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Everything posted by Deathsoul097
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Recreate: THE DAMOCLES!
Deathsoul097 replied to Deathsoul097's topic in KSP1 Challenges & Mission ideas
Ok, Mods, remove the thread please. -
Recreate: THE DAMOCLES!
Deathsoul097 replied to Deathsoul097's topic in KSP1 Challenges & Mission ideas
No, this is a challenge to recreate the damocles. -
Recreate: THE DAMOCLES!
Deathsoul097 replied to Deathsoul097's topic in KSP1 Challenges & Mission ideas
Yes it is. Like I said, I dont care how it works or if it does in the first place, Just to make a craft or mod which creates a replica of the Damocles. -
Ok, Thank you!
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WAIT WHAT!!!!!! I had no idea that even existed... I'm not really on the challenges subforum much, but, wow... that is pretty damn similar. However, yes there is a difference. You not only don't have to make a Saturn V rocket in order to qualify, nor use a pre-determined save file, and you can use most mods, and send a support mission if it is desperate enough. You can make your rocket however you want; asparagus, onion, SRBs, jets, NERVAs. This is for anyone to do however they want, and then get scored as such. Sorry if this is to similar to be classed as something different, but until I get a larger consensus of how people feel about this, I wont ask the mods to take the thread down.
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Delete This Thread please...
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HAHA!!! No, I do mean actually go to Duna, just like what would have happened if the rocket hadn't malfunctioned, or whatever it was. I haven't seen the movie in a while.
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Those of you who have heard of or seen the movie Capricorn One might have an idea as to this challenge's goal. Simply put: Apollo-Style, to Duna and back!!! And there it is. Rules: 1 - All mods allowed other than the cheaty ones, so no stuff like Hyper-edit, the Wayland corp stuff, or basically anything you might consider OP. 2 - The entire mision must be launched on one rocket. Bonus for Apollo-Style rocketry and other goodies. 3 - The lander must be a true LEM style lander. That means an ascent stage and a descent stage, and the descent stage stays on the surface and only two kerbals go down. 4 - Screenshots MUST be supplied for your score to be counted. Scoring: True Apollo - +100pts - Transfer stage, lander and CM make orbit on the 2 ascent stages alone, and the trip to Duna is done only by the Transfer stage. (2STO Ascent stage)(Assistance from ascent stage during transfer is allowed) Um, were we meant to leave that there?! - +10pts per science package left on the surface, 30pts for a two kerb rover. (Maximum: 1 Rover, 3 Science packages) {UPDATE FOR 0.22: + 1/2pt per science gained upon transmission and recovery of craft} Jeb K call home... - +50pts - Remotetech used. Remember to pack the Snacks! - +200pts - Ionocross Life support used. (NB. You can send a resupply mission to Duna if required for waste, food, water and fuel, but you cannot use the resupply as say, a tug to return the mission to kerbin.) Duna Explorers - +50pts - Take a Kerbal at least 2.5Km from the launch site and return. +5pts per extra 500m travelled. Wait, he's WHERE!? - -50pts - Per kerbal left behind or killed. Ah, contingency equipment... - +10pts - Working Launch Escape System on your Command module. How the hell did this get here... - +50pts - Land within 5Km of any anomolies. There and back again - +100pts - Complete the challenge, and return all Kerbs to the surface of Kerbin. Now thats what I call pinpoint! - +10pts - Land back at KSC. I dont even... - +10pts - Land back on the Launchpad or on top of the VAB. (If you do this, automatically add 10pts for completing "Now thats what I call pinpoint!" as well) Last year's model - +20pts - All stock parts (MechJeb, Kerbal Engineer Redux, and Kerbal Alarm Clock are not counted as using mods, Unless MJ autopilot used) The wonders of Chemicals - +50pts - No Jet engines, Nerva's and the like used. Now that's just overkill - +100pts - The rocket used is over 1000 Tonnes on the launch pad. BONUS - Fields of Green - +100pts - Find kethane, and mine it on your trip. Leaderboard: 1 - Deaths Engineering 390pts 2 - 3 - 4 - 5 -
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Just the other day actually. I was returning the ascent stage of my mun lander to the CM, and slightly mis-judged how close I was when I started to burn. I now have a debris field, a pod of three shaken kerbals, two of which had to EVA at high speeds through the debris field to return to the CM, which consisted of the pod, its docking port and a parachute, all in a low orbit over the moon, right where I usually take my missions through.
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Jebanon Kerman - "We prefer to call it a Rapid Unplanned Disassembly upon a High-speed Lithobraking manoeuvre, none of that Crashing talk..."
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Reloading configs
Deathsoul097 replied to Captain Sierra's topic in KSP1 Gameplay Questions and Tutorials
1 - Go to Startup or Space center and open the debug menu. 2 - Click on Database 3 - Click on reload 4 - Done! -
The worlds best bet for this right now is Space X. Simply, once they have all of the falcon rockets functional and reusable, then we will be truly set for our advancements into space, as well as privatization. This will certainly happen long before the development and finishing of the Skylon. And if the Skylon works, then perhaps rockets may use it's reaction engines to power rocket launch stages.
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Really, I think this is what we need to be procedural; - Structural panels (Macey deans ships, and asthetics really. Could possibly work as heatshield, or maybe just a P-Heatshield, for aerobraking and LSO missions) -SRBs (like stretchy tanks GUI, but showing mass burn time and thrust, and each of these changed by changing the length or radius of the Booster) (would be very good for making stuff like a Vega rocket) - Girders and structural pylons (in the modular way they are now, so each mouseover would increase length or diameter in certain increments) - Solar panels (ISS alike arrays - Pretty much it until actually start needing monumental amounts of power in the science updates) - PFarings (should be stock anyway, freakin great at what it does) - Wheels (adjustable suspension, wheel type, wheel size and elevation. Larger wheels means increased power-draw) I cant really think of anything else but for now that's my 2 pence.
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Planet Ideas And Names For The Future Of Kerbal Space Program
Deathsoul097 replied to Dead Pixel's topic in KSP1 Discussion
I think a good name for the second Gas Giant would be Salpur. I just think it fits, kinda like how Jool=Jupiter, Salpur=Saturn. Also, I really think that focus should be on producing the asteroid belts, comets and meteors that litter the solar system, just like IRL. -
The New Bobcat Colonization Challenge
Deathsoul097 replied to SkyRender's topic in KSP1 Challenges & Mission ideas
Is the ANT compatible with 0.21.1 ??? -
The New Bobcat Colonization Challenge
Deathsoul097 replied to SkyRender's topic in KSP1 Challenges & Mission ideas
if two modules are connected by KAS, do they count as one. Hopefully not, that's how I do resource transfers and hook up my power plants. -
LLL - Lack Luster Labs - Development Thread
Deathsoul097 replied to Lack's topic in KSP1 Mod Development
I am definitely using that salvage pod to act as a tug and assembler for my KOMC station. (Kerbin Orbital Mission Control) -
You Will Not Go To Space Today - Post your fails here!
Deathsoul097 replied to Mastodon's topic in KSP1 Discussion
Here at Tengen Toppa Industries, we don't like the term crashing. We prefer calling it a Rapid Unplanned Disassembly upon High-Speed Lithobraking. Also, My company name transates from Japanese into Heaven Piercing Industries.(I think ) -
BSC - Ravenspear Mk. 1 - And the winner is...
Deathsoul097 replied to Xeldrak's topic in KSP1 Challenges & Mission ideas
Hey Xeldrak. Im not sure if there is a thread or not for this kind of thing, but I have an idea for a BSC Challenge. Simply put; Aeris 4 SSTO {Cant remember the proper name} The Aeris SSTO design is incredibly inefficient and hard to fly, and as a beginner I completely disregarded SSTO designs because of it and its difficulty. Hell, I've managed to make rockets more efficient than that thing. So here is my proposal - The next BSC should be for the Aeris 4. PS - Not sure if it is the Aeris 4A or 4B, I kinda deleted all of my stock craft because I run mods and don't need them. -
1 - Shooting in space would send you spiralling off into the distance 2 - Gunpowder based weapons do not work in a vacuum, they require air for the combustion process 3 - Rods from the Gods are fired retrograde, not down. 4 - Where the hell is any of the worlds nations going to get the money to send a large military strike team to space 5 - Why would you ever want to have an EVA firefight in space, especially without any visible means of manouvering other than clinging to space junk 6 - Why would you have a firefight next to one of the most expensive pieces of hardware ever created Just the first few discrepancies in a very long list.
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LLL - Lack Luster Labs - Development Thread
Deathsoul097 replied to Lack's topic in KSP1 Mod Development
Seems like a good idea to me, cosidered actually making it at one point. If I did I would probably use a reworked GAU-19 or a Bass Cannon from pirated weaponry. Also, Lack, I would just liketo say you and Bac9 have inspired me to begin modding. I am currently working on C&C-esque plane fuselages, and will also be creating some slightly OP engines and launch stages. If anyone wants them, send a message to me. (But nothing is finished yet) -
LLL - Lack Luster Labs - Development Thread
Deathsoul097 replied to Lack's topic in KSP1 Mod Development
Kudos Lack, You have really outdone yourself with the next update, And I have to say I can't wait. Has anyone heard of command and conquer? If you have I am trying to recreate the VX-035 GDI air transport, and I had an Idea. What if the LLL NERVA was retextured and coded, or a 2x1 Jet engine was made that was radially surface mountable? Just a thought for 0.11.?? . -
Thank you very much, that is exactly what I needed to know.