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 KSP Thread

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Hierarch Fenway
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PostSubject: KSP Thread   Mon Sep 02, 2013 4:54 pm

Seeing that nobody has bothered to make one, I hereby establish this forum's official KSP thread.

I'll start with my Interplanetary Tug;



The engines, without a load, have about 2500 m/s Delta-V, and a backup fuel tank not connected for bit more. Additional Engine Fuel can be added, if needed, in front of the engines. Launched in two parts, command module and docking/engines, and held together via 1 Large docking port and 4 smaller ones. Around 200 parts or so.


Here's my battlecruiser-



BARELY got it into Laythe Orbit, but from an orbit of 600,000 m and fully refueled, it can make the trip.

Can carry 4 (currently 2) guided torpedos, which are kept on straight flight paths through a RGU. Can be reloaded, possesses considerable penetrating power. Tests conducted on a derelict vessel in LKO managed to penetrate solid panel armor, which has a tolerance of 80.


And GO!
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PostSubject: Re: KSP Thread   Mon Sep 02, 2013 5:51 pm

I haven't played KSP since they added the docking and everything, it broke all of my designs and I never learned how to play it again. That, and my gaming computer broke, so I can't even run it anymore.

Anyway, have a bump, I guess.
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Delta
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PostSubject: Re: KSP Thread   Mon Sep 02, 2013 8:13 pm

My 43 screenshots of 3 basic KSP achievements:

http://imgur.com/a/KtJNW#0
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PostSubject: Re: KSP Thread   Mon Sep 02, 2013 10:48 pm

Here are a few screenshots of my new save game.

It's my Space planes, fuel station, space academy, and there's one or two of the Neo Ion Ring which is in my old save game but pretty neat.

http://imgur.com/a/oR9gy
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PostSubject: Re: KSP Thread   Mon Sep 02, 2013 10:51 pm

And then here's my old save game. Most of you have probably already seen these screenshots.
Silly projects, Ion rings, landings on other planets, Megarovers, etc...

http://imgur.com/a/swlG1
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PostSubject: Re: KSP Thread   Mon Sep 02, 2013 10:52 pm

Pat Best wrote:
And then here's my old save game. Most of you have probably already seen these screenshots.
Silly projects, Ion rings, landings on other planets, Megarovers, etc...

http://imgur.com/a/swlG1
Welcome back, Canada. Figures you'd play this game.
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PostSubject: Re: KSP Thread   Mon Sep 02, 2013 11:05 pm

Quadraxis wrote:
Seeing that nobody has bothered to make one, I hereby establish this forum's official KSP thread.

I'll start with my Interplanetary Tug;



The engines, without a load, have about 2500 m/s Delta-V, and a backup fuel tank not connected for bit more. Additional Engine Fuel can be added, if needed, in front of the engines. Launched in two parts, command module and docking/engines, and held together via 1 Large docking port and 4 smaller ones. Around 200 parts or so.


Here's my battlecruiser-



BARELY got it into Laythe Orbit, but from an orbit of 600,000 m and fully refueled, it can make the trip.

Can carry 4 (currently 2) guided torpedos, which are kept on straight flight paths through a RGU. Can be reloaded, possesses considerable penetrating power. Tests conducted on a derelict vessel in LKO managed to penetrate solid panel armor, which has a tolerance of 80.


And GO!
If you did that without mods, it's pretty impressive, if somewhat inefficient.
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PostSubject: Re: KSP Thread   Tue Sep 03, 2013 2:14 am

No mods required. But, for the battlecruiser, I ran out of both RCS and fuel, and was stuck in a sub-orbital trajectory.

I ended up firing two of my torpedoes for recoil, in order to gain enough velocity to stay up. Then I partially refueled it with another interplanetary mission, and got it's orbit up to a decent level.

I am planning on sending 2 more, once i fix the fatal design flaw that is the fuel consumption.
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PostSubject: Re: KSP Thread   Wed Sep 04, 2013 12:53 am

Dying already? Jeez.

I found another screenshot of the Battlecruiser, this time being refueled by my long-range fuel transporter, or at least, enough to get it to a stable orbit.

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PostSubject: Re: KSP Thread   Wed Sep 04, 2013 4:56 am

I usually use mods in my KSP, tough with the new 0.21.1 version, I´ve decided not to use any OP mods (like Impossible Innovations).
Still gotta figure out how to get Lazor System working.
Edit: Made a working fighter.
Spoiler:
 
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PostSubject: Re: KSP Thread   Wed Sep 04, 2013 10:03 am

So there's this mod called KerbTown and it's amazing. Google it.

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PostSubject: Re: KSP Thread   Wed Sep 04, 2013 12:45 pm

If you look at the logo beneth my fighter, you might notice I´ve already got it installed.
WAYLAND Launch Tower FTW!
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PostSubject: Re: KSP Thread   Wed Sep 04, 2013 2:29 pm

Ivan2006 wrote:
If you look at the logo beneth my fighter, you might notice I´ve already got it installed.
WAYLAND Launch Tower FTW!
Is wayland the Chinese knock off of weyland?
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PostSubject: Re: KSP Thread   Wed Sep 04, 2013 2:36 pm

Say goodbye to being able to click on this subforum and all the posts not being in this thread.

Crying or Very sad 
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PostSubject: Re: KSP Thread   Wed Sep 04, 2013 5:51 pm

Keon wrote:
So there's this mod called KerbTown and it's amazing. Google it.
I had the Mass Driver plugin for KerbTown. Laggy as hell and would never work properly, plus in order to use it you have to get your rocket within 500m of the start. Would not recommend. As for the the other plugins for KerbTown (such as Kerbin City), I haven't tried them.
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PostSubject: Re: KSP Thread   Thu Sep 05, 2013 2:00 am

Launched my current capital ship, the Aurora.




Weapon-wise, it's identical to the battlecruiser, but it's bigger, has more Delta-V, and fixes several key super-structure weaknesses in the original design, as well as including multiple backup control units in the event of system failure.

By the weakness, I am referring to the internal scaffolding. It's composed of struts, girders, and structural fuselages, all chosen for their high impact resistance. Meant to keep the ship intact in case the armor layer is pierced, so that certain shots don't rip the ship apart after destroying the key junction between everything. The battlecruiser had a small point where a shot would rip everything apart. Quite nasty.
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PostSubject: Re: KSP Thread   Thu Sep 05, 2013 2:42 pm

Protip: the Structural Pylon part has an impact tolerance of 999. Works well on missiles.
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PostSubject: Re: KSP Thread   Thu Sep 05, 2013 9:43 pm

Anti-tip- It's probably an oversight. Not recommended in long-term.
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PostSubject: Re: KSP Thread   Fri Sep 06, 2013 4:12 am

Who cares , it can be use for planet annihilation ...

That guy: http://www.youtube.com/user/Danny2462/videos

Don't ask, just watch, WATCH IT !

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PostSubject: Re: KSP Thread   Fri Sep 06, 2013 5:27 am

-danny is really good at making fun KSP vids, I give you that.
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PostSubject: Re: KSP Thread   Sat Sep 07, 2013 2:55 am

Danny=Hilarious. Nothing else.

In other important news, a nation called the Korhal Federation, on the opposite side of Kerbin, managed not only to establish a successful rocketry program without our knowing, but they also sent military weapons into orbit, violating the terms of the Neo-Korhal treaty written at the end of the third Global War.

The Aurora closed in on this vessel, but it turned out to be a small fighter. The Aurora was not equipped to deal with small fighter craft such as this, and the targeting software was useless. The agile fighter managed to shoot off several basic torpedoes before scurrying away.



This is a declaration of war.
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PostSubject: Re: KSP Thread   Sat Sep 07, 2013 4:23 am

Quadraxis wrote:
Danny=Hilarious. Nothing else.
I mean is there a problem with that ? That’s sort of THE right way to play KSP !
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PostSubject: Re: KSP Thread   Sat Sep 07, 2013 9:16 am

A little missile fighter I built:

Shame it has the flying characteristics of a drunk kitten Very Happy
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PostSubject: Re: KSP Thread   Sat Sep 07, 2013 9:43 am

Yeah considering drunk kittens cant fly ... how did you get that thing in space ?
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PostSubject: Re: KSP Thread   Sat Sep 07, 2013 10:24 am

Iv121 wrote:
Yeah considering drunk kittens cant fly ... how did you get that thing in space ?

Mechjeb strapped a jet engine to it Smile
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