the real thing. I didn't write it don't ask me how it works I only have permission to use it. You are welcome to modify the CFG to make it smaller to make it more practical or even include it in the Shuttle mod or whatever. I'm just making it 1:1 for the giggles. Lift off Mass = 590 t Lift off Thrust = 12000 kN Max Thrust = 14000 kN Burn Time = 130 sec Diameter = 3.71 m Length =37.5m DOWNLOAD https://www.dropbox.com/s/eou0wqczv8eeec9/SRB.7z Mod edit: -
Actually, I'm just testing my new SRBs, these are realistic size and performance, simply because I like big rockets. Waiting on the variable thrust plugin that will come with this mod since I am only in charge of the model and textures. this is all custom mesh with 2048 diffuse normal and spec textures and vectored nozzle, avionics and parachute incomming. the orange tank is simply a rescaled version from the CSS mod. the SRBs in that mod don't have acceptable detail for scaling up so they have to be remade. No I am not gonna make an entire shuttle, I could probably make the main engine, since again, I like big rockets.
-
-you're right, it is higher than what should normally be used. However since this is a high detail version, I am breaking the rules. You can still use the old version which has 1024 textures. -yes, because the real one can't be throttled at all. -8 tonnes is what it actually weighs, I am going for 1:1 realism not balanced gameplay. You can always change this yourself.
-
I read the manual and did everything as instructed but I can't get it to save anything , I clicked save and then everything is lost the next time I get into flight scene. It didn't even chance the launch site name in the cfg file Got it working, I think it has problems with space, I removed all spaces from all names and it worked. Awesome! now I have a bigger launchpad.
-
you might be disappointed since I am a bad artist and I can't really make anything of my own design. I know you can make intakes that work on Duna. The problem is that you have to have extra intake parts on top of the regular intakes. When in reality, there is presumably no difference in design.
-
I made a thermal nuclear jet engine and it is mostly working except I don't have a good solution for the intake problem. You see regular air breathing engines can't operate on Duna for example because there is no oxygen, but things like a nuclear jet should be able to. Currently I simply modified a stock intake to get a custom resource to feed the engine. But I wonder if there is another way because I hate adding new resources or new parts, it is just annoying on top of taking up more memory. I know Kathane has such an engine with a built-in intake, while that's not a bad solution, My engines are high performance and are supposed to be SSTO capable, and they must have front facing intakes.
-
A 1:1 replica of the F-1 engines used on the Saturn V moon rockets. It has the same realistic size, weight thrust and ISP and probably a bit OP for Kerbals. It is highly detailed (custom low-poly mesh) with lots of textures, smoke and even lights for added effect. Not suitable for regular laptop users. Version 1.2: download: https://www.dropbox.com/s/mbpvm45vwb516o5/F1%20Rocket%20Engine%201.2.7z Old version (uses less memory): Old version (uses less memory): https://www.dropbox.com/s/1lsavx5kapb6phs/F-1%20Rocket%20Motor.7z Mod edit: too lazy to upload to Spaceport since it can't feature any images and stuff, someone please do it for me.
-
yours has nothing to do with simplicity or optimized poly count, yours is just plain simple badly made crap.