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736
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Everything posted by 736
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The "no-engined" flyer challenge!
736 replied to Themohawkninja's topic in KSP1 Challenges & Mission ideas
haha... these craft look like the old aircraft attempts in 1904 -
Challenge: Kerbal Space Center is low on parachutes! The manned space program must continue, in order to keep the government interested until parachutes arrive Goal: Land safely. 1. After deorbiting, only solid fuel, torque, decouplers, and rcs can be used. 2. Orbit must be over 100 km. 3. The reentry module must have have a total lift rating of 0.6 or under. 4. Wheels are not allowed. 5. Ion drives, liquid fuel engines, jet engines, and R.A.P.I.E.R. engines cannot reenter the atmosphere while activated. 6. Parachutes cannot be on the spacecraft. 7. 3 Kerbonauts must return to the surface unharmed. 8. The command pod must remain intact. 9. Spacecraft must launch and land vertically 10. Have fun!
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Stock SSTO reusable ship from eve
736 replied to guitargun's topic in KSP1 Challenges & Mission ideas
he is requesting, but he did not say anything about not getting to the mun -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
736 replied to InfiniteDice's topic in KSP1 Mod Releases
are you talking to me? i meant that I'll end up modding the parts, not making crafts. read my original comment please -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
736 replied to InfiniteDice's topic in KSP1 Mod Releases
No offense, but snjo can't texture I'll probably end up making them myself. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
736 replied to InfiniteDice's topic in KSP1 Mod Releases
This is a great mod, but I think there should be different types of the same weapon that fits in a time period. ex: newer torpedoes, that are shorter; guns that are flush with wings, and bombs that have fins more like wwii bombs. Overall, I think that there should be weapons slightly upgraded for each "tier" or time period that correspond to wwi, wwii, cold war, and modern times -
will there be parts without the black heat tile texture? Most airliners are all one color with the a few exceptions, and logos
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great mod, but models and textures could use some work
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Great mod! Although it does look cool, it's not look very realistic: Overall, my biggest complaint is the thick, curved borders between the windows. It should be more straight with angles, and from outside, the cockpid does not look like there is nearly that much space between the windows; it should be no more than 3 centimeters between each window.
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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
736 replied to InfiniteDice's topic in KSP1 Mod Releases
Mine did that once. The game rejects the plane I got schrage musik on a plane, but it's insanely difficult to aim -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
736 replied to InfiniteDice's topic in KSP1 Mod Releases
Strange, mine fails because it is just as light as your average schnellbomber I tried to make up for this by sticking small control surfaces with set to "pitch" inside the nose and tail, so it handles better. Problem is, it accelerates to almost 200 m/s because of the "flapping wings" glitch or whatever that makes you go faster when control surfaces move -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
736 replied to InfiniteDice's topic in KSP1 Mod Releases
i found that procedural wings from "Procedural Dynamics" start yellow and damaged for some reason. is there any way around this? -
What is the part file for the LLL hatch? i cant get in or out of the SXT passenger cabins I looked for the part file, but no luck so far
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Welcome! Do whatever missions and install whatever mods you like, but no matter how much you are told otherwise, MechJeb, an autopilot mod, ruins the fun.
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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
736 replied to InfiniteDice's topic in KSP1 Mod Releases
I was considering this, and after the first release I was working on a Ki-45c, my favorite heavy fighter /night fighter, since last month. Hasn't worked out, the ksp parts are too reinforced and heavy compared to the Thinner, lighter, Japanese planes. PS: night fighters typically have 2 engines on the wings and guns or equipment on the nose -
Can I use oxidizer to transfer through tanks for Vtol trim? As long as I don't burn it for propulsion?
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couldn't you just do an earlier gravity turn?
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1. Don't overdo your launch craft. simplistic ones usually weigh less 2. Read the stat cards. Isp is super useful; 9 lv-30's are way better than a mainsail. 3. Docking isnt that hard; it's EASIER to learn without autopilots. 4. Aesthetics arem't necessary! they add lots of extra weight and wobble around, especially those I-beam fairings 5. Have fun!
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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
736 replied to InfiniteDice's topic in KSP1 Mod Releases
i launched a rocket at the astronaut complex and the game froze. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
736 replied to InfiniteDice's topic in KSP1 Mod Releases
Infinite dice, can you look into these: (http://en.wikipedia.org/wiki/Mark_46_torpedo) and (http://en.wikipedia.org/wiki/Torpedo_tube) for a future update? I'd like to make some "modern" anti-ship Crafts. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
736 replied to sirkut's topic in KSP1 Mod Releases
You guys need to see how hard it is to update something like this; some of you are like "update this now!" but in reality, he has to pretty much re-write the whole plugin code because some code changes in 23.5 affected the way Infernal Robotics runs. Not all updates change the code this much, if you're wondering why sometimes mods update fast.