Madrias
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Everything posted by Madrias
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Yay! More epic builds from Whackjob. Wait... *eyes wide in shock* Those are the Kerbodyne tanks.
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I've chucked 1490 hours into KSP. I'm far from mastering the game, though I'm comfortable enough with the basics.
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Nosecones make my planes look better. Enough said.
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Keyboard + Mouse. I can press buttons very very quickly, so I always fly in Course mode, not Fine controls.
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Actually, I never knew of Warhammer 40k 'til you mentioned it and I looked it up. I applied some general sci-fi logic to it. If something explodes into smoke when it's "killed" it isn't dead yet.
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Ugh! Now is when I hate being red/green colorblind...
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When you kill a Kerbal and you get that big puff of "smoke" from 'em? That's them disintegrating into individual cells, much like bacteria. Each cell multiplies and you end up, over a course of a few in-game years, with several thousand fully grown Kerbals.
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I flew around Kerbin in an electric plane.
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No Rules Circumnavigation Race
Madrias replied to flipmcf's topic in KSP1 Challenges & Mission ideas
Got one for your Electric Flight category! Powered by a Fusion Reactor, but to make up for that, I carried two Kerbals and used a real cockpit. Oh, and no autopilots or time compression. This was real time. Read the descriptions if you want to see the story, otherwise, take it as a challenge submission. I apologize for the huge amount of pictures. Now I must simply head back into the SPH and build a better one to trounce my time. I wanna knock an hour off of it at least. 6 hours, 3 minutes, 26 seconds of long flight, and it was enjoyable. -
Whack, if I may interest you in a challenge, particularly something I think only you could do, as it's something where I've failed numerous times because I can't think big enough. Build a spaceplane with the new 3.75m SLS parts. Alternatively, use the new SLS parts to make a Grand Tour Kethane Miner and drain the planets dry. Or make an E-Class Rock Garden on Eve. Maybe try getting to Orbit with nothing but decouplers? Ah, I've got a way to get the part count up: Ant Engine mission to Eve and Back. No solids, no LV-N's, no Mainsails. Clusters of Ant engines. And to be fair, allowance of the "radial" variant of the Ant engines. For fuel efficiency (though with you running Kethane, fuel is undoubtedly not a problem), clusters of Ion engines for interplanetary drive.
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No Rules Circumnavigation Race
Madrias replied to flipmcf's topic in KSP1 Challenges & Mission ideas
I've started work on my seaplane design (determined it would be best suited to the task). KSP Interstellar Mod will be used to provide power generation, Firespitter props and floats, and that's as far as I've gotten in the parts list. We'll see if I can manage to go roundy-worldy in a seaplane that never needs to land. Of course, inevitably I will have to land, but I'll try. -
The SLS parts did make the game easier from a rocketry standpoint. The RAPIER made spaceplanes easier. However, the game still requires a core knowledge, at least to a bit, of rocket science and orbital mechanics. Case in point: I don't know what the SLS is supposed to look like, so I can't construct the proper SLS system with the 3.75m parts. Not a big deal, granted, but I can throw things together and still come up a couple-hundred meters of delta-V short of making orbit at times. The RAPIER also makes SSTO easier, but SSTO, by the nature of light and efficient, is virtually useless afterward. Plus, if you're planning on doing anything other than docking to a station in orbit, the RAPIER needs to be coupled with something like, say, the LV-N. Half of it's the new parts which make things easier. Half of it's experience. As for Maneuver nodes, try this challenge. Fly to Eeloo and back to Kerbin without using maneuver nodes. I can't do it (heck, I haven't even gone to Eeloo short of two probes and a broken probe rover) even with maneuver nodes, but then again, I'm not one of those 'hardcore' space-sim guys who can successfully load up Orbiter and launch the Space Shuttle on their first go, either.
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Is anyone else having the problem where the props don't spin (except the PROpeller) with the new prerelease? I dropped the old .dll back in, all my old props spin. Drop the new .dll back in, the PROpeller works, but the nose engine and folding prop don't turn, which I would take to also mean that the stack mount prop doesn't work. I know, it's a pre-release and thereby a beta test, but I feel obligated to mention it as I've done the .dll swap a few times to confirm my findings. New .dll, PROpeller works as expected, all engines still produce thrust, but any engine that isn't the PROpeller fails to spin (didn't test the Turboprop, but I hadn't thought to do it when testing. Was using an older test plane of mine that used folders, nose electric, and nose gas props). Old .dll, PROpeller fails to work (though this is expected. I just yanked all the code that makes it run), all working engines produce thrust, all props spin.
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No Rules Circumnavigation Race
Madrias replied to flipmcf's topic in KSP1 Challenges & Mission ideas
I may have to try this. I was gonna pull a bit of roundy-worldy anyway for fun, and this'd be a great time to experiment with a vehicle that drives, floats, and maybe even flies... I wanna go around the world never exceeding 10km. -
Okay, definitely adding this to my wants list just for the station-wagon command pod. Putting cars into space is fun. Driving a car on the mun... There's not much more fun than that, I think.
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Sorry about the night shot. I decided to walk from the runway to the MK1 Pod Memorial Statue. Took a while, but I enjoyed doing so. Just finished walking to the Launchpad for fun. It's impressive, how something so simple can be so much fun.
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I think I'm going to revise my motor glider design, set up some action groups, and try for an IVA flight.
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Motor-glider! Get to altitude on solar-recharged battery power, fold the little Firespitter prop away, and glide. No messy rockets, no playing with staging, and best of all, no water-crash-landings cause you couldn't get to land.
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I've built a few. Mine aren't spectacular, but they're fun.
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Eeloo, in my opinion. Transfer windows are rare and it's so far away. Combine that with being furthest from the sun, making solar powered probes almost worthless, and you realize how frightened your kerbonauts must be.
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Banned for being evil!
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Well, I may not be a mechanic, but as CEO of Madness Incorporated, I can say you might be able to increase stability by adding larger wings and control surfaces to the base of your rocket. Also, it won't hurt to install a few SAS wheels for extra torque, cause torque is good unless it's ripping your rocket apart. At which point it's really good, and you should sit back and enjoy your very expensive private fireworks show.
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I remember solid water, massive Kraken attacks if you tried to loop around the sun, a time before rover wheels, and the launch tower that destroyed everything.
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Had similar happen when trying to bridge-dash. (fly through that bridge and under every overhang in a jet) I've yet to manage all the way, but the failures are spectacular. Even had one where I landed the Kerbal on the helipads cause the cockpit got launched. Sadly, I don't run recording software, and I forget to screenshot when I'm laughing at the hilarity of fail.