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Everything posted by CavemanNinja
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What would you want in the next update (0.90)?
CavemanNinja replied to EvilotionCR2's topic in KSP1 Discussion
Resources. Nuff said -
Very cool, any more in the works?
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Just a heads up, many challenges have been centered around this and It's already been proven possible. Might wanna check the other challenges before making a new one, but don't stress though, we were all new at some point
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I wonder how much Jupiter atmosphere can be penetrated?
CavemanNinja replied to Pawelk198604's topic in Science & Spaceflight
The picture would probably be flat black, simply because of the probe's depth within the atmosphere. Of course, this is disregarding a melted camera lens screwing with things. -
Why are suicide burns better?
CavemanNinja replied to airelibre's topic in KSP1 Gameplay Questions and Tutorials
(deleted because redundancy) -
Got pictures of a rough slate of the Panzer IV versions, and it is built mostly for utility. With a ridiculous amount of ammo spread about the chassis, you won't be out even after taking a hit*. Additionally, I've included a basic viewport for aiming the main cannon. By double clicking the window and zooming, the cannon's and the .50cal's accurate range is increased from 500m to over 2000m (800m for the .50cal). As a couple of design notes, don't try and fire the main gun at anything closer than 15m, as the tank itself will be blown in half if you're not careful. Also, Your Kerbal can repair all wheels and reload the cannon from within the compartment at the back. The tanks also boast a remarkably small turning circle, and both can function at the very** least on 4 of 12 wheels. *not a main cannon shot, the M1 Abrams is OP as anything you'll build stock. ** you'll be going at about 2m/s on 1 wheel per side. Link Soon.
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Eve SSTO: Now with cheaty goodness!
CavemanNinja replied to GoSlash27's topic in KSP1 Challenges & Mission ideas
Slash, you might want to consider downgrading cockpits if you want to keep the monoprop. Looking at your craft, it looks like a least a fifth of the weight is the cockpit, which is a considerable amount. I bet you could get quite a bit of a better of a run if you simply traded out for a lighter cockpit. Of course, this is all assuming you don't mind a chair and individual monoprop. containers. Best of luck, Caveman -
Hmm, if it's cool I think I'll take the Panzer if you don't mind (just the IV , my favourite) EDIT: I've got the main body and two versions worked out, an image soon if i can fix up the armor to look halfway decent.
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Boats, Planes, and Math
CavemanNinja replied to Story Books's topic in KSP1 Gameplay Questions and Tutorials
As stated by Cantab above, Buoyancy is nonexistent and as such, your best option for a boat is lots of radial intakes covering the bottom, or good girder design. Regardless which you use, I would recommend electric props from firespitter that are near the waterline without being too far below the craft's center of mass, and a crap ton of RTGs clipped inside something. Addressing the UAV, props from firespitter again and a literal metric ton of wing surface covered by solar panels (or the RTGs with smaller wing surface). If you're planning on flying at altitude on Eve, pack parachutes near you center of mass because landing planes that have high wing surface on Eve takes literal hours. As for the "number crunching", Learn the Dv (delta V) formula, and if you can't be bothered memorizing planetary phase angles ksp.olex.biz is extremely helpful. I'm not sure what else you need rocket equation-wise (just for the basic stuff), except maybe terminal velocity to save fuel and gravity turn heights for various bodies. Consult the wiki for those. Want to learn more about KSP maneuvers and processes in general, then look to none other than the Manley!!! Good luck, and If you go the ion glider route don't forget the drop tanks! (sorry for the wall of text ) -
Can't wait for these explosions to be added, makes me want to crash my pretty creations even more
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How many parachutes are there?
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clearly i must be seeing things.... how many chutes do you consider sane again?
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[Stock] The sunflower-engineâ„¢
CavemanNinja replied to kepicness's topic in KSP1 The Spacecraft Exchange
Not too shabby mi amigo. +rep, -
Mechanical clock. Realy! MECHANICAL CLOCK.
CavemanNinja replied to KHTRE's topic in KSP1 The Spacecraft Exchange
holey moley! Looks a bit like the wacky redstone computers i threw together in minecraft before repeaters were a thing. Seriously cool. -
SPOC Fleet - A SpacePlane+ loveletter
CavemanNinja replied to TMS's topic in KSP1 The Spacecraft Exchange
Hehe, another set of wonderful SP+ craft. I've got some of my own SSTO's built around SP+, and I absolutely adore them. Good work. -
Strider replica (Half Life 2)
CavemanNinja replied to Nik_601's topic in KSP1 The Spacecraft Exchange
hmmm, i think you'd need a reaction wheel at least for robotics, because moving it with three legs would be awkward. -
Very nice. I personally like the round edges, something you don't see often in KSP.
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Nice! this would be a great base-starter.
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it's a long-range fighter/interceptor. It has no SSTO capabilities. Although... nah, isn't worth it.
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What i did wrong with my rocket?
CavemanNinja replied to Pawelk198604's topic in KSP1 Gameplay Questions and Tutorials
I'll assume you're asking for efficiency. First, it looks like you're pulling a gravity turn way early. You typically want to start at 10k, and slowly turn over, increaseing both your vertical speed and horizontal speed for an optimal ascent. Second, i would think to make your rocket wider, and have more efficient engines burning rather than one big one slugging through the lower atmo. by itself. Third, you don't need an apoapsis above 75km, unless you're looking for something other than LKO (low Kerbin Orbit) Finally, ditch the escape tower once you don't need it. A little Delta V can go a long way! (I've found stock parts to be just a good as mod parts, if not better!) -
Tiny Cat Aircraft Design - Planes, planes, planes!
CavemanNinja replied to Naten's topic in KSP1 The Spacecraft Exchange
While true, this is very ironic because the jets are actually nerfed because irl-efficiency jets would be completely op on such a small planet. Additionally, wings can't hold fuel stock , something that has bugged me since the dawn of time. -
Hmmm, Guess this means i need to finally complete a career all the way through Or i could cheat in the science... You guys'd never know either way. Just kidding, got one completed, all that remains is to actually do it. Expect my entry soon. (or whenever i find time between my numerous projects to sit down and fly it)
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Holy kerbal-equivalent-of-crap on a cracker. That was truly a good piece of music Upsilon, and the only one that i want to be longer. Also, this is made so much more impressive by the fact that you played the violin... I have nothing but admiration and praise for you right now. If i have to learn to mod to get this in my game, I will. (don't stop!)
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Quick question, I've got most of my craft ready, but realized that I've made them all in sandbox mode So, do i have to transfer them all to a career save, or can i just use some excellent piloting skills and land at the runway every time? (also, is moderate part clipping ok?)