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I_Killed_Jeb

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Everything posted by I_Killed_Jeb

  1. Not too excited, IMO KerbalEDU has taken away development time/effort, and more importantly has shifted the direction of the game, vis-a-vis multiplayer and no resources
  2. Haven't downloaded it, but 90 m/s is a a really fast takeoff speed IMO. Are your rear wheels close to the CoM? If they're not, that probably explains why you have to build the speed to generate that torque, which in turn overloads those wheels
  3. This imo is another example of the utility of umbilicals
  4. The idea of invisible bodies has been discussed many times in context of L-points and the devs have apparently rejected the idea In this case, it would be even more problematic, as when you think you're making a transfer to Ike you are in the SOI of this invisible body, really throwing off the orbital mechanics. Not to mention the black hole problem
  5. this is the most impressive and interesting thing i've ever seen on KSP. incredibly creative, might be the first craft i use that i didn't design myself
  6. I very much enjoy the debris of the first launch littering the ocean in the backdrop of the second launch with the very same krew
  7. The best way I've found is to see how many more days i have to go on the Kerbin calendar by going to the tracker like you do, go back to map view of my ship and add those days to the MET to get the launch date. Then I warp till the target MET.
  8. No, the ISP (i.e. your efficiency) does not change with more engines of the same time firing
  9. it would be incredible, and i think it's something they want to implement in the future
  10. A lot of people seem to be concerning themselves with how other people are playing their games...
  11. We're a pretty long way from having fun "explanations" why kerbals are green. Nobody in their right minds is pushing kerbal photosynthesis or super-strong heads as a reality, it's a game and people are coming up with funny justifications for empirical observations of the objects in the game.
  12. People are telling you to test it first (you can test in career too btw there is no restriction there really) before you release because this is a forum for exchanging functional spacecraft. Before you start screaming it other people to test their ships, well, we do, for anything we're releasing to the public. If you think anything taking more than 5 minutes is too long, you're not playing the right game, and you sure shouldn't be releasing crafts to the public. Well you can, but no one will take them seriously. Pretty irresponsible of you to be releasing crafts that you haven't tested yourself and misrepresenting their capabilities, and therefore wasting the time of anyone who may download and try to craft out.
  13. vibes friend. hope you find a job soon. or not, since ksp is the activity that should be full time for any rational human
  14. Have you actually landed on Eve yet? Might be a good place to start to get a sense of a return vehicle.
  15. i believe you can even make it out of a smaller tank with one engine, i recall seeing one such design somewhere around here.
  16. bit touchy are we? good thing you released a KSC return craft. oh wait... you were told you need >10km/s dv for eve surface return and you add a booster to take it to 5k. strong work.
  17. yikes OP, you release an Eve return craft without even trying it out for yourself?
  18. Hot on the heels of the Kedi Knight Pack, the P&W Company is happy to present our companion Kith Pack, the 2nd entry in our Skar Wars series. The Inquisitor is a menacing science vessel descended from fighter craft. True to the Kith Kode she is a bird of power, not finesse, and will buck the unsuspecting neophyte unpracticed in the art of handling this thoroughbred. She packs enough dv to land and return from everywhere except Tylo, Moho, and maybe Vall, depending on your skill level. Low-gravity VTOL engines mean easier and safer vacuum landing procedures, and like the Ethersprite includes landing legs for confidence to explore the planet without fearing for the plane rolling off into the sunset. No small science parts but feel free to add them if you desire. Vehicle Description "The Inquisitor is a modification of the Kith B Wing all-system starfighter platform, designed for carrying out surveys of a target body prior to assault under the guise of science. Such research proved to be critical in several decisive victories in the early phases of the Skar Wars. Some high-angle stability has been sacrified to make the necessary modifications, but the 4b remains an excellent general purpose craft. ========= Hotkeys 1 - Toggle Jets 2 - Toggle Intakes 3 - Rockets! 4 - VTOL Rockets 7 - Toggle Landing Legs 9 - Toggle Forward Docking Ports" Vital stats Controlled re-entry capable, the 4 wheels give it an exceptionally stable landing platform Does indeed look very evil... While a very versatile spacecraft on its own, the B Wing 4b's true powers are in its ability to dock with the IP-2E to become the Kith Grand Inquisitor. The Kith Grand Inquisitor - early prototype models Which, of course, we are releasing here as well. ========= The IP-2E Kith Grand interplanetary drive is a medium weight dreadnaught and science vessel with approximately 10 km/s of delta-v. It is launched fully fueled but will require its own power for the last stage of orbital insertion. Good thing it has a handy access port at the very tip for easy interface with space stations and refueling craft. The final production model has upgraded thrust to 12 nuclear engines as opposed to the prototype's 8, sacrificing some dv for TWR. Vehicle Description: "During the Skar Wars, the Kith commissioned a dreadnaught from which they could stage planetary assaults. The project was later reconfigured as an interplanetary drive for light Kith fighter crafts allowing greater flexibility in deployment capabilities. The shadow of hundreds of bloodthirsty Kith warriors orbiting in their fighters docked to this fearsome dreadnaught was enough to secure the surrender of many moons during the War, and the Kith Grand has since endured as a symbol of strength. ========= Hotkeys 5 - Toggle Nuclear Engines 8- Toggle Solar Panels, Long-Range Antenna" ========= Builder's Notes - Inquisitor *Despite my description this is actually a very easy SSTO to get into orbit with full science capability. Like the J-Wing series, simply go 1-2-3 after building up enough speed to get into orbit. *The challenge is landing the craft in Kerbin, as when it is half-empty the CoM/CoL relationship becomes unstable when pitch angle changes beyond a critical point. To avoid low-altitude flatspins of death, remember to shift the fuel to the forward tanks when landing in atmosphere. *The landing legs allow the plane to remain fixed while you explore, toggle them and retract the landing gears for that purpose. No ladders, the Kith don't believe in them. Kith Grand *My finest work, in my opinion! *Docking the Inquisitor to the Grand is easy-peasy. The narrowly spaced fuel tanks make it impossible to dock at a weird angle, and ensure a perfect two-port dock each and every time. *If you intend to use the science module as an actual science module to clean experiments, remember to add at least one Kerbal to it before launch! *I recommend putting your Kerbonaut in the science module after docking for long-term journeys, controlling from the probe core just behind the nose. It seems more humane. *Launch profile is standard KSP. I find it most fuel efficient and safe to begin pitch-over after staging the outer tanks. After final staging event you will be controlling the spent interstage, not the Kith Grand, so press [ or ] to cycle to the actual craft. ========= Hope you guys enjoy this! I really do think these two represent my best work ever in 300+ hours of KSP. Please leave a note if you download, and feedback is desperately appreciated.
  19. The first step is to admit you have a problem. Except I don't see what the problem is. Is that a problem?
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