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Mr. Speed

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Everything posted by Mr. Speed

  1. I would fly most of my rockets and planes, but not my rovers. they are cause of death number 1 in my saves. I would also hesitate to fly one of my biggest shuttles, since it is slightly unstable at launch and also slightly unstable at reentry, and it has dangerously small wings because it was made to return empty.
  2. They look awesome! The inline cockpit interior is better than I had imagined, and since I use it a lot I can't wait for 1.0 now. I think the lab orientation is good vertical, because it should work with the hitchhiker containers.
  3. I name kerbals after people I don't like and let them fly "experimental" designs... they usually die in "accidents".
  4. the stock jets are good for stock aerodynamics. with the new aerodynamics coming they will probably need to be rebalanced (and they probably will be).
  5. The flagships of interplanetary missions are usually named from works of fiction with the same letter as the destination planet, and accompanied by landers named from the same work of fiction. Some examples: Duna = Deckard with the Replicant lander Jool = Jedi ship with the lightsaber spaceplane(laythe SSTO) Eve = Eden ship with the Adam lander (adam and eve should be together) Moho = Megatron (still under construction) Dres = Delorean ship with the Mcfly lander (planned) Eeloo = Enterprise ship with Sisko lander (still under construction) Launch vehicles are either RLV or SLV indicating liquid or solid fuel, followed by tonnes to 200km orbit and a name (like RLV-125 'Whiplash' or RLV-40 'Atlas') I use letters to describe the type of vehicle and number them on build order and indicate any version changes with letters. (like X-6B Millennium) R = capsule orbiters L = lander P = plane C = cargo plane X = SSTO A = space shuttle WR= rover and others.. Stations are named by the NATO phonetic alphabet followed by altitude in km. (like Foxtrot 200 or Golf 150) I follow this system because I have a ....load of craft files in and outside my KSP folder and otherwise I would just spend so much time searching for the vehicle I need.
  6. Banned for banning somebody because of his skin color.
  7. I have had this idea for a challenge for a while, and I might make it an actual challenge but so far I have been too lazy to create one. The idea is to jump a plane powered only by turbojets into a suborbital trajectory and then push it into a stable orbit using a ship already in orbit. without using docking ports or a claw. It is not easy and it took me many tries, but I finally got it done yesterday. I managed to jump a plane into a roughly 100 by 30 km orbit, and i had a ship waiting at my station at 175 km. the rendezvous was around 70km but I got as low as 57km before I pushed the jet to an apoapsis of 250km. then I just had to wait for apoapsis to make a final push to raise my periapsis to 80+km. A atmosphere rendezvous can give you quite the adrenaline rush! tips: depending on the pusher vehicle's initial orbit you might need a lot of delta V to get an encounter, and the higher the jet jumps, the more time you have for an encounter.
  8. I know I'm late to this challenge, but I didn't have internet at home at the time... Now I have, so I'll upload some pictures! I really like this challenge! The landing took me a second time as the glue between my engine and my craft couldn't handle the landing... Everybody deserves a second chance, right?
  9. Ah I like these kind of challenges, short and suspenseful! I managed to hit the 0 mark on my first try, but that cost me an engine... Luckily Randall is a badass and landed the plane(this plane can land after it is cut in half, a nice feature discovered in flight "tests") , but the limit of 150 was exceeded after losing one of the engines.. the second try Randall was a bit more careful, and managed to get to 2m without damage and a time of 2:55. 2 is a nice number but 1 is a nicer number. So at the third try with sweaty palms 1m was achieved with a time of 3 minutes exact.
  10. ah my favourite rts in space! yes, I will throw my wallet at my screen!
  11. Yup, I'm reading it, pretty good so far! What?! a movie? And directed by Ridley Scott? WOW!
  12. I never care to deorbit them after a launch, so I have a nice ring of junk around kerbin. I have had plenty of spent orbital stages zip past me during launch, but even if you pass within 2 kilometers the chance of actually hitting something is still very small. Whenever I feel like it's getting a bit too messy I launch a nuclear grabber vessel and salvage everything I can. Everything is more fun in space. Even being a waste collector!
  13. I don't know if somebody suggested this before, but I think it would be cool if we had some specific parts or tracking station functions that could be unlocked through contracts. Like build and place a space telescope in orbit to get the ability to track asteroids. Or unlock the claw only after an asteroid rendevouz contract, because you first need to find out if asteroids are solid enough to grab. And before we unlock a part through the tech tree we could get like a limited supply of a specific part, like the "test this part" missions, and we get to reuse that part if we bring it back to ksc. If that would be done though the tech tree needs to get a bit more stretched out(more nodes with less parts each) but to be honest that should be done anyway.
  14. Pwehw I got lucky on the third try, but I didn't take any pictures. the fourth time I took some pics, but it was a close call.. the runway was exactly long enough for that landing
  15. Thanks for the suggestion Vexx, but it's still stretched in fullscreen. I'll press some more buttons to see what works.
  16. I play now on a crappy laptop so my resolution is set to 1024x768. I want to maintain the aspect ratio (so I end up with black bars). My 0.25 install does this, but 0.90 not(so it stretches to fullscreen, and gives the kerbals even bigger heads). it ignores my graphics options. is it my crappy laptop or was something changed in the update? Anybody know a workaround?
  17. I clip all the time, but only with certain parts. The stuff I clip most is structural, like the tail connector or structural fuselage. Also the airplane fuel tanks are sometimes a little clipped through with other parts, since they contain less fuel than rocket tanks for their size.
  18. These are some pictures of my redirector x1 and x2. the x1 was quite successful for a prototype. I mounted engines on the sides because I was concerned about the turn rate once clamped on. This worked pretty well for medium sized asteroids but wasn't enough for my second asteroid of about 200tonnes. So I upgraded it with four small claw pods with each RCS control and a reaction wheel. I also downsized the side engines and added a few fuel tanks and a crew (and named it creatively the x2). It has much better control over the asteroid, so I think this is how I am gonna grab a big fat E class asteroid next.( but I'll probably have to double the size first).
  19. well it seems possible to me, although I think it would be more like a village. the part count is eventually gonna reach a limit.
  20. there is nothing wrong with the thrust, just the ISP and weight are not really in line with the other parts.
  21. I thought it would be a bit harder, but I haven't yet captured an E class asteroid. I decided I would do it without nuclear engines and that is perfectly doable. The first asteroid I captured was about 40 tonnes and I grabbed it before it entered kerbins SOI. as luck would have it my tug was perfect for an object this size. Initially it would have a very high periapsis just barely entering kerbin SOI but because of the early capture I could get it in a 300 by 400km equatorial orbit without a refuelling mission. the second asteroid I captured was way heavier and I grabbed it only one hour before periapsis. It was in a about 200 tonnes and I had to refuel it two times before I got it from its retro obit to a prograde orbit of 200 by 600. A final mission with an updated tug with 4 little RCS reaction wheel probes to grab the asteroid from the sides gave much better control, and I now have the two asteroids docked together in a circular 200km orbit. Station building can now begin!
  22. I built this a while back, it needs a manual for launch but I am pretty happy with the design. I have other orbiters for the same booster but this one carries the most fuel to orbit and is the best looking one. This is my first stock space shuttle, I built one before with solid rockets using FAR and B9 which is considerably easier.
  23. I don't think every part should be damageable though, but if you damage your probe now it is also worthless. I just think some things could be repairable before going poof. something like the rover wheels and landing legs do for example.
  24. As mentioned by somebody else already I hope there will be a more functional side to science and communications equipment and I can imagine Squad will implement that sooner or later (probably later, since there are more important things to take care of first). I am totally against random malfunction but I do believe there should be something between fully operational and total explosion, some repairable status if you will. If they would ever have reliability as a factor in the game it should be implemented after budget and contract's are properly implemented. That way you could make some sort of distinction between expensive 100% reliable parts and cheaper less reliable parts.
  25. Ok look at this, It is a new version of my Anaconda jet. It carries a crew of two with weaponry in the form of six missiles four bombs two drop tanks, and comes equipped with an excellent escape system. It can easily get to 200m/s below 2 km, but not with a full load out. It also has good manoeuvrability and can easily climb over 20km high, reaching very high speeds. I also have a top secret load out for it planned but it still needs some further refining. Pics: And this is the Panther, very similar to the anaconda but carries more fuel and has a somewhat less manoeuvrable wing layout. pics: I have many designs with the Cockpit and engines in a similar manner as the Anaconda and the Panther, (also the Viper I entered into the Machingbird challenge) and I am really fond of the high cockpit low engine look, it looks really badass like real life jets and is actually pretty functional.
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