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Everything posted by 700NitroXpress
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Fastest Pilot Challenge
700NitroXpress replied to GraviTykillz's topic in KSP1 Challenges & Mission ideas
Here's my entry for this challenge. Thanks for the 30,000 meter limit! This is my LRS MK-III, I overshot the landing pad coming in so I had to circle around and then land. This plane glides like a dream so it was easy to land. This plane and flight was all stock, no mods at all. Flight Time: 38:45 -
The Versatility Marathon Challenge
700NitroXpress replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
I don't think it will be that bad. -
The Versatility Marathon Challenge
700NitroXpress replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
I'm testing my craft on Kerban waters first and then I'll take it to Eve. Testing on Eve will be later tonight and then I'll launch my mission tomorrow depending on how things go. -
The Versatility Marathon Challenge
700NitroXpress replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
I'm thinking on using one of my super lifter designs and making it smaller and built for endurance. Then add some pontoons to it. When I do the initial landing it will be on the island. The escape vehicle will land in the ocean. Then I might also build a small boat to take the crew over to the escape vehicle. Your craft looks like it works tho, so that's good. -
The Versatility Marathon Challenge
700NitroXpress replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
I'm done with my Elder Scrolls Online beta testing so now I'm back to design my Eve craft. -
Oceanic launch stations for Eve
700NitroXpress replied to 700NitroXpress's topic in KSP1 Gameplay Questions and Tutorials
nhnifong: These are really helpful design ideas, I'm going to start some experiments with this. I'm going to leave this post open until I have something that succeeds and then share the design. If you make something that works on Eve then post that as well. I'll move the designs over to the space craft exchange once it's complete. -
Oceanic launch stations for Eve
700NitroXpress replied to 700NitroXpress's topic in KSP1 Gameplay Questions and Tutorials
I won't argue that this is the best starting method, but it's not an option for me as this mission is for a challenge that takes place on an island. Very cool, this gives me good ideas, thanks for this. -
Oceanic launch stations for Eve
700NitroXpress replied to 700NitroXpress's topic in KSP1 Gameplay Questions and Tutorials
I'm optimistic about it still. I've seen some really small surface landers for Eve, so putting one on the water seems like it would work. -
If you like building big stations with lots of solar panels, come join me at Leviathan Engineering! (http://forum.kerbalspaceprogram.com/threads/58749-Leviathan-Engineering) These are made with all stock parts. The stations look bigger than they actually are because the solar arrays are doubled up and next to each other. A good station should be able to service all types of craft and refuel them. It should also have enough docking port options so you can dock both large and small vessels to it. The station should also be able to go a while without needing to be refueled itself. You can build things like these:
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I like keeping the challenge with stock parts since it's a performance and engineering challenge. If I added mod parts, I would rather split the leaderboards into 2 categories. One for stock and one for mod. Other than that, the rest of the challenge would remain the same.
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When building escape vehicles for Eve, I always find it hard to land on level ground. Even when I do land on level ground, the parts on the bottom of the craft start shaking violently, or it tips over from the landing gear doing this. This leads me the question. Has anyone tried building a floating launch platform for Eve? I've seen something like this used for Laythe, in which an escape craft is floating on pontoons in the ocean. The craft is then able to launch from the water and get into orbit. Part of the floatation device stays behind. Do you think that this method would be equally effective for Eve? If you do think that this could work, please post any design ideas as screenshots below.
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The Versatility Marathon Challenge
700NitroXpress replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
This thing makes me nervous just looking at it... is it tested yet? -
The Versatility Marathon Challenge
700NitroXpress replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
Screenshots: 1. Core craft in LKO with nothing attached. 2. Launch up critical gear and attach everything you'll need. 3. Screenshots showing completion of mission parameters. 4. Screenshots showing completion of bonus point objectives. 5. Screenshot of core craft in LKO after mission is complete. Rinse and repeat screenshot steps 2 through 5 for all future missions and you're good to go. A screenshot of the debris in the tracking station is useful to verify the orbital debris penalty. A screenshot of the satellites orbiting the moons is useful to see all of the satellites deployed and their orbital paths. -
The Versatility Marathon Challenge
700NitroXpress replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
Since it isn't at the weight requirement, I'll have to subtract 10 points then, you'll still be able to complete the mission. -
The Versatility Marathon Challenge
700NitroXpress replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
Well, in accordance with the rules, you'll need: 1. The core craft in orbit with nothing attached. Screenshot of it in LKO. 2. Shakedown run to Mun and back to LKO. Screenshots of that. 3 After 1 and 2 are complete, then the core craft is approved for missions. 4. Complete screenshots of the mission loadout and execution of the mission objectives. These tasks will need to be completed and approved in that order. Your add on craft are your mission critical modules. You'll need to carry different modules for each mission. The core craft is meant to be designed without the knowledge of what is needed for the first mission. Since you came in after Mission 01 was already posted, your seeing the start of the challenge differently than the rest of them who've been here from the initial post. I'm sorry for the confusion. -
The Versatility Marathon Challenge
700NitroXpress replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
If you forgot 1 thing, then that's fine. -
The Versatility Marathon Challenge
700NitroXpress replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
This looks good. Although I'm not sure how well those wheels will work on the inside, if they're clipping into each other then that could cause issues. But, if you've test driven it, then no worries. -
The Versatility Marathon Challenge
700NitroXpress replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
SC-9001 Science Jr. Mystery Goo Double-C Seismic Accelerometer PresMat Barometer GRAVMAX Negative Gravioli Detector 2HOT Thermometer Communotron 88-88 The science package is meant to look cool and not return to orbit, so have fun with the designs. Putting it on a rover body may help if you land off target. -
The Versatility Marathon Challenge
700NitroXpress replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
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The Versatility Marathon Challenge
700NitroXpress replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
You go to Eve first to drop off the science package, then you head to Gilly with the core ship, do the Gilly mission, then head back to Eve to retrieve the science team or receive the data, then you head home. -
The Versatility Marathon Challenge
700NitroXpress replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
Your core craft has to be all one piece with nothing docked to another docking port. The majority of the ship is fine except for those 2 attachments that you already have docked to it, those need to come off. The engine on the bottom is fine now. Remember that, if you decide to bring along satellites and things like that, they have to go wherever the core ship goes due to the rules. I would recommend attaching them later after you do the shakedown run to Mun and back to LKO. Edit: Actually, if those attachments are like docking assistants or something like that and they're meant to be permanently docked with the ship and act as orbital tugs, then they can stay, but they will need to always be with the core ship. -
The Versatility Marathon Challenge
700NitroXpress replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
You can use the external seats for both, but the kerbals must be transported to and from Eve in a pod on the main ship. For sending them down to the surface and back up, use whatever gets the job done. -
The Versatility Marathon Challenge
700NitroXpress replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
I will be unavailable for anything further until Monday. Reason being, I'll be participating in The Elder Scrolls Online Beta from now until then. TML, I'll watch the video and grade it later tonight. -
The Versatility Marathon Challenge
700NitroXpress replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
Alright. Meaning that your mission payload attachment would have to be sent up in a shuttle, undocked in orbit. Then the shuttle would have to return to the ground and land on the KSC runway ready to send up the next payload. The shuttle should have a launch vehicle similar to NASA's shuttle launch set sup. -
No, I meant Front Wheel Drive (FWD) not four wheel drive (4WD) or (AWD) All wheel drive. If you have it in Front Wheel Drive, then getting up steep inclines is a little easier because the ATV won't flip over from the rear tires. Adding a little rocket propulsion to assist always helps. When I go downhill, I switch to RWD and let the rear tires do all the braking power. When I go uphill, I switch to Front Wheel Drive and pull the ATV up the hill. For steep inclines I find that switching the drive train helps a lot in preventing flips.