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Master_Evar

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Posts posted by Master_Evar

  1. Well, if structural parts are allowed, there was a bug that could accelerate a kerbal to tremendous speeds (
    ), only with a few decouplers fired off at once. I wasn't able to recreate it, but that might just be my incompetence.

    Anyway, even if the easy and medium challenges might be possible with a use of bugs like this one, the hard mode is most likely impossible.

    I think that works because of massless parts, use a lot of them and they won't add any mass, so you can stick lots of decouplers that will launch this massless part with a kerbal aboard.

  2. Well it uses xenon so I hate it, but that looks like Starwhip's tank so I love it! And half a wing? Are you trying to start a "Save the v0.90 Aero Model" thread? ;)

    - - - Updated - - -

    It could be a marketing ploy; they'll let us stew for a week, bring the ROUND-8 back, then while we're all euphorically shouting "Yay! We did it!" they'll announce an exciting new partnership where we can buy ROUND-8 themed jewelry.

    "3D printed ROUND-8 Earrings and Bracelet Charms--the set only $99, just in time for Mother's Day!!"

    There just needs to be an inflatable ROUND-8 bathing ring :D

  3. Isnt that kind of cheesy since the jet engines feel like abusing abug. They use up way to less fuel and their TWR for vertical liftoff compared to rockrets feels plain broken

    Atleast thasts what it feels like

    It does feel a bit broken, but they have very low thrust i feel (it's the lack of fuel in the launch stage that may make it feel really powerful) and unless you actually abuse them by adding 30 air-intakes to each engine, I am okay with it. They only get you up to 15 km unless you overkill, and overkilling is just a waste of money, since engines still are more expensive than fuel.

  4. I have a tip for you if you want to build really efficient and cheap first stages.

    If you have any stages on a rocket that only takes them up to 10km-15km, scrap it and put on radially attached jet engines, saves a lot of fuel cost for expensive first stages (may not be recommended for really big crafts, but can still work). Always put them on radially, as they do not turn off very quickly and only take them to 15-20km, afterwards they may fail and you get it probably.

  5. The "Warbird Pelican" is a heavy bomber i made from stock parts, and it is filled with 228 BDArmory 500lb bombs. Also has 8 BDArmory Vulcan turrets.

    It is very laggy, and you need the end of the runway to lift this heavy thing. Be careful when using this, as too sharp turns will tear it apart. I have a mediocre computer, and it runs at 2-3fps, and at 1/5 speed.

    Key bindings:

    1 Next Weapon

    2 Guard Mode

    3 Arm/Disarm Guard Systems

    4 Open Bomb Bay

    5 Drop Bombs

    ohu1e1.jpg

    6o1unr.jpg

    .craft file:

    http://http://www./download/3gu978a632eljjg/Warbird+Pelican+Mk_2+Mod+BDArmory+Heavy+Bomber.craft

    Have fun carpet bombing :D

    EDIT: It is the Mk.2 variant, not the Mk.1. Mk.1 had too few engines.

    EDIT: Fixed the Download

  6. So, I've been messing around with this amazingly fun mod, but I have a slight problem.

    I hear there's a bomb aimer, but I'm unsure as to whether it's a part, because I cannot find it. Is it just a function built in to the bombs? Or is there no bomb aimer, and I'm just hallucinating?

    It's built in. "Equip" the bombs and you will see a circle with a dot inside appear somewhere on the ground beneath you.

  7. Wow, that is awesome.

    This require drastic measures!

    http://i.imgur.com/n7WPY9Z.png

    So far yours is the one with the most bombs I have ever seen.

    The most fun thing about this mod in KSP is that there are no limits at all.

    Though for a "career mode warfare multiplayer" it would be interesting that these weapons get really expensive, but that would be easily done with some edits.

    LAWL that's a lot of turrets and guns and... stuff. :D

  8. Using the super-heavy engines and fueltanks i decided to do a Apollo 11 Replica a while back, and now i decided to post it here after some testing(and crashing).

    First some pics:

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    Keybinding 1 to eject the commandpod, decouple the escape tower using the dockingport when going to orbit. When you have apoapsis of 350km and a periapsis in the atmosphere you can drop third engine(the skipper). The dock lander to the front of your commandpod. When wanting to leave mun, the decoupler and miniengine should be activated simultaneously.

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