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Madrias

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Everything posted by Madrias

  1. I went for the fact that Squad has the RAPIER, there's a real SABRE, so I had to one-up both and shorten it up further. Hence the MACE. Plus it leaves room for someone to make the RAPIER later if they get that far, a better engine than the MACE. I know it's your story, KSK, but I half envisioned the MACE being manually switched, unlike the RAPIER's more elegant automatic switching.
  2. I've always found x64 to be more stable for me, but then again, that could be just me.
  3. Well, one could go stare into a repulsor and hit the on switch. I've heard playing with gravity devices can be a good source of amusement.
  4. Multi-mode Aerospace Complete Engine. MACE, for short. Just to throw it back at the two swords. After all, swords are elegant weapons. A mace uses brute force.
  5. I spotted three words early on that made me smile. "Age of Fire" I half wondered if I'd see that reference. As for your jet-rocket-hybrid, I'll start spinning some wheels and see if I can roll up an acronym for you. Any particular theme you'd like, or just go with the flow? EDIT: Scratch that last line. I've spent an hour letting the smoke out of my mind and still haven't come up with anything workable.
  6. I've also noticed the start load time being quicker, even comparing .24.5 stock against .25 stock. I'm glad to see this. Crashing is no longer a significant annoyance. (and yes, I do insist on playing in x64 mode. It's actually more stable for me than x86.)
  7. I like Sandbox more, but I'm having a lot of fun with Career mode now that I could turn the difficulty down. I know, I know, everyone's turning up the difficulty, why would I turn it down? Because I like Sandbox mode, but I love having to go through the slow progression of "Here's what you have now, you have "x" amount of science to spend, here's what you can spend it on, and for Krap's sake, don't blow up the runway again!" Especially now when there's some risk involved. No more mishaps piling into the runway. If I have to ditch a plane and I don't have emergency braking chutes for the fuselage, just the cockpit, it's time to use what little control I have left and get the bloody thing away from my takeoff path.
  8. I've set up a custom mode (more funds, more science, but huge penalties for failure of contracts) with no QS/QL, no respawn, and no Revert. Scared crapless to launch rockets, but my aerospace program continues just fine. At least, after I unlocked radial parachutes and could do "entire vehicle ballistic restriction systems" to keep from losing planes to the runway, and the runway to the planes. Though the first thing I did was intentionally bomb the VAB with Whack-a-Kerbal because I hate that place.
  9. Buildings can be repaired (in Career mode, though, it ain't cheap). As for Bill... I failed a very basic test in my designed airplane. Keep the Center of Lift behind the Center of Mass. As I burned fuel, the center of mass drifted backwards and suddenly it was unstable. And this was before I thought to add safety chutes. They're now on every airplane.
  10. Hey, not our fault the Kerbals made their entire space center out of Explodium. Just means one has to be more careful with their landings. (Says the spaceplane pilot who cratered the runway... Sorry, Bill, you will be missed.)
  11. Ion Engines + Procedural Wings = Ion Gliders. Best way, in my opinion, to travel if speed is not essential.
  12. Destructible Buildings in 0.25. I destroyed the VAB. On purpose. After all, I really don't use it. I tend to chuck rockets off of the runway when I need to use them.
  13. An ability to assign custom resolutions from within the game itself. I know, it sounds trivial compared to a lot of things, but I hate having to exit KSP and reassign my resolution value because changing sound or keybindings suddenly sets me back to 1024x768. I tend to run with 1660x1000 (fits perfectly in a 1680x1050 screen, which means it centers perfectly in my setup). I'd run with 1680x1050, if it wasn't for the fact that I run a spare screen beneath everything, and by being "larger" than the monitor, it centers between top and bottom, quickly becoming a nuisance. That, and I'd like to see an IVA for the "Inline MK1" that can actually be flown from. The MK1 Standard works okay enough, but I'd like to not have to keep carrying over the same mod I've been using since 0.18 to see out of it.
  14. Slowly getting my 0.25 geared up for some fun. Had a spin with the new Career mode (I find the new-game sliders to be very useful for making a nice, easy, well-funded space program) and the first thing I did was blow up the VAB. Because Planes. Now that I've done such a thing, I'll be adding in Kerbal Foundries (among other things) and seeing if I can make 0.25 puke.
  15. After throwing a few mods in and expecting to have to play the round-robin of unlocking all of them, it appears that they've already unlocked... Not a big change, but it's made Career Modding much less painful for me. Always hated adding a new station pack and having to then play "Scroll down, find the part, purchase, yes, scroll down, find the next part..." for 60 new parts.
  16. I look at small wheels for the design idea of carrying as many rovers as needed on any mission easily. Sure, I could build bigger designs meant to carry larger, more conventional rovers, but I like my shuttles and spaceplanes. For a while now, I've wanted to create a super-small rover that can comfortably pack into a 2.5m cargo bay, along with some science/comms gear (even in Sandbox, I carry science gear and all missions must have an antenna onboard), and another rover or refueling/recharging station. After all, even electric rovers need gas stations on the Mun. They just happen to be KAS equipped solar stations.
  17. Hey, it'd make for a real cool micro-rover. Add Cubic Octagonal Strut and Solar Panel (and perhaps an antenna, if you're so inclined to play in Career mode) and you have a rover that's travel ready, and at the same time, can fit literally in any carrying vehicle, even if it happens to only have 1.25m cargo bays.
  18. Am I the only one hoping for wheels small enough that you can strap four of them to the wide, short I-beam, add a seat and a battery, and call it a go-kart?
  19. Perhaps a central axle with miniature repulsors on it inside the wheel? Alternatively, go full Kerbal and have an axle with rubber bands hooked around it and into the wheel rim. Think stretchy bicycle spokes.
  20. I hope their decision to move them to the 0.26 release means both Cargo Bays and Working IVA views. Am I really the only spaceplane pilot who wants to see why my Kerbals are always screaming?
  21. Though I try to be safe, this brings to mind a sharp clarity that despite my best intentions... my "safe" space program is about as safe as walking across a busy freeway... with sunglasses on... at night... while wearing light-absorbant clothing. Then again, I tend to have a lot of structural mishaps, boosters through the wings of my shuttle, randomly exploding engines causing massive changes in center of mass vs. center of lift, shattered solar panels leading to a loss of control of the rover, running over my Kerbals with a jet plane, engine backblast proving to be rather fatal to Kerbals, and an antimatter explosion when I accidentally staged my reactor and generator away due to a mild (okay, just barely short of catastrophic) overheating issue. And that's even before we start encountering worlds other than Kerbin... Add the "Permanent Colony" on Minmus (created from the shattered remains of many ships...) and my Mun Base (where, despite my intents of sending a dozen rovers, not a one runs anymore. Smashed solar panels, wheels broken clean off the frame, one that's in about 30 pieces in a crater, and several that were tipped...) and we start getting into the meat of the damage. Then there's that Eve-plane I lost due to a violent separation of the left wing from the fuselage. Had plenty of parachutes for a Kerbin landing, but Eve smashed the ejection seat into an ocean at lethal velocity. I've had Kerbals fall out of command seats, seats break off of probe cores, the Kraken decide to tear a ship apart mid-air and scatter the debris over a 10 km circle, and accidentally hitting EVA instead of IVA... I've staged boosters through wings and dropped engines on rovers. So yeah, I've made a mess, but I'm proud of it.
  22. Now those wheels look really cool. Could be an interesting way to cross large expanses of bumpy terrain.
  23. Found a module that works! Had to grab it off of Firespitter, but now I have floaty tracks. Of course, the instant you manage to make buoyant tracks, I'll be dumping that code into these tracks instead, but for now, this will do. As for larger craft, yes, they're better in the water, but they're worse on land. My intent is to see how far I can drive an electric buggy with the small-tracks.
  24. ModulePropeller does work, though I... seem to be having buoyancy issues. For reasons of this vehicle's design (low center of gravity), I need some form of flotation. Submerging the vehicle and trying to accelerate... That's gonna lead to a whole lot of destruction. I'm sure I'll come up with something, though. I usually do.
  25. Wheels that, perhaps, retract back up into their fenders to be used on amphibious rovers? And as for what I'm doing... I'm hoping to figure out how to config bash a few parts and make tracks that drive over water.
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