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blueshark15

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Everything posted by blueshark15

  1. I have a basic issue with the current ksp construction process, mainly the fact that you build your satillites and rovers on top of a rocket in the vab. This is wildly unrealistic, normally these types of things are built like this: I think that even the kerbals, reckless as they are in flight, at least use basic safety precautions when building their shiny space toys. The solution i have devised is such: The payload construction building, with both the VAB and SPH symmetries, plus others to aid in rover construction (think if you could space the wheels with left/right and front/back symmetry at the same time). Here you could build whatever package you were delivering, (probably with only monopropellant engines and small bipropellant ones for safety) put a fairing on it (for spaceplanes maybe make it a cargo bay?), probably like procedural fairings, and hit a counterbalance button, which would add weight to the fairing to even out whatever lopsided contraption you have inside. Or potentially, it could make the whole thing one (slightly heavier) part until the fairings were decoupled, to simulate padding and counterweight and reduce lag and wobble. You could then save this like a subassembly, visible in the VAB and SPH payloads tab.
  2. I think it would be a bit more kerbal to simulate different gravities with a giant electromagnet.
  3. While new stuff is being added, may I suggest more parts with the realistic lift and bigger model. Additionally, if we could get something like a more powerful version of the air thrusters from B9, possibly textured like a propeller of some kind. That would be so awesome.
  4. sorry everybody, i have been on a trip leaderboard will update today
  5. Ok, quick question,if I was looking to beta test, what sort of info would I need to send?
  6. Jokes aside, My personal favorite alien contact scenario, as well as my favorite book is this: http://en.wikipedia.org/wiki/Manifold:_Space It goes very in depth, and is both an intricate and plausible story, you guys should check it out, it is part of a series, but if you were to read them out of order it would not matter as they are all variations of the same seires of events. Anyway, it involves von Neumann probes, who come into the system thinking it was empty. The whole series involves variations of the fermi paradox http://en.wikipedia.org/wiki/Fermi_paradox and seems to adress the very questions that this thread asks.
  7. Yes, I realize the thrust is a bad idea, (old quote), I suppose the real reason I am asking is because although I can make good meshes, I don't know how to export a uv map, add a material, export to unity, Etc. etc. Secondly, i would feel silly making just one part without other stuff to go with it, and my creation would never see the outside of my hard drive. After writing that, I feel the real takeaway here is that I should stop being lazy and retry to learn how to do this stuff. Also, I remember I actually did use a nuclear power plant in the H.O.M.E. pack that used the low-burning engine thing, and it was a pain to use, I remember I forgot to turn of the main engines of another lander I had attached to the plant with a KAS cable before hitting shift and walking away to get a glass of water. Suffice it to say, bad things happened. Edit: a quote outlining why it uses oxidizer as well as intake air. Quote-http://forum.kerbalspaceprogram.com/member.php/7168-TwoHedWlf
  8. I have this same issue, in fact, I made a thread about it, although mine was more about the issue than a possible solution but anyway, this is good.
  9. I like these, you should check out this thread:http://forum.kerbalspaceprogram.com/showthread.php/36293-Planets-and-ScaledSpace/page48?highlight=Planets I think it may interest you. Ask Kragrathea about the feasibility of implementation.
  10. You do realize that you can put a docking port anywhere on your station or station module right?
  11. I have the current version installed in 0.20.1 and the water launch works a good deal of the time, in fact, there is only one craft on which it did not work. EDIT:also all the floats work.
  12. this does not happen if i am coming in from mid to high orbit, it only happens if the "zero horizontal velocity" step is skipped, which seems to happen every time i am not coming in from orbit. This would probably be exclusively for low altitude landigs from short-distance relocations and suborbital hops where it is better to do your own braking burn. This is a separate thing, i just think this bit would be useful for vtol craft which in my experience are very hard to stop all the way once you are moving.
  13. could we get a "zero horizontal velocity" button, that just executes that landing step, also possibly a "zero horizontal velocity and land" button, anything i try to land from low altitude currently comes down with a severe sideways slide that mechjeb tries to fix about 5 meters off the ground, invariably ending with the craft tipping over and exploding.
  14. hello, after much use of the hooligan labs buoyant airship parts with your propellers, and I love your work. I do, However, have a suggestion. A new part, somewhat like a cross of the swamp engine, the helicopter tail rotor, and an rcs thruster block. You would mount one on each side of your craft (or more, you could do alot with these). When you used the docking controls, w would make both propellers push you forward, s would make both push you to the rear, a would make one spin forwards and one spin back making you spin on the spot to the left, and d would do the same thing in reverse. They would essentially be rcs blocks with only 2 ports, that would require intake air and either electricity or liquid fuel to run. Probably they could look a sideways swamp engine with a ring around the blade tips like the helicopter fenestron *not sure i spelled this right. Anyway, let me know of the feasibility of this. I shouldn't think it would be too difficult to do.
  15. I think i may, if not add a separate stock category, simply write it next to entries that are, (guidance mods don't count). Also, perhaps if all top three were modded, i could put the closest stock entry to show what is possible without said mods. would this be good?
  16. I was not sure the ant engine would slow it down enough to land on the engine without it blowing, if i were to do it again i would remove them.
  17. I modified my mun lander to go to duna, with very little extra weight 8.87t on pad almost into orbit separating ion engine and solar panels touchdown
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