

Darnok
Members-
Posts
1,266 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Darnok
-
Short question: why?
-
What I want from Santa (and Devs) in 2014...
Darnok replied to Darnok's topic in KSP1 Suggestions & Development Discussion
What? Where are fairings? Thx Great news -
- better performance, more parts that doesn't lag (maybe 2 connected i-beams using green nodes should be counted by physic engine as 1 i-beam?), - stock fairings (pretty please, most of stock ships and rockets is ugly or heavy and lag because lack of this... I know there is group of experienced people that are trying to make it better, but still it is not right way imho), - improved action groups, now when we have tweakables it shouldn't be hard to do it like: First selected "command part" (from first tab in building editor) then set action groups that will be triggered ONLY if that command part is active. What that means to all of us... if you dock to space station and activate command part from SSTO for example and press 7 you should trigger only actions assigned to that craft, NOT to entire station or other crafts docked into it. Or other way activate space station command part and trigger only actions you made for that station. - in subasemblies would be nice to see mass for everything we put there, - profesional carrier mode: 1. No revert and no quick save/load (if you crash and lost kerbals you can't revert that you are pro!) 2. Budget... at start we should have some money (parts does have cost and having base budget for start would be nice) we should be able to make enough rockets to get some science points before we ran of out money for current year. New budget should be calculated for every year, of course if you manage to get more science points your base-budget should be increased, if you made many crashed and lost lots of kerbals it will be deceased, but I think never below some base value to allow you running your carrier mode.
-
Updated craft file for MPCV Little trip to edge of solar system Mechjeb calculated that orbital period is ~1992 years
-
V-Perseus MPCV (0.23) Right now can't get better name than MPCV... it is Orion/Dragon inspired craft, designed to carry crew (and in future supplies). It has enough DV to go to Mun orbit and back, it should be able to reach Duna. V-MPCV: parts: 35 weight: 23t without engine module (only escape pod): parts: 23 weight: 10t engine module: parts: 12 weight: 13t Lifter on screens is Ascender 25 MK 3 designed after 0.23 update. My first two stage lifter, simulated ~4.5m diameter, super stable 10/10 with mechjeb. I hope this design will scale better then previous. Mechjeb 60% flying path. On 100 km you should have ~200 m/s DV on 2nd stage, it should be enougn for people that doesn't use mechjeb and make few mistakes during flight, also it is enough to deorbit 2nd stage. backspace - activate abort system 0 - toggle solar panels Craft file V-Perseus MPCV
-
Yes, there is one orange tank in center and those orange tanks you see are clipped. Nope no asparagus.
-
Engine stacking dead in .23?
Darnok replied to inigma's topic in KSP1 Gameplay Questions and Tutorials
That is great news and now Rapier doesn't seem to be too OP? -
V-Ascender 60 Weight: 396t Parts: 57 Payload: 60t to 100 km With high part payload on top to simulate drag. Mechjeb 62% flying path. Craft file V-Ascender 60.craft V-Ascender 60 MK 2 Weight: 428t Parts: 78 Payload: 60t to 100 km Better looking, should be more stable than MK 1 and with side boosters (orange tank + mainstal) it should carry 80t. Mechjeb 60% flying path. Last 3 pictures show how get engine shields that doesn't explode while dropping stage. Maybe it will be useful for guys building replicas, I saw they use different things to cover their engines. Craft file V-Ascender 60 MK 2.craft
-
Thank you Sir... I thought people doesn't comment my thread because they don't like my designs anymore. Well Small B.E.M. is also my favourite toy, it is so universal because it went some nice evolution to fit everywhere Yea they are great for stacking, but that single port connection is too weak for time warp larger ships:) and they seem ugly too me after few weeks... soon I will rework them to add more functions, also they get new name Heavy B.E.M. with 4 LV and Medium B.E.M with 2 LV. Right now pure ION. After few tests I think that wings are too short (I mean from front to tail size) and it needs to be fixed before I will add versions with different propulsion types. Well Phoenix needs to get performance fix before publication, but right now just doesn't have inspiration for that As for docking hardest so far was docking at 40-30 km in kerbin atmo with near -500 vspeed sadly no screens it was too fast. Ok, here it comes... take a look at few ideas, drafts and early desings I was thinking about modular SSTO, first concept for light plane, doesn't even got proper name. But it works great, it can reach orbit with full BEM tanks push/pull some stuff and come back to dock with plane. Next medium modular SSTO, also basic concept about cargo room not about plane shape That 3 docking ports are from BEM Idea is to attach payload to BEM and upper port if needed and on orbit release both, BEM should do the job and push cargo/dock into station or something else and come back to plane. Mobile base first drafts Almost SSTO Mobile lab + habitat for 3 kerbals (I think you get the idea what and where can be attached ) Early idea of base parts transport/load/picking from ground And my newest toy, right now I get inspiration from Constellation: Manned mission to Mars to build new landers and go to Duna (now you know how I work on my crafts... tons of chaos in one place... and boom ) And here you can see that Medium B.E.M needs to be reworked it just doesn't fit to provide lander with engines :/ You can also spot drone two wheels rover, mobile lab, small BEM and all that is attached to Ascender 80 MK 2, but in final version there will be Ascender 100, I hope I will fit into 100t desing with this Idea is to create 'company' thread (some day) where I will publish stable crafts tested by me and at least other two people. Here I want to keep mostly prototypes, drafts and basic ideas, finished crafts will go to 'company' thread for people that doesn't like when lifter exlodes or something goes wrong. Again thx for feedback
-
Using V-Ascender 15 to deliver science lab + basic science rover to Minmus
-
[0.23.5] Ares I, Ares V, and EFT-1
Darnok replied to ethan829's topic in KSP1 The Spacecraft Exchange
I just found inspiration for Duna mission -
V-Ascender 40 Weight: 280t Parts: 50 Payload: 40t to 100 km Default Mechjeb flying path. Craft file V-Ascender 40.craft
-
V-Ascender 25 Weight: 185t Parts: 35 Payload: 25t to 100 km Default Mechjeb flying path. Craft file V-Ascender 25.craft
-
V-Ascender 15 Simple rocket, designed to carry ~18t to 100km or 15t to 150km, but more experienced pilots may get better results. This one is first lifter in my space program that actually look like a rocket not like orange flat ...soon there will be more. Weight: 116t Parts: 16 Payload: ~18t to 100 km, 15t to 150km No flight instructions I need test pilots or do I have to start "company" to hire some? File V-Ascender 15.craft
-
How do you take your rovers along?
Darnok replied to panzerknoef's topic in KSP1 The Spacecraft Exchange
Yes, this lander is designed for that There are two docking ports for each rover, one standard (small) size and one junior (tiny), making this connection stronger and you don't have worry about docking angle, because if both ports are connected you docked in right angle More screens -
How do you take your rovers along?
Darnok replied to panzerknoef's topic in KSP1 The Spacecraft Exchange
Clunky design, but it works -
V-Rover wings module (prototype¹) My new toy, wings module for two wheel rovers. Now kerbals may fly for short distances very cheap (it can fly for over 1.5 hour with ~30m/s). Some day gonna try this on Duna Weight: ~2t Parts: 69 (with rover) It has 6 landing legs, 4 at rear are for standard use, 2 at front are used to stand up if something bad happends. Lights on wings should allow to spot flat land during explorations. ¹ prototype - when I finish it I will post craft file
-
First Mun Landing Finally I was able to gather most of my modules, pack them all into single lifter and send to Mun. Lifter is ugly, so I won't post its pictures right now. Travel to Mun was fine after reading some tutorials, landing went quite good, I didn't crashed and was able to drop mobile lab before main lander touched ground. Mun exploration was awesome until I crashed and broke one of my two wheels rover. After that I went full speed at top of crater and after loooong jump one wheel of second rover was broken, luckly it can move on single wheel I must practice piloting skills, because I ran out of fuel during burning to Kerbin and had to send rescue mission for non circular orbiting escape pod. Orbital tug pushed pod into kerbin and after that all adventures landing was successful and Kerbals came back safe.
-
B.E.M. Basic Engine Module (small 5t) Weight: 5t Parts: 21 Designed as orbital tug for small and medium cargo. It can be attached to other modules...
-
SSTO Besra class Weight: 17.6t Parts: 61 It can deliver to 100km orbit 4.22t payload and 2 kerbals (one is pilot) and still have 100+ liquid fuel for LV-N. SSTO Besra class.craft Enjoy
-
What? Where? Right now there are no docking ports on bottom.
-
Two wheels rover(s)
-
Basic rover Small rover, able to transport two people and small cargo. Sometimes 4 wheels is too much Parts: 12 Weight: 0.87t Max speed: ~24m/s