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Seanoog

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Everything posted by Seanoog

  1. Waiting on myself or trbinsc, to create it. However we are both waiting until, were both online at the same time. As trbinsc wants us both to have the first two posts. one for Stock Persistance file, an MOD persistance file. - I was for pressing Post yesterday creating the thread, but my computer crashed 8 times yesterday. (Power Failures in my area - Looks at new UPS system) As for the Stock Mun colony, had several flights all ended badly. I am getting awful torque steer, with 14.3 build. so just sat down with a sandwich, an will try again shortly. I do apologise for the daley, an if members are getting frustraited...
  2. Well I am only downloading the newest build, for the secound time. :\'( Plus, my internet has been on/off/reset more times, the past two hours... Will create the thread now, but be sure to PM you before i press Post.
  3. Finishing work shortly. Will create a new thread, in The Space Craft Exchange section. Will include my first mission to the Mun. An our first Stock Community Mun Colony, with KSP 0.14.2 Build. Let\'s pray the NAN bugs are fixed. Please keep a look out. Any more flight requests, I ask you to wait, an put them on the new thread.
  4. Added to the stock list. trbinsc, isn\'t taking bookings yet, for the Mod Community Mun Base. So be sure to request a position, when he creates the new thread. Agree\'d, the new members will want it easy. Where the experianced members will find any landing spot, relatively easy (Depending on there lander size). I am thinking of a flat area, located beside a mountain, or beside an astroid crater. Either way with 10+ members landing in the stock mun base. Where either going to hit the NAN big again, causing ships to become corrupt. Or some one with a poor performing laptop, is going to have a 1FPS landing approach. 8) So we may have two Mun bases, very quickly.
  5. Does that mean your interested in booking a flight to the Mun, Dannyboy? Added Next i think we should be considering Mun Bases! Any got any idea\'s?
  6. Impressive work. May I ask, what server is it? Or how is the server managing this content? An every indication has been suggested, that KSP 0.14.2 will break compatability with the present Persistance saves. Apparently adding more values. So you may have to release a newer version soon.
  7. Great too know trbinsc. Now back to perfecting my lander + Not crash... Ohh, the new terrain... 'Must Resist' 8)
  8. All added. khyron42 why dont you create a small lander, initially. Your always welcome to book a secound/third.... flight, after launching your initial one. The other flights can be used, to land larger mun craft. I am starting with a small-ish, then in later flights, try landing bigger craft..
  9. Added you both. Won\'t be long until released.
  10. Added, Thank you. The equator? I always leave kerbin, at 90 Degree\'s (East) flying along its equator, I am assuming Kerbin an Mun equators are identical, traveling to the Mun, on the same heading. I usualy land on the white mun dust, not in a crator which some people recommend. I\'ll try to find a flat as possible area, but part of the challenge should be landing on less than a perfect spot, I have landed on Mun hills, in small an large-ish craft. But I am a relitivly experianced pilot, the community should be open to all members. I am for landing, an moving on, with ample fuel, if I dont find an ideal landing spot initially. trbinsc, what did you do with the old flight list? An have you created Community Mun Base 2.0 thread yet?
  11. Added Like you I am a purist, so happily promoting the Stock parts. Now too twist the Development teams, arm to include there Mun landers, to this colony. 8) Yes, Harvester, Mu, Moach an Co... I have no intention of starting yet, like you I am waiting for KSP 0.14.2 to be released. As it will apparently fix the exploding bug + add the new terrain system, which apparently affects the Mun also. Wont be too long, now any way.
  12. KSP 0.14.2 is breaking compatibility with Present .craft files. So I strongly suggest, starting fresh when it comes out. If no one else objects I\'ll take the responsibility, of the Stock Persistance file: As a result, I\'ll setup an be the first too launch. If any one would like to pre-book there flight, please post. List will carry over, when New Community thread is created. ALL Mod users are welcome to contribute, but please pilot a Stock Craft. (STOCK) COMMUNITY MUN BASE - Flight List. 1. Seanoog 2. Sal_vager 3. Apotheosist 4. GOOMH 5. Caesar15 6. MC3Craze 7. Awaras 8. Khyron42 9. God 10. Gojira 11. dannyboy1238 (unconfirmed) 12. 13.
  13. I have to agree that any Vanilla ships, will NEVER look like an inhabitable, mun bases. But isn\'t that the point, its not like KSP even factors in for electricity or oxygen yet. As for limited varations in designs, thats not true stock parts is only limited by imagination an cpu power... I have suggested this, however trbinsc (OP) doesn\'t seem keen on this idea. I can appreciate why, potentally having to handle an admin two persistance files, would be a headache. I think that would be the best idea. It could be linked up with the stock repository thread. So who wants responsibility?
  14. I like Community Munbase 2.0 An I\'d suggest waiting for 14.2, wont be too long until released, an we would have nearly two months of launching until 0.15 is out. I still feel strongly about having a persistance file, dedicated to Vanilla (Stock) Parts only. I know, it would never be as colourful, or big as a MOD filled persistance file, but guarentee\'s compatibility amoung the entire community. My 2 Pence.
  15. A nice rocket. But you only need 1 ASAS unit. You could put 3 SAS units, if your afraid of tourqe steer in space.
  16. I am a purist. With no intention of installing mods. The ship combinations are crazy even with the few parts we have. So how will this work. What about maintaining 2 SFS files. One for Purists (Vanilla Parts) One for Mods (Parts Must Be Specified)
  17. I can wait. But please note, I am in Ireland, so my time zone may be slightly different. This means if its my turn it could be hours before I can launch. Please PM me, when its my go. Now I do have Three different, MUNAR designs. Do I have to launch them at different times, or all within a 3 hour window, an pass the persistence file on?
  18. trbinsc: Thanks for adding me. So how does this work? I wait for my turn an THEN download the latest persistence file? Or download it now, an launch my craft anyway? Its remarkable, just how many crashed/damaged shuttles there is. Still nice to see, community constructed Mun Colony.. (Waits in fear of the Cylons)
  19. Can I book a flight? Such a cool idea.
  20. Welcome to the Forums. A nice little ship, a few pointers to help develop MK-V. -I found it wobbled alot, partly with the initial stage so far down the craft. -Its always best to achieve 100+M/s As Soon As Possible, so invest in some SRB\'s to aid the First stage. -Be sure to put a 1 Green Winglet (AV-T!) with every SRB to help control its heat output. -EVERY Single Part has weight, So Less Parts is More Craft. Be sure to visit: For some great Stock Craft Designs. http://kerbalspaceprogram.com/forum/index.php?topic=6409.0
  21. Good Afternoon KSP Fans. Krazy Industires Aerospace: Would formally like to announce our TRIDENT-01 Class Exploration Rocket. A Big Exploration Craft, intended to visit undiscovered worlds. - Or Just get 21 tanks of Fuel into orbit. Specifications 3 Primary Stage Rocket, Constructed from 194 Parts. ASAS + RCS Systems + (3+9 AV-R8/AVT1 Winglets), for Sluggish Control, best assisted with RCS Engaged + Weight saving. Launch Stage: 21 LFE\'s (63 Tanks) + 12 SRB\'s Launch Thrust: LFE(21x200)=4200 + SRB\'s(12x130)=1560 70% Throttle Launch Requirement (SRB\'s Off). Exploration Stage: 3 LFE\'s (18 Tanks) Thrust: LFE(3x200)=600 Return Stage: 1 LFE (3 Tanks) Thrust: 200 Advisements. Ideally Launch with Stage 1+2 Engaged, an wait until 1000Meters before Engaging SRB\'s. When above 15000Meters, Craft manuevering should be assisted with RCS. When above 40000Meters, Pilots should Throttle back to 40% to reduce Torque Role. Sick Bags + Travel Lunch NOT included. Desktop PC or Powerful Laptop (Every Effort has been made to reduce part count an CPU load)
  22. I think you need one more stack decoupler between the tank with the 'lander' fins and the final stage engine. Otherwise it flew just fine. How did you manage to land it like that? I am afraid, I neglected to mension it wasn\'t intended as a Mun landable craft. (My bad) However, how did you find the craft apart from this over sight on my part? Please remember, this is an old design, an I rarely make my craft like that any more, did if fly true? Did it leave you with ample fuel to complete orbital transfers? Single burn to the moon? Does it stand, as a good guide to help DarkShadow improve his Medusa design, which is the reason why I post it on this thread. Importantly where does it need improving? Mun landable - Priority.
  23. Thank you closette, will look forward to your write up. Firstly -Have you considered for fuel efficent flying? I find I get, more Total distance by setting a throttle setting that only has me, only just accelerating. Rather than FULL Throttle brute force approach. An it gives you better control, an time to react Secoundly -Do players really judge re-entry crafts? I haven\'t really spent much time developing mine. What do people look for? Dark Shadow. Please find included my ENTERPRISE-01 craft. It originally began development over 4 months ago, so its well revised. Please feel free to reverse engineer it... for your Medusa Mk2 I\'d like to bring special attention to the 4 winglets on the launch stage, they increase Roll rate + increase control in atmo. The SRB\'s are grouped in fours with winglets to keep temps in control, will happily fall away when jettised, an shouldn\'t hit the tri-couplers. Also give the launch stage that extra kick, it needs. I have secured the launch stage tri-couplers as low as possible on the last tank, to reduce vibrations + secured them to the centre tri-coupler. Engage the centre tri-coupler stage half a tank before the outer launch stage runs dry. You should achieve 70KM circular orbit with 15+ Full tanks. Any think more about this craft I can update you about I will do.. Will create a new thread shortly show casing the ENTERPRISE-01 craft in full. Will also create other threats as I am nearly finished my TRIDENT-1 craft... 8)
  24. Sadly I am unable to find the craft file for my old Enterprise NX-01 ship, on the forums or my hard drive. I\'d be happy to recreate it from memory, time after time, after time, after time of developing its design I am confident I could build it accurately from memory. =P Building them now, as its annoying me I lost there designs... The time your craft toppled over, it deffinitly was at 1x warp, I always fly in orbit with 1x.
  25. DarkShadow. A very good ship, I enjoyed taking off, an getting into orbit. Also had one of the most un-eventful landings on the Mun with a balanced design, until I broke an engine on a hill. I rated it as 4, because its a very good ship, but with a few modifications it could be better. I say better, since I have my old Enterprise NX-01 Design (Can be found on the forums, some where), which are almost identical, I can see your design could possibly have been inspired by it. However I do believe your Medusa design is probibly completly original on your part. If I can find the craft file, I will post it here for you, an your welcome to reverse engineer it, as development on my design is complete... Medusa evaluation: I was inspired by your lack of struts, saving weight an all, but it was wobbly in orbit. - Especially the 9 LFE\'s, were wobblying an been amplified by the winglets, this also had a knock on effect to the entire ship, as it resonated. I found, that on one occasion your ship, completely toppled over, even with ASAS engaged, going straight up? No idea how it happened. It was sluggish, to maneuver when above 20KM, with thin atmosphere, perhaps another RCS tank an 3 thrusters on the highest Tri-coupler module. The launch stage, could do with a kick start with some SRB\'s on each outer column. PS- this should be classed as a Mun Craft, as it had little trouble getting there.
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