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TheAstronut

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Everything posted by TheAstronut

  1. This is why i hate forums, nobody reads anything anyone writes.
  2. Unless it was actually made from something floppy and elastic like balogna. If you could build the station out of some sort of highly-elastic material it may work. oops... doublepost
  3. Put any craft in a perfectly circular orbit and find out.
  4. You aren't accounting for the albido of the spacecraft, solar panels are significantly more reflective than ice. Also I was talking about the lack of realism on the part of small-celestial body rendering at great distances, not about the visibility of my spacecraft, what i'm saying is that, if the spacecraft isn't visible i shouldn't be able to make out minute terrain features on a small body that's further away, even one that appears 320x larger (which it won't as it would have a higher albido than Minimus anyway). And for the record it's significantly bigger than 20m (here is two pictures of one half of the station (i couldn't fit it all in one shot) as it was planned out in the VAB (the orange tanks are for size reference)): This is getting into a rather ridiculous argument, so I'm just going to say I have put forth my complaint about the way small celestial bodies are rendered and leave it at that.
  5. It's useful to have this, makes it easier to dock the parts of the ship together, it can also hold crew if you want to have crew ready for any mission you might want to do, also it makes it very easy to replace damaged sections of ships etc. (it's essentially a scaffolding that can hold fuel and other things for refueling)
  6. Discoverable/randomly generated celestial bodys (like comets, asteroids, protoplanets etc.). Also a termination shock would be nice (you know the cloud of gas that forms at the border of the solar system where the pressure of the solar winds and the interstellar pressure are at equalibrium)
  7. I've been working on a few designs for orbital dry docks for large interplanetary ships that need to be built in-orbit and this is the best design I've come up with so far (Currently in KEO just slightly west of KSC), it's designed to be modular and expandable: It's designed to be expandible both up and to the sides, the modules on the ends use non-stock parts that i'm using to construct/fuel/upgrade ships that use the KSP Interstellar mod. I'll post more screenshots as it gets bigger, in the meantime lets see YOUR orbital ship-building facilities.
  8. Binoculars only get you so far, you might be able to see minimus bigger but not in much better detail. But that's nit picking... If i wanted to go that far i would complain about the lack of atmospheric distortion of orbiting bodys which would cause blurring with cockpit zoom but that would be being OCD if i did that.
  9. Just to clarify, Minimus is a lot smaller than our moon, and a lot further away in terms of scale, and i was not talking about large terrain features like the sea of tranquility, which you can only see as a discoloration with the naked eye, but actual depth and height/size of mountains that are significantly smaller over much greater distances. Edit: Thank you sour monkey that is exactly what I was trying to say, the render settings on small celestial bodys at great distances are unrealistic. Edit 2: I wasn't suggesting a distance cap that prevents you from seeing it, i was suggesting something similar to the distance cap on large planetary bodies where you see a texture replace the 3d terrain.
  10. Now, having Eeloo interfere with a Jool transfer, that's the holy grail of one in a billion mistakes.
  11. With a telescope only. Like a mountain on a celestial body. I'm complaining about a lack of consistency, not about being unable to see my ship (I know about lag issues with rendering far away objects, I'm a developer for a game on the Steam Store I totally understand), If Kerbals have telescopes for eyes let them have telescopes for eyes, if they have normal eyesight let them have normal eyesight. If you can't see a ship in KEO you shouldn't be able to see rocks on the surface of Minimus. This is what I'm trying to say, beyond a certain point a high-res render is not only lag-inducing but pointless and unrealistic, a cap needs to be added for celestial bodys as well.
  12. I am well aware of that, see previous post.
  13. what i'm saying is: 1. It's ridiculous that i can see the terrain on Minimus from Kerbin. 2. If I can see with that much detail something that far away, if I can spot a mountain on Minimus, how come I cannot spot my ship which is significantly closer. p.s. I'm a coder, i understand that there is a drawing limit on ships etc. im not asking about that, im asking about why the limits set on celestial objects seem to bear no relation whatsoever to the limits on ships. What I want is the draw distance for celestial objects to be realistic for smaller celestial objects (like Minimus), I understand having high res from far away for large planets, but being able to see rocks on the surface of a comet-moon from over 2 Mm away is ridiculous.
  14. So i was trying to spot my Keosynchronous space-dock from the surface, when I'm like hey that little dot in front of the galactic plane must be it! Err... no it's minimus... Kerbals have telescopic eyes apparently... (and i still couldn't see my keosynchronous spacedock :/ and it's significantly closer than minimus...) EDIT: This thread is actually complaining about the unrealistic detail of the terrain of minimus from the surface of kerbin, what i'm trying to say is that if i can't see my ship i should not be able to see the mountains on minimus, i should just be able to see a fuzzy outline of it.
  15. I beat my previous record, so new submission: Category: -Probe Record in: -The Cockroach Record Info: Picture of vehicle: Video Demonstration of vehicle: (coming soon (my laptop can't record video))
  16. Read submission guidelines first, your craft is not eligible as it uses engines to move. Your craft may only use the infini-glider bug to move and must stay on the ground the entire time. Your craft does not follow submission format or challenge rules, it's disqualified.
  17. The top speed of the fastest porche is 340 km/hr, The Reaper went 702 km/h(195 m/s), lets see 800km/h people!
  18. There are two categories: Probes and Manned vehicles You can submit a new one if you beat your previous speed. Your vehicle must only use the infini-glider effect to move, and may never leave the ground. Only stock parts are allowed (you may use non-stock parts to guide your construction in the SPH but they must be removed when the craft is complete and before any records are recorded) You are allowed an unlimited ammount of distance to get up to speed, but you must stay in the area around the KSC (so your vehicle must be maneuverable at high speed). The dunce list(people who didn't read the rules): Hejnfelt - submitted a jet aircraft Giggleplex777 - submitted a stock propeller thing (didn't use infiniglide) Current Record: 220 m/s - Hajnfelt - Manned 230 m/s - TheAstroNut in The Cockroach - Probe Old Records: 180 m/s - TheAstroNut in The Reaper - Probe 195 m/s - TheAstroNut in The Reaper - Probe Submission format (this is also my submission): Category: -Probe Record in: -The Reaper Record Info: Record Update: Picture of vehicle: Video Demonstration of vehicle: (coming soon (my laptop can't record video)) now, who can top that?
  19. A lot, i'm not exactly certain but i know I can fit at least 6 large RCS tanks in the bomb bay, maybe even 8.
  20. That's no bomber, it's a flying bomb bay. Top view: View of massive bomb bay: View after major stall (stall-recovery paracute can be cut to resume flight): Another view of the stall recovery parachute: Warning: This craft is slightly slow on the pitch axis and nearly unresponsive in yaw. Takes most or all of the runway to take off when fully loaded and engines are spooled up before releasing breaks. Notes: May be a bit difficult to land due to the rear landing gear being closer together than the front landing gear. Pictures from a bugged version that had clipping issues with the fuel lines (it's fixed in the download) Action Groups: defaults (you need to make your own "drop bomb" action groups) Special features: Contains 2 passenger seats so that you can have a pilot if you want to fly it like a normal aircraft also. Stall-Recovery parachute, let this get rid of your spin and stall troubles, then cut it away and pull up before you crash. Looks frigging awsome (how does that shape even fly) -> download <-
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