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Everything posted by inigma
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Boeing 747 with Piggy Back Mk3 Space Shuttle
inigma replied to Westi29's topic in KSP1 The Spacecraft Exchange
Nice double decker design. runmug and Jetenginestar are correct though, you need to use the rotate tool and fix up your wings for a proper 747 sweep. Good luck! You and Naito have inspired me to design and fly my own space shuttle, large cargo bay class, capable of flights being totally empty, or totally full meeting the STS: Orange Tank to Orbit challenge with a full Heavy Payload Plus of an full orange tank and full large yellow rcs tank with hardware. -
I like the boom part.
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Stock-only NASA replica fleet, FAR and MechJeb compatible
inigma replied to Naito's topic in KSP1 The Spacecraft Exchange
Will download. Ty! How about that NASA van? -
White Star SSTO (SP+ Mod) Please help
inigma replied to mrmcp1's topic in KSP1 The Spacecraft Exchange
Rebuild these. I want to see them back in production. -
Wow. Im inspired. Awesome craft these are. especially the Asp.
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unless he misses and goes to Kebol instead and then he'll be a star...or at least Jeb will be...
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totm june 2018 Work-in-Progress [WIP] Design Thread
inigma replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
just had a random thought... first SSTO seaplane to orbit an untouched fully loaded orange fuel tank? -
Stock-only NASA replica fleet, FAR and MechJeb compatible
inigma replied to Naito's topic in KSP1 The Spacecraft Exchange
Thank you! Your wings are looking better. - - - Updated - - - To round out your fleet, you will need a nasa van too. -
Does it fly? U haz craft file? Is it stock?
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Some mission humor. Someone killed Baruki Kerman mid-mission. (and yes that's a full orange and full rcs tank delivered into orbit by Naito's shuttle) If that weren't enough, while we were talking about Baruki's demise, Bill also went offline... Needless to say, Mission Control ordered an immediate abort to the otherwise successful mission and had the remaining crew return home and held in confinement until an investigation completes. Our server is not for the faint of heart. just sayin'
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Stock-only NASA replica fleet, FAR and MechJeb compatible
inigma replied to Naito's topic in KSP1 The Spacecraft Exchange
Just need shuttle like wing tips now to make this craft perfect. Yup. Full fuel station delivered into orbit. Awesome shuttle. -
Stock-only NASA replica fleet, FAR and MechJeb compatible
inigma replied to Naito's topic in KSP1 The Spacecraft Exchange
I made 158k circ orbit with 250 units of RCS left for deorbit burn. Full orange and full large rcs. Awesome craft series. -
Stock-only NASA replica fleet, FAR and MechJeb compatible
inigma replied to Naito's topic in KSP1 The Spacecraft Exchange
Awesome thank you. Downloading now. -
Invite sent. No worries. We're not looking for a time commitment. But we are looking for players who are dedicated to KSP for their foreseeable future, meaning they will stick around playing KSP, even months down the road, even if they themselves don't show up on the server for days or even weeks. Spacecraft Exchange regulars are of this caliber. You guys tend to spend time designing or testing or flying creations. Then take a break, do other stuff outside of KSP. Then come back to wow us with more KSP work. Our server plays out that way. We've been running it since August, and we've not even left Kerbin SOI yet with any manned missions, though you have freedom to do so. Currently about 12 guys, 5 of which are dedicated, 3 of which regularly show up at least once a week. We're looking to expand this crew to include both weekly and monthly players. We have no set time, so often the work is lonely, but everyone is usually working towards some goal together and every mission helps. Also, I don't like Tweakscale either, but unfortunately Infernal Robotics requires it, and a few players wanted IR. I might include near-future mod at some point, assuming those who want IR really don't use it. I'm the mod manager, and another guy owns and runs the server. We use Teamspeak for when we are playing in case anyone else hops on and wants to chat or collaborate on a project. Each person is free to start their own series of missions toward any desired goal, with the idea that others joining in on their adventure is the norm at some point. My pictures above are only work I've done. The bases and stations are collaborative ventures by nature, as is our comsat network. I think we've matured into a rather stable multiplayer KSP team. We just want to see more activity. - - - Updated - - - GusTurbo, I sent your invite.
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Like what you see? It's a multiplayer server I play on with a few friends from an online gaming outfit. I was thinking it's time to invite a select few from the creme of the spacecraft engineering crop at KSP forums. We have a near-progressive space program. Sandbox. This invitation is only open to engineers, posters, and lurkers of the KSP Spacecraft Exchange forum since you have the dedication to KSP that we are looking for. You guys have the caliber and patience and humility to try other people's vessels, or share yours. Our server is invite only. PM me if interested. We run the following major mods on our .90 KSP 2.0.1 DMP server: Gameplay Changing Mods: Dark MultiPlayer - for multiplayer Karbonite - A minable resource with parts to scan, mine, store, convert, and use Karbonite. Converters are capable of converting to fuel, oxidizer, and xenon gas. Useful for building fuel bases. Kerbal Attachment System - for attaching and detaching things via EVA, such as fuel lines between vessels to transfer fuel, winches, solar panels, thrusters, and all kinds of nifty EVA things MechJeb 2 - For players who can't fly. An autopilot, navigator, and tedium busting flight computer that you build onto a vessel to gain access to all kinds of flight data, or even control the ship with simple program selections. RemoteTech - Requires all unmanned craft to have a radio link relayed back to Kerbal Space Center, or else you lose control of it. It forces us to build communication satellite networks. I have turned off the signal delay option though to avoid having to program flight computer instructions for unmanned ships outside of Kerbin's Sphere of Influence. Editor: Editor Extensions - More Editor Options such as radial attachments, and other precise editing of craft building. If no one wants this we can remove it from the mod pack to decrease bloat. Kerbal Engineer Redux - Who uses this if we're using MechJeb? Purists like me. If no one wants this we can remove it from the mod pack to decrease bloat. Hyperedit - No cheating! Only use this to test your designs in space before committing them to gameplay. Also useful for fixing things broke by the server. Hullcam VDS - Come on, we know you want to record some awesome shots. Stick a camera on your rocket or rover for that additional immersion. RCS Build Aid - So basic it should be stock. Provides a center of thrust ball for editing RCS thruster placement in the editor. Tweakable Everything - Anything that can be tweaked is now tweakable in the editor and while flying. Works great for enhancing our multiplayer EVAs. NEW!!!!! Tweakscale - Automatically resize oversized parts to fit what you're building. Resize anything. This is required for Infernal Robotics to work. NEW!!!!! Command and Control: Toolbar - For keeping a number of these mods in a single area on your GUI. I have pre-programmed it for this pack so you shouldn't have to set it up. Kerbal Alarm Clock - For warp control and setting reminders on launch windows so you don't miss one, and preventing you from slamming into a space body. Docking Port Alignment Indicator - A docking pilot's must-have. Provides an easy GUI for docking spacecraft, even in the dark. See the video in the link. Resource Details in Tracking Center - Provide critical vessel info in the Tracking Station to help us determine which craft is which, especially when deciding which craft to terminate because DMP decided to duplicate one and is about to go supernova all over our well-laid deep space plans. TAC Fuel Balancer - Transfer fuel once between two vessels with this bad boy and you'll never go back to the old way. Through the Eyes of a Kerbal - First person EVAs. We like EVAs. Coupled with KAS, this makes EVA immersion a reality. When on EVA hit "c" to switch to the Kerbal's view, like any other camera. I've toggled the helmet view on (default is off) for better immersion effect. Game Artifacts: Chatterer - Kerbal radio. Seriously. You will need it to keep the immersion up, especially when you're flying a mission and no one from GotR is online to keep you company. This generates random Kerbal radio chatter as a welcome white noise to the aloneness that permeates space. DDSLoader - Helps load parts really fast. Decreases overall part loading times. Should make your KSP feel much more snappy when loading vessels. NEW!!!!! DDS4KSP - Included in the modpack so you can run it to convert your Squad and NASA default KSP GameData folders to use DDS and load even faster. Read the modpack readme file in the download. Infernal Robotics - For movable attachable parts, robot arms, and more. NEW!!!!! Karbonite Plus - Extra Karbonite modules. Currently including all Karbonite Plus items this time around. NEW!!!!! Mk2 Cockpit Internals - That Mk2 Cockpit? Yeah. It has windows now. Zoom in on the larger red button in the cockpit and double click it for a surprise. Procedural Fairings - Really should be stock. Generates fairings for use to make launched ships less naked. See the link for instructions. SCANsat - For mapping satellites and finding Karbonite deposits. USI Kolonization Systems - For making bases and stations using a modular system. Please read up on how to know how to start building awesome bases and stations.
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There's a facebook group?