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Everything posted by 1096bimu
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Why can't I close it? I can't even move it it's just there blocking my stuff wtf?
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I didn't get this game to practice any sort of "skill", It's a sandbox game with a science and engineering theme and that's what I'm gonna do, build stuff and test them out. Everything that can be done by a few lines of code will be done by the computer.
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Demonstrator SSTO for the new KRABE engine
1096bimu replied to sgt_flyer's topic in KSP1 The Spacecraft Exchange
Might as well just edit the part.cfg files to make them the way you wanted instead of clipping them together. That's what I would do if I felt that standard parts and rules could not get me as far as I like. -
Nobody said I was using TT wheels. The parts are used as-is, exactly like how I made them to be back in .19, I just updated them to .20. The Downforce Mk.4, wheel driven 500m/s+ and stop without taking damage. maximum speed is around 560 but things start to fall apart. To go over mach 2 I'll need a new chassis, this one I don't think will ever work at that speed. It was originally designed to go just under mach 1.
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The one week race before total annihilation
1096bimu replied to puppy1305's topic in KSP1 Challenges & Mission ideas
I don't modify CFGs, I just make my own mods, is that allowed? how would 2 kerbals help with the annihilation of the entire species? How would they survive on another planet? -
I don't recommend free for all, but B9/KSPX/KW/NP I think should be allowed by default for all challenges.
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[BUILDING SHIPS] Concept Art Spaceship Challenge!!
1096bimu replied to dennislin's topic in KSP1 Challenges & Mission ideas
Somebody make a virus that prevents the OP from ever loading a ships that looks like those. -
The challenge is quite simple, land useless stuff on other planets or moons in one mission! I suggest that you use my test weights to perform this challenge: http://forum.kerbalspaceprogram.com/showthread.php/31204-0-20-0-Hakari-s-Hyperdimension-Space-Junks-UPDATE-LED-lights?p=384611#post384611 ==============================RULES========================================= Only one ship can leave LKO, you cannot dock with additional ships or debris. You cannot capture other debris as your cargo weight, it must be brought with you from LKO Fuel tanks also qualify as cargo weight, but their mass is defined when they separate from your lander control unit. Which means if your fuel tank is not full, it counts for less mass. Batteries and other mass less resource containers do not count as cargo mass. Some functional parts also do not count, such as engines, command modules (manned or unmanned), Kerbals and resource generators. You must achieve a soft landing to qualify, the lander itself must touch down and remain controllable, and your cargo must survive the landing. When you lift off, the cargo cannot explode from your engine exhaust. ==============================MODS========================================= Mods released to the public before the posting of this challenge, and their updated versions are allowed unless otherwise specified: Impossible Innovations and other parts labeled as cheats by the author are not allowed, like anti-gravity mods. Any passive constant lift parts other than wings are not allowed, like airships or hover lazors or parts with zero/negative mass are not allowed. any mod that bypasses or modifies the physics engine or the environment are not allowed. Any sot of fusion, anti-matter or reaction less propulsion are not allowed. mods that generate any sort of resources for purposes of propulsion are not allowed, monopropellant for RCS use, inatake air are allowed. Debug menu is not allowed. (My SABRE and Si-Fi engine are labled as semi-cheat parts and therefore not allowed.) ======================================================================= Score = (landing score + landing score + ..... ) * N * (highest return score achieved + 1) N = number of bodies visited Landing score = Landing difficulty * (mass of cargo + 1 + 1F ) F = whether or not a flag was planted Return score = Return difficulty * (mass of cargo + 1 ) Difficulty Ratings: FAQ: If you don't return, then there is 0 difficulty, which means you just get your landing scores. Highest return score is whichever landing operation that gives you the highest Return score. You don't have to bring a cargo to every planet you visit. When you have no cargo and just the lander, you will just get the landing score because it is multiplied by 1 mass is measured in the standard game unit. ==============================Achievements========================================= Your final score is multiplied by any achievements you have earned, which stack multiplicatively. -Stock only, excluding flight assistance mods, 1.5 -Plant a flag on every landing mission, 1.1 -No nuclear propulsion, Including nuclear reactors, 1.4 -Never had to wait for a transfer window for more than a week throughout the entire mission, 1.6 -No flight assistance mod of any sort, 1.4 -Full manual, no SAS, 2.0 -reentry heating mods installed and visited at least 1 body with an atmosphere, 1.3 -Single stage (except for the cargo weight, cannot be a part with any functional module at all) from surface of Kerbin, 1.9 -No command modules or drone, seat only, 1.05 -
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stock challenges everywhere, srsly, it's not that difficult to install mods and some of them are just amazing.
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[Mods] Reusable Eve SSTO
1096bimu replied to Richy teh space man's topic in KSP1 Challenges & Mission ideas
The SABRE is still OP and highly efficient in space, but not as efficient as nuclear rockets so I just added some SRBs to initiate atmospheric entry. If this was a real mission I could do this with my transfer vehicle from a far and have the transfer vehicle pull back up. I'm using air brakes mounted on the nose to make sure i point in the right direction because other wise I would spin out because of FAR and those landing legs when deployed. doing a powered landing instead of parachute, just because I can. Launch back into orbit. With these engines you would want to do a more horizontal launch because SABRE can use the atmosphere as propellant even if not as oxidizer. It wasn't as flat as I wanted for aerodynamic reasons, I risk loosing control. Ended up with less fuel to spare than I hoped, couldn't get a 1m+ AP. -
[Mods] Reusable Eve SSTO
1096bimu replied to Richy teh space man's topic in KSP1 Challenges & Mission ideas
I think my SABRE engine could easily do it, or a rocket powered turbine which I also have one modified from Kathane pack. Also, I have seen people do this all stock from high mountains, I think you should make the minimal ground level to be lower than 1k. -
high ISP rockets are unusable without acceleration warp.
1096bimu replied to 1096bimu's topic in KSP1 Discussion
MJ doesn't give me the real delta V because of the complex staging merged from 3 separate vehicles and the jet engines being used at their launch. Also because the lander will come back with less weight, this cannot be accurately accounted for. more engines=more weight=less delta V, I already have way too much weight. Plus it won't look as good, I want some design freedom for aesthetics. I know quantum struts and I actually have them, but making it stable will only allow me to use 4x warp which means I still have to stare at it running through fuel for like 10 minutes, which is totally boring and unfun. I think what I'm gonna do, is just go and quadrupole the thrust on all these high ISP stuff. It's not like I'm ever gonna use them in atmosphere anyway. -
I have this beautiful Laythe return mission, but this whole thing weighs 230 tones and has a max acceleration of only 1.5m/s. To intercept Jool, I need a 30 minute burn, and since the ship is so heavy and has 2 docking connections, I can't use 4x physics warp, even 2x is unreliable. But I'm not gonna sit around and watch this thing burn for 30 minutes through empty space. I rather just add 2000m/s to it with hyperedit, but I also want to test my engineering, to see if it really has the correct amount of delta-v. There should really be an acceleration warp function, which would work at very high altitudes, such as orbiting the Sun. The way it works is you just enter the amount of deltaV you want to expend, and it instantly add in the correct amount of time and velocity while subtracting fuel.
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What counts as an orbit? does it have to go all the way around or can it crash into high mountains? What mods are allowed? here is my clear and unclear orbits, 1k and 2.2k.
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Build a predator Drone that can fly
1096bimu replied to Penguinhero's topic in KSP1 Challenges & Mission ideas
You want it to look like the real thing and flies well, but no mods? There isn't even a propeller engine in stock. I have a challenge for you, build a working light saber with 2 meter pats, gotta look like the real thing, including size. -
Let's push KSP on metacritic - it has not one single entry there!
1096bimu replied to NetZer0's topic in KSP1 Discussion
It's called being critical and fair. I love KSP but it sure has its problems, and it is only right if you mention those in a review. Instead of just giving out extreme scores like 10 and 1. -
I just flew a plane at 2000m/s+ at about 30,000 meters for 10 minutes, no damage occurred and my engine didn't get any damage either despite running it at max heat for a few minutes. Most of the plane are made of moded parts so they have max temperatures like 3,4000 but my stock landing gears didn't blow up either.
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because it uses way too much RAM with png textures that it goes over the 32-bit limit.