Gaarst Posted December 25, 2015 Share Posted December 25, 2015 Played around with 1.0.5. I'm still playing with .4 so I don't load up .5 that often. Made some early-career orbital rendez-vous: And made my first actual jet fighter: Quote Link to comment Share on other sites More sharing options...
cantab Posted December 25, 2015 Share Posted December 25, 2015 9 hours ago, Val said: Your awesome looking design inspired me to make something similar. I've never managed to make a VTOL capable SSTO spaceplane before. So I shamelessly stole some design features from your Gallifrey and applied them to my own SSTO Z-2 High-Five. The result was the SSTO I-2 Galiano Nice, awesome work! I've mainly been practicing flying mine. I haven't done many VTOLs so I've had a lot to learn. So far I've found that maintaining some forward speed when landing helps, about 30-40 m/s touchdown speed is ideal but I've done as slow as 10. Trying to climb or descend vertically at any speed tends to pitch the plane, I saw you found the same effect. I can get down in tricky terrain, but am not very precise yet. screenshot319 by cantab314, on Flickr Quote Link to comment Share on other sites More sharing options...
kotomikun Posted December 25, 2015 Share Posted December 25, 2015 After 3-and-a-half years in space, which is actually a very fast trajectory, the "Shawarmus" has arrived at OPM's Sarnus, carrying a sustainable mining base lander contraption (intended mainly as a life support refueling station) and an obscene amount of lag. About 8 real-life hours of deceleration at a whopping 18 centimeters per second... still several hours to go. Just at the right edge of Sarnus in that image, hiding behind the rings, is the base's target: Eeloo (this planet mod makes it a moon of Sarnus, which is about the same distance from the sun as Eeloo normally is). A scanner probe was sent about 100 days ahead of Shawarmus to map the planet-turned-moon, and fortunately it seems to have plenty of ore to fuel the base's greenhouse and array of fuel cells. Quote Link to comment Share on other sites More sharing options...
Bev7787 Posted December 25, 2015 Share Posted December 25, 2015 I went Spacex-ing aka landing first stages Quote Link to comment Share on other sites More sharing options...
Triop Posted December 25, 2015 Share Posted December 25, 2015 3 hours ago, algwat said: Many thanks to the makers of these parts....my first proper-propeller trainer...and the best yet a working Helicopter.... From what mod these parts come from ? Quote Link to comment Share on other sites More sharing options...
Expositor Posted December 25, 2015 Share Posted December 25, 2015 (edited) Finally landed on the mun! Love this game :). BTW, I never made it back Edited December 25, 2015 by Expositor Quote Link to comment Share on other sites More sharing options...
Kowgan Posted December 25, 2015 Share Posted December 25, 2015 (edited) I've expanded my Minmus Science Base. With the greenhouse set up, now I just need to bring more kerbals in! Edited December 25, 2015 by Kowgan Quote Link to comment Share on other sites More sharing options...
Evanitis Posted December 25, 2015 Share Posted December 25, 2015 17 hours ago, Fearless Son said: Consider equipping it with a drill. Then you can fill up your ore tanks without needing to get a shipment of it from elsewhere. I considered this option, but I lack the experience with the new small drill and generally in mining around Kerbin. I had the impression that I need a certain resource density to fill the tanks, and this design doesn't really allow me to make detours - driving the ore on land feels extremely dangerous. To be frank, underwater driving feels the same: I can't EVA down there, so a flip, or minor damage means I need an ocean-rescue, and I need to take the crew back to the shore I started, as I found no way to replace the vessel in the sea. So the best I can safely do with this design is like 15m/s without phisics warp. That means I only leave land when I really really need to. Though it does worth a try to put a drill on the next replacement vehicle - it might save me a few air-drops. Quote Link to comment Share on other sites More sharing options...
Mikki Posted December 25, 2015 Share Posted December 25, 2015 (edited) I tested my Ore-truck dropping system, full success (15 ton mobile miner with small ISRU and KLAW). For the curious i shared a tutorial with the craftfile here:http://forum.kerbalspaceprogram.com/index.php?/topic/128615-advanced-career-vehicle-drop-in-atmosphere/ Edited December 25, 2015 by Mikki Details, typos:D Quote Link to comment Share on other sites More sharing options...
Just Jim Posted December 25, 2015 Share Posted December 25, 2015 Finished part 1 of my fan-fiction project late last night. Blew up a lot of stuff in the process.... great fun!!! hehe http://forum.kerbalspaceprogram.com/index.php?/topic/127785-emiko-station-chapters-7-10-added/ Things have now gotten.... interesting... Quote Link to comment Share on other sites More sharing options...
Mat2ch Posted December 25, 2015 Share Posted December 25, 2015 (edited) I completed assembling my Duna transfer stage. It has all you need for a long term mission. A lander, a lab and a mining rig. Sadly it is running with only 4 fps. It has only 295 parts and I'm not sure why it is running that bad. I had much much bigger assemblies before 1.0.5 and they ran much better The bad performance takes the fun out of it. Edited December 25, 2015 by Mat2ch Quote Link to comment Share on other sites More sharing options...
Mikki Posted December 25, 2015 Share Posted December 25, 2015 43 minutes ago, Mat2ch said: I completed assembling my Duna transfer stage. It has all you need for a long term mission. A lander, a lab and a mining rig. Sadly it is running with only 4 fps. It has only 295 parts and I'm not sure why it is running that bad. I had much much bigger assemblies before 1.0.5 and they ran much better The bad performance takes the fun out of it. I also just crashed badly my PC, tryed to merge my 315 part asparagus monster lifter with a double fairing in fairing payload with about 180 parts, CTD, virtual runtime error. This was doable before somehow. Quote Link to comment Share on other sites More sharing options...
Mat2ch Posted December 25, 2015 Share Posted December 25, 2015 1 hour ago, Mikki said: I also just crashed badly my PC, tryed to merge my 315 part asparagus monster lifter with a double fairing in fairing payload with about 180 parts, CTD, virtual runtime error. This was doable before somehow. Your problem looks like the usual 32bit memory limitation problem. But mine, I'm not sure. I really hope 1.1 brings a performance boost, otherwise I'll have to look for another favorite game Quote Link to comment Share on other sites More sharing options...
ronnie4444 Posted December 25, 2015 Share Posted December 25, 2015 (edited) I landed on the mun in career mode! ...Yes, that is major for me. (I'll see if I can get the pictures to UPLOAD ALREADY... ugh.) EDIT: I've also been messing around with remote tech... Can't wait for 1.1 so that I can actually use my 8 GBs of RAM and my 6-core Vishera for KSP... :/ Edited December 25, 2015 by ronnie4444 Added another bit of text Quote Link to comment Share on other sites More sharing options...
kotomikun Posted December 25, 2015 Share Posted December 25, 2015 (edited) Just in time for Kristmas, my base finally arrived on everyone's favorite extremely cold planet moon, Eeloo: Edited December 25, 2015 by kotomikun double-album glitch Quote Link to comment Share on other sites More sharing options...
322997am Posted December 25, 2015 Share Posted December 25, 2015 In Ksp my kerbals are getting ready for 4 times the ram twice the cpu clock speed 4times the graphics card speed and 12 usb ports and a 20 inch monitor and a new rig in general. So now the kerbals can build rockets that are 4 times the part count. Quote Link to comment Share on other sites More sharing options...
Dreadwave Posted December 25, 2015 Share Posted December 25, 2015 Mohoho 1 departing Kerbin Arrived at Moho. Just in time for Christmas too! Quote Link to comment Share on other sites More sharing options...
algwat Posted December 26, 2015 Share Posted December 26, 2015 20 hours ago, Triop said: From what mod these parts come from ? I recently added thes mods to KSP105 for aircraft fun. LanderTek_-_modular_lander_parts..._for_landing-0.5 -for the flat fueltanks RetroFuture_space-plane_parts-0.1 -cabins, propeller stuff Firespitter-7.1.5 -rotor blades Kerbal_Aircraft_Expansion_KAX-KAX_v2.6.1.0 Big-s wing strake make goods fuel tanks , instead of lander tech tanks. Made a better Huey. Hard to fly ....and land. Quote Link to comment Share on other sites More sharing options...
Triop Posted December 26, 2015 Share Posted December 26, 2015 Thank you ! Quote Link to comment Share on other sites More sharing options...
cantab Posted December 26, 2015 Share Posted December 26, 2015 Nothing major. I determined that I can get into orbit providing the final 900-1000 m/s of delta-V at just 0.25-0.3 TWR. That's the kind of thing I'll be looking at for my shuttle plans. Quote Link to comment Share on other sites More sharing options...
billy bob Posted December 26, 2015 Share Posted December 26, 2015 i crashed about 100000000000000000000000000000000 times Quote Link to comment Share on other sites More sharing options...
Triop Posted December 26, 2015 Share Posted December 26, 2015 (edited) Edited December 26, 2015 by Triop Quote Link to comment Share on other sites More sharing options...
inigma Posted December 26, 2015 Share Posted December 26, 2015 Fun with GAP contract pack development: link to the pack is in my sig. under development. release very very soon. Quote Link to comment Share on other sites More sharing options...
Francois424 Posted December 26, 2015 Share Posted December 26, 2015 (edited) Today I worked on my "Scott's Feather" replica from @baconfortress's YouTube series (Tekto's episode). This was the Original : And so after not understanding I could not tweaksize parts even after installing the mods, I realized I did not need "Tweakable everything" but rather Tweakscale... And the most recent version, not the outdated one. So I started building, pausing, watching the YouTube video, take notes, resume building... Here is what I came up with : (Sorry that last one is dark as I was looking from under it). So I only added all the stock science experiments and 2 ladders to climb on top to collect said science. Current stats are as follow: 77 parts, 15.4 tonnes, 2200 Delta-V, and 39400 electricity to power the propellers. Unfortunately they do not produce enough thrust to lift 'Scott's Feather' at Kerbin, but should not have any problem on Tekto when 1.1 finally hits. Mission accomplished ! Again a huge thank you to everyone who helped me gather all the mods I needed, and of course to Master BaconFortress. Happy Holidays everyone ! Edited December 26, 2015 by Francois424 Quote Link to comment Share on other sites More sharing options...
algwat Posted December 26, 2015 Share Posted December 26, 2015 (edited) Thanks All for the noteifi's ... Is bigger better? It fly's but lands really badly( maybe that's me).... Edited December 26, 2015 by algwat Quote Link to comment Share on other sites More sharing options...
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