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Everything posted by I_Killed_Jeb
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Very Kerbal. I'm interested to hear how she handles once you fire the engines, seems like there's a lot of wobble potential here edit: why are there landing legs on your fuel tanks? also very KERBAL!! XD
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Discovery: Air Intakes Help Cool Boosters
I_Killed_Jeb replied to minerman30's topic in KSP1 Discussion
I think the heat is actually directly related to the particle expulsion speed based on the simple principle that T=avg KE -
Discovery: Air Intakes Help Cool Boosters
I_Killed_Jeb replied to minerman30's topic in KSP1 Discussion
really? routinely throw 8 nukes onto an orange tank and they never explode from overheating -
Indeed! http://starwars.wikia.com/wiki/Delta-7_Aethersprite-class_light_interceptor I tried to actually make a copy of the Star Wars craft, but because of thrust asymmetry it's just too uncontrollable in space =/ Why thank you kind sir/madam! I'll put the .craft file up once I finish the last round of stability and capability tests, probably tomorrow.
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Introducing the Ethersprite-B, a nimble, capable SSTO that can land and take off from a large variety of moons and planets thanks to its VTOL rockets. She has great handling characteristics with a very stable CoM/CoL relationship at any level of fuel, and has plenty of spare delta-v for entry-level pilots to get to orbit without slavishly adhering to strict ascent profiles. Vehicle Description "The 7th entry in the ever-iconic J Wing series of spaceplanes, the Ethersprite-B expands on its predecessors' capabilities with added landing legs, ladders that actually work, and VTOL engines. The favored craft of Kedi Knights for short-range peace missions, it boasts smooth handling characteristics for any celestial body, able to function admirably in both atmospheric and vaccuum flight. It's equipped with standard P&W serial docking ports, which, among other purposes, can be used to dock with interplanetary drives, allowing the Kedi to reach any planet or moon necessary to keep peace in the system. ========= Hotkeys 1 - Toggle Jet Engine 2 - Toggle Intakes 3 - Toggle Rockets! 4 - Toggle VTOL Rockets 6 - Toggle Ladders 7 - Toggle Landing Legs 9 - Toggle Docking Ports" 180 loop right off the runway! Duna exploration capable The real benefit of this spaceplane, however, comes in its ability to dock with the IP-1A interplanetary module, boosting its range to virtually anywhere in the Kerbol system. Early prototype models ========= Thus, we are also simultaneously releasing the IP-1A Steeplechaser interplanetary drive! It has ~10km/s delta-v on its own, which is of course reduced when the spaceplane is docked. The craft is released with a launcher that will take it to LKO for refueling and docking. Beware the Kraken! Vehicle Description "Developed in response to the Kedi Knights' increasing need for interplanetary diplomatic missions, the IP-1A interplanetary drive is an old favorite among the old kepublic knights. Compatible with a multitude of spacecraft, including the popular J- and K-Wing series of spaceplanes the IP-1A was the first of its kind but continues to endure as a simple workhorse for long-distance missions. Unfortunately, it's been rumored to feature multiple structural problems, some of which have occasionally summoned a mythical space beast from the darkest abysses of space... ========= Hotkeys: 5 - Activate Nuclear Engines 8 - Unfurl Solar Panels" ========= Builder's Notes - Ethersprite *This really is quite an easy bird to fly. The front canards have been completely disabled as a control surface for more stable flight and virtually no chance of flatspin, but advanced users can re-enable it in the SPH for more agile handling. *When you're ready to go to space, it's as simple as 1-2-3, in that order once you've built up enough airspeed (toggle jets, toggle intake, toggle rockets) *Not completely tailstrike-proof *The VTOL engines should only really be necessary in the last stages of landing on Duna or airless moons, but it's your call! *Use landing legs (7) and retract the wheels when leaving the plane to explore, as KSP planes tend to roll off otherwise. Steeplechaser *One oddity here is that this ship is equipped with two probe cores, one facing backwards (for launch) and one facing forwards (for everything after). The default core active is the one facing backwards (since launch happens first), once in orbit, feel free to switch the active core to the one facing the correct direction. *Once docked to the Ethersprite, I found it easier to control from the probecore on the steeplechaser, but that's your call. *Like most ring structures in KSP, this craft is a bit of a Krakenbait, but I've only had RUDs during launch, never in orbit. Beware... *The rig is launched with half its orange tank empty for easy launching. It can explore many destinations such as Duna without refueling, but refueling is advised for far-flung planets (e.g. Jool) *Launcher equipped with plenty of RCS fuel and thrusters, use it to your advantage during launch! *The launcher is offset from the payload, requiring the ballast fuel. The final stage of the launcher as well as the ballast can be used to help refuel the IP-1A, and can deorbit itself with RCS. Remember to refuel the payload RCS before decoupling! ========= Thanks for looking guys! Please leave a note if you've downloaded the crafts, and any feedback is welcome. Coming very very soon... The Kith Pack
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The only thing thing that I care to see in .24
I_Killed_Jeb replied to Wesmark's topic in KSP1 Discussion
Definitely -
Basic Aircraft Design - Explained Simply, With Pictures
I_Killed_Jeb replied to keptin's topic in KSP1 Tutorials
then good for your COLLEGE teacher? -
Basic Aircraft Design - Explained Simply, With Pictures
I_Killed_Jeb replied to keptin's topic in KSP1 Tutorials
not sure if srs... -
What does "use as spoiler/flap" options do?
I_Killed_Jeb replied to quantumpion's topic in KSP1 Mods Discussions
which parts give spoiler options? -
Basic Aircraft Design - Explained Simply, With Pictures
I_Killed_Jeb replied to keptin's topic in KSP1 Tutorials
Something worth mentioning I think is how the COL/COM relationship changes with pitch, something which is easily demonstrated in the SPH -
Is DLC for KSP a good idea?
I_Killed_Jeb replied to czokletmuss's topic in KSP1 Suggestions & Development Discussion
this, 10000%. What EA has done with Battlefield, for instance, is disgusting. Pre-selling "premium" packs on the promise of 5 future DLCs, which are planned concurrently with the main game, frankly is highway robbery as far as I'm concerned. These gorram publishers are mad with greed and want to squeeze every penny out of gamers by holding back content deliberately. I refuse to buy any DLC as a matter of principle (KSP would be an exception unless I see they're deliberately holding stuff back), especially since they (publishers like EA) reward loyal customers by cutting the full "gold" or "premium" or "goty bundle" to 1/3 the price of what it would cost people who were with them since day 1. Absolutely infuriating. Back in the day (the actual day, lol@ the kid who thinks COD4 is old school, we remember when COD 1 came out son) map packs and additional content were provided as a thank you to the community for making the game a hit. I almost would prefer, if indeed the game prices right now are just too low for proper development, for them to just raise the damn sticker prices and be done with it. But I have suspicion this is not the issue, nor would it make DLCs go away. Whew that was quite the rant. As for KSP DLCs, I would actually be a big fan of them getting to work on KSP 2 with a real gaming engine (sorry I'm just not a Unity fan) -
Indeed. It requires a lot of forethought and even then you'll run into issues. The biggest facepalm of that particular refuel station is that the Sr. docking port on the bottom was put on backwards so much for my plans for it... now it just sadly orbits kerbin as a monument to how one poorly placed part reduces an hour of work to nothing
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I went from crashing my first lunar lander after a completely successful first-time landing due to losing all dV while futzing about with the munar orbit rendezvous with the CSM, to this. Hard to do at first but then it becomes second nature
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Is your problem the encounter portion or having enough dv? If it's the former, I would probably approach this by getting into a circular orbit close to ablate an creating a single point of intersect/tangent, and wait it out. If it's the latter, short of just adding more fuel to your rocket, ions are excellent for small stuff and that close to the sun you should have little issue with the electricity
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what a nice post, please have some rep
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quite the necrobump
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1st Kerbal Space Photography Contest
I_Killed_Jeb replied to mangekyou-sama's topic in KSP1 Challenges & Mission ideas
Title: Hypnagogia Stock I thought on the theme of danger and discovery, and tried to roleplay into the mind of a brave early kerbonaut. Here is Bill, performing his final pre-flight inspection, on the threshold of climbing to the top of a missile which will blast him towards the ever-mysterious Mun. He's fearful, but hopeful, that the very real risk that he's about to undertake will bring new knowledge for the good of Kerbalkind. As he watches the alien world that is his destination rise up against the setting Sun, he is arrested in place as an indescribable cocktail of emotions bubble up, one which he will not allow us to see... -
If you're running out of fuel on the landings, and you're not doing something ridiculous like hovering for 15 minutes, I think it's not your piloting skills but rocket design that could use some refinement?
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This, definitely. The minimus biome update was super disappointing, just the same old recycled flavor text under a different heading.
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.... come on man
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Simulated Attack on KSC
I_Killed_Jeb replied to willwolvescry's topic in KSP1 Challenges & Mission ideas
what's yellow area "with object"? -
Simulated Attack on KSC
I_Killed_Jeb replied to willwolvescry's topic in KSP1 Challenges & Mission ideas
your map is very hard to read -
~9000 from minimus grinding recently. i did a mun grind for more points but i just don't recall