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Everything posted by DOOM89

  1. I can't get the mod to work properly, My kerbals freeze then after a vessel change become de-associated from the ship and i can't thaw them apart from at the space center, and even if they stay associated i get an error when thawing them and and the thaw is aborted...
  2. Hi guys, Just wanted to share some pics of my new ship, This is the Titan Mk-2, An interplanetary Spacecraft thats designed to carry a crew of 4 ANYWHERE in the Kerbal Solar System. I do use a few mods, Tweek Scale, USI (pretty much all of the USI mods actually, Near Future, Kw Rocketry, Kerbal engineer Etc... This craft can support a crew of 4 for over 40 years, has 2 3.75m Nuclear Reactors that have almost 30 years of fuel (before recycling the waste) and has over 40,000 Delta V. It also has a docking port on its nose for a lander to attach. This ship was built in orbit with several launches using USI Konstruction ports to weld the sections into 1 ship. It also carries 4 Satellites, each acting as both ScanSats to scan and map the surface and also acting as relay satellites. For some scale i put the ship on the launch pad. Well, let me know what you think and have a great day. Peace!
  3. Yea, i forgot to spell check the first image and had to redo it lol
  4. agreed, i want aspects like that from x3 in rebirth, maybe if they had a couple of options for player ships that would make it better like a trade ship, mining ship of various sizes that would be nice, ans SETA would be AWESOME!
  5. it's true that the game has bugs and all but they have worked on the game allot since it was released. It's actually playable now since v2 and now on v3.1 i hardly see any bugs but it's true they need to work on the game allot in other areas too, like adding features and such. i kinda with the game was a little more like x3ap but oh well, it has its good and bad points i guess lol.
  6. Its a Flight Sim/Space Sim/Trading Sim/Flight Combat Sim Type of game, kinda like Eve Online but single player and you actually fly the ship you are in lol.
  7. Found this little guy while exploring in X-Rebirth.
  8. Just had an idea, It would be Awesome if the game Calculated the total Delta V of a vehicle and Displayed it and all available destinations with that amount of Delta V in a toggleable window in the VAB oe SPH. Good idea or not?
  9. anyone know why my wildcat-v and larger engines don't shut down perfectly when i cut the throttle?
  10. that's awesome Here's anotherone that i thought was cool lol
  11. well i put it up cause it was cool and wanted to know what you guys thought lol
  12. i don't want to use mechjeb, im trying to get away from that, the game is much more fun doing it manually and i get a sense of accomplishment when i dock new pieces to space stations when i do it with my own skills lol mechjeb was good as a learning tool i guess but it takes away from the games "Funness" in my opinion, also relying on it really hurts you when a new patch comes out and mechjeb isnt compatible with it.
  13. There are many times where i want to get myself into a perfectly equatorial orbit but have no reference as to where the true AN's and DN's are, if they were there as a standard node like periapsis and apoapsis it would make life so much easier. PLEASE add them to the next update
  14. I wonder what my parts limit is before i start getting this issue, i got a 6 core 3.4 GHz Processor, 16 Gigs of RAM and a 4Gig Nvidia GeForce GT-640 Graphics Card. Never seen a yellow timer yet even on my biggest vehicles
  15. The Contracts would pay a set amount for taking the contract which would be paid regardless of a successful launch but would pay a nice bonus for completing it so you would make money off every contract, i could see there being various contract difficulties from very easy to very hard, the very easy ones would cover the costs of the launch if you fail and pay a nice fee for completion but the harder ones would pay less of a start fee but would pay significantly more on completion, and each contract would give you a set launch vehicle to use or you could use your own. i dont like the thought of starting the game with every building because that would be less things to work for. so by starting with a tier 1 launch pad and by taking contracts you can build a better launch pad or a tier 1 VAB to build small unmanned launch vehicles ect...
  16. I just had an idea for the upcoming career mode and thought it would be awesome if you started the game with nothing more than a launch pad, you take contracts to launch satellites ect to earn cash, then once you get enough cash you can build more buildings like the tracking station and vab ect... Also i think it would be cool if you could build a R&D Building for making new and more advanced parts and a factory for building the parts and eventually build yourself a fully functional space center with factories, R&D labs, astronaut complexes, a visitor center to earn extra cash, ground based telescopes, use the R&D lab to make space telescope parts, the list goes on. Let me know what you think or just tell me if this has already been suggested EDIT: I also think there should be different tiers of buildings, for instance a tier 1 launch pad can only launch small rockets with unmanned satellites, then tier 2 is the small one-manned spacecraft and eventually tier 3 would be the big multi-kerbal crewed rockets for interplanetary missions or something close, the different tier factories and R&D labs would build bigger parts and research faster as their tier increases.
  17. The only way to add additional control to a space craft without using RCS is with SAS Modules, yea using extra command pods work but all command pods have 5 torque where as SAS modules have between 10 - 20 (maybe 40 for the big 1) but either way you look at it, adding SAS modules to your vessel is the way to go. Also choosing locations to place these goes a long way to improving overall performance, if your ship has allot of weight out side the center of mass (hanging off the side of the central stack) then additional SAS on those should help.
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