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ToteBaggs

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Everything posted by ToteBaggs

  1. with all these new mods for each update, I'm finding it harder and harder not to continusly redo all the experiments and exploration, finding new thigns here and there, but this was one that Extremely surprised me. first mun mission, 12/26/13 after gettign out of the atmosphere and adjusting my orbit i had to wait for an appropriate moment to launch in towards the mun, pretty views though: caught a wonderful bit of the son rising up over kerbin like everyone gets now and again. I ended up having to wait till the next pass the get there. due to the muns current angle, sadly, still a wonderous view. boring part boring part boring part*timeskip waiitng after maxing the hell out of crew report science wanted to land but so much fuel spent form an attempted space-kraken attack avoided, ended up doign an EXTREMEly close flyby, and whats this i see at the top right approaching, the adjusted trajectory of my kraken survival, threw me passing by an anomlus arch!! Win-ing and when i mean EXTEMELY close flyby, I mean to say i missed the ground/mun mountain peak by about 30 meters much too panicking to take a screencap though would have been an awesome close call for you guys to see. I, Loved, this flyby. danger, drama, romance, action, suspense, if there were more kerbals in this thing, it' would have been a buddy cop/road trip film!
  2. something that involves more EVA's and enhancing the requirement to get out there and make science hands on, i mentioned in a nother post i had about a variaty of helmets: scanning, better illumination, toughness, space suits: built in battery makes grabbed items useable for short period or can connect with smaller items for different effects, Exo strength suit for moving large parts around ECt. gloves for different tasks, boots for terrain situations, snow/ice, rocks, sand, jello pudding backpacks for instance in their 3 yr anniversary the "liftoff jet-pack" in "bob's daydream" bigger battery/ RCS tanks, more grab locations to store items, like a "transmitter, & solar pannel, for Long EVA's to report with, or a battery and "headlight" for exploring dark biomes or potential underground caves. and a training tree to allow acess for each of these kerbals to earn ranks in using the tech that these suits have. specializing a kerbal in to a field of science adds points for that field,, and subtracts a givven amount due to out of thier expertese, ... s'all i got right now i'll be back withmore later i guess
  3. I dont suppose it would be too much to ask if this "Spaceport 2" that they are working on, might have its own local to explore in KSP like "right down the road about 40 miles away beside jeb's junkyard emporium and off the west side highway right next to the chunky-cheese" different kerbal locations you have to visit in order to look up those parts you may want. kinda like a "Mall" mode if you will within KSP
  4. See now this is something i can get behind, as a sub tree form surviveabiltiy and controll mixed, Though not just skill perks like fuel usee, and torque abiltiy, but also some EVA pack equipment with in-suit battery use, I figure, custom the pacs before launch with 1 or 2 change out tools in storage in the crew capsule. like larger thrusters at cost of EVA fuel burn, a pack built for gathering energy, (in case of panel breakage) one for transmitting EVA data, maybe worth one or two EVA reports. multiple research/experiment pack. Transferable to other experiment pods, combining goo canister experiment with science jr. pod possibilty for generating more science there i think as well, divergent type of helmets, Ex: fishbowl (see 60's cosmonaut), tinted head, vizor helmet, (pretty much current helmet) high impact, Video recorder, Manipulators: crabclaw (High lift and grip), doc-oc manipulator(reach and dexterity with separate control scheme when activated), grasp o tron (Basic utility pincher), glove (tool use) grapple: launches 50 meter of cord at a target with magnet or physical grapple to reel self in. boots: jump boot, for high gravy planets, lead boots for light gravy planets, neutral boots for average EVA's suits: EXO: strength booster to allow kerbals to potentially right their ship part by part up to normal gravy situations. 2 minute duration jump suit, : easier to reahc higher but less over all energy/power in the suit cause loss of weight tank suit: tough suit made for taking falls. wheelie butt: kerbal suit doubles as immediate form of small rover faster travel along terrain uses RCS thrust to move. just my two cents.
  5. I made something fun, after going through some of Scott's Stuff involving the "rod from god" mod, I thought of something probably just as brilliant. Z.O.D.D. Zed Operated Deployment Doohickey (Zeus Weapons platform) in order to build my design here at minimum, you'll need: procedural fairings and Damned/infernal Robotics mods. Ship External at launch pad With instructions Internal construction (Had a hard time connecting the girder segment to the bottom of the rotatron) My first time in building and testing I'd tried to put one rota-tron on each end of the girder segment but being a fixed placement with the structural fairing made the Ship want to twist and wrench itself, aka: bad idea, then i remembered there was a free spinning un-motorized rotation coupler available as well, slapping that on the bottom of the girder, I was able to make the interior a proper revolver chamber I had set the 4th fairing to high velocity ejection for the demonstration so it would not interfere with the mechanism. as you'll see below. After that it was just a matter of programming the Motors and staging correctly. Adjusting the Elevated Hinge Joint to a 90* angle from the ships perceived trajectory And at 90* Projectile is released Reload chamber with new round/rod I can assume that, using the actual rods you'd have to lengthen the revolver barrel body to hold them, On top of useing likely higher power consuming motors to keep them in check during launch Sadly my original idea was to stack 3-4 small decoupling collars at once / stack separators to give the ammunition the gentile push out of the chamber it needed to get going however the stack separator itself would not connect with the elevated hinge, OR the radial decouples, but i think it's a fair trade to let it go unless someone can think of a way to do it, I'd love to see, Now,, I know a few questions on this may get asked, like How do you keep the cockpit form rotating and throwing off your aim on the horizon? The answer is actually just using 3 structural type fairings, instead of girders and beams on the outside of the body. Which would cause more drag during lift off and atmospheric flight (plus it looks terrible anyway a smoother sleek surface gives it panash) how do you keep the ship form rotating when you use to rotatron to reload the ammo? I suppose add a Higher rated SAS module and turn it on, theoretically by using Higher SAS you can negate the effects of internal inertia form the revolver's chambering process. beyond these questions, i suppose it's all theoretical but the proof of concept is there, and it does function, on ground level at least, I suppose the next idea i should have would be to find a way to couple probes/Rovers to this launcher and have them piggy back to various planetary bodies for kethane and sat map scanning. I'd love to see what you guys can come up with on this one, Might be fun. :3
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