• Kerbal Space Program, or: "How many rockets can I slap onto this thing?"
    8,384 replies, posted
My rocket: -- Orbiter III -- Releasable fuel tank - Holographic sight Juggernaut Double Tap UAV jammer
[QUOTE=DrasarSalman;32943503]You can make a warhead by strapping a lot of fuel tanks on a rocket and crashing it to the ground. Or just do like the mod makers do with bombs; make a single stage only containing a fuel tank that you drop to the ground.[/QUOTE] I use miniboosters to propel my re-entry vehicles. And my ICBM is top heavy enough. [editline]24th October 2011[/editline] [QUOTE=mac338;32943777]My rocket: -- Orbiter III -- Releasable fuel tank - Holographic sight Juggernaut Double Tap UAV jammer[/QUOTE] Call of Kerbal - Modern Spacefare 2
[QUOTE=RayvenQ;32943543]It is a warhead...it's just manned is all. [editline]24th October 2011[/editline] [url]http://kerbalspaceprogram.com/forum/index.php?topic=3469.0[/url] Here's the KSP Forum thread with the craft file and the required parts. Upon further experimentation, it can actually get into orbit, imagine deorbiting it onto a target.[/QUOTE] I want a beautiful MIRV
[QUOTE=Contag;32943900]I want a beautiful MIRV[/QUOTE] I made a pretty cool looking MIRV setup. not very easy to fly though.
[QUOTE=Contag;32943900]I want a beautiful MIRV[/QUOTE] I would do but the fairings for Silisko edition aren't big enough to have anything vertical decoupler attached to it.
[QUOTE=mac338;32943777]My rocket: -- Orbiter III -- Releasable fuel tank - Holographic sight Juggernaut Double Tap UAV jammer[/QUOTE] What? No quickscope!? You disappoint me.
Post my ship in KSP Forums, get nothing but "baaaaw your pictures are too biiiiiig"
[quote=HarvesteR]Well, I've been working on the warp shakes problem now, and so far haven't had much luck in keeping it from happening... However, the warp shake doesn't need to be such a big problem. It can only destroy a ship if the game is brought out of very high warp straight back into physics. So, to make that very unlikely ever to happen, the easiest solution is to just prevent time warp from ever going from say, 10000x straight back into 1x. What I did then was to add a gradual transition between time rates. Instead of instantly setting time to the new level, it gradually increases or decreases the warp factor until it reaches the mark. That transition only takes about a second, and it makes for a very fluid acceleration motion as time speeds up. This also makes it necessary to more or less gauge how far you will go before time warp is brought to the new setting, making it less easy to abuse when doing orbital maneuvers (this is a good thing). The only time now when warp is set instantly is when the game forces you to assume a new time rate (i.e., going too low for the current rate). That is to prevent the ship from overshooting it's limit by the time it takes for warp to go down. It shouldn't matter though, since these forced warp changes will never take the warp factor from a high value to a physics-enabled rate. One more thing I did was to add more altitude limits to warp rates, to cover the lower range. This prevents you from warping at 50x warp at 5000m altitude at the Mun, and keeps the game from crashing. Also, time warp is now restricted to 10x if you're below 150,000m. (Also to prevent crashing from orbiting too fast and too low) I hope this solves most of the warp-related problems... I can't say for sure until we're doing experimentals, but here's hoping. Cheers[/quote]
Do you guys ever get the feeling that a rocket is too big and illogically complex? Me neither. [img]http://img805.imageshack.us/img805/5708/screenshot4ra.png[/img] [img]http://img11.imageshack.us/img11/7977/screenshot1kc.png[/img] [img]http://img39.imageshack.us/img39/1253/screenshot3ptckr.png[/img] Must kill [i]all[/i] the Kerbonauts.
[QUOTE=ThatHippyMan;32946772]Do you guys ever get the feeling that a rocket is too big and illogically complex?[/QUOTE] Nah. Mine are always perfectly sized. [IMG]http://dl.dropbox.com/u/44722719/perfect.jpg[/IMG]
launch
I need to find my rocket that broke KSP because it was too giant. edit:found it. [IMG]http://i.imgur.com/9QKbd.jpg[/IMG]
[QUOTE=jeimizu;32947172]I need to find my rocket that broke KSP because it was too giant.[/QUOTE] I want a rocket that is 70km tall. Easiest orbit ever.
Has anyone made a Sabre class fighter from halo yet? Dibbs
Argh! Still having trouble orbiting. Got up to 65+k and turned and restarted engines. Orbital map show I make nice looking parabolic curves that end in kerbin...
[QUOTE=cpt.armadillo;32948523]Argh! Still having trouble orbiting. Got up to 65+k and turned and restarted engines. Orbital map show I make nice looking parabolic curves that end in kerbin...[/QUOTE] It seems you need to attach more boosters.
Ladies and gentlekerbals, I think I have reached a milestone for KSP. [IMG]http://i.imgur.com/kflau.png[/IMG] One. Motherfucking. AU.
[QUOTE=mac338;32947066]Nah. Mine are always perfectly sized. [IMG]http://dl.dropbox.com/u/44722719/perfect.jpg[/IMG][/QUOTE] Oh you and your clever edits :v:
[QUOTE=ThatHippyMan;32950108]Oh you and your clever edits :v:[/QUOTE] Didn't even notice it was an edit, it's that good.
[QUOTE=Dacheet;32949854]Ladies and gentlekerbals, I think I have reached a milestone for KSP. [IMG]http://i.imgur.com/kflau.png[/IMG] One. Motherfucking. AU.[/QUOTE] Someone on the KSP forums has already reached that.
I don't even [img]http://i.imgur.com/uOafS.png[/img]
[IMG]http://i.imgur.com/qSznj.png[/IMG] It flies reasonably well given how giant it is. [IMG]http://i.imgur.com/68GUa.png[/IMG] One rocket at the bottom gets left on the launchpad for some reason. edit: replaced the small solid booster's nosecones with the parachute versions: [IMG]http://i.imgur.com/FerFT.png[/IMG] Great success :v:
Looks like the Kerbaldy Invasion
[QUOTE=ThatHippyMan;32950108]Oh you and your clever edits :v:[/QUOTE] You've got a good eye. You spotted the glasses I see.
[IMG]https://dl.dropbox.com/u/7074425/Hosted Images/KSP 2011-10-25 10-19-42-38.png[/IMG] Behold! The completely safe, heat and explosion free* rocket! [sp]*Disclaimer: Does not include explosions caused by, but not limited to; over-pressurization, impacts, and malfunctions.[/sp]
Found this on the forums: [img]http://dl.dropbox.com/u/2668640/Jebus.jpg[/img]
I wish we could get those Kerbals ragdolls/models soon. If it either is in the game or to play with in Garry's mod I don't care, I just want them!
[QUOTE=jeimizu;32947172]I need to find my rocket that broke KSP because it was too giant. edit:found it. [IMG]http://i.imgur.com/9QKbd.jpg[/IMG][/QUOTE] That didn't break the space program. It broke the entire fucking Kerbin.
I've been trying to get 3 comsat satellites into orbit with stock parts, but so far I've only been able to get two. Whenever I build big ships (~the height of the red structure behind your ship), apart from making the game run extremely slowly, they also list uncontrollably to one side. I can inundate my ship with rcs nozzles but then I need a shitload of rcs fuel, and all that fuel has to be put down the center of the ship, because otherwise you get a list from the fuel burning unevenly.
[QUOTE=jeimizu;32947172]I need to find my rocket that broke KSP because it was too giant. edit:found it. [IMG]http://i.imgur.com/9QKbd.jpg[/IMG][/QUOTE] good job you broke the universe.
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