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About Bubbadevlin

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  1. Oh i know, everyone really did do a great job
  2. This is very cool! Some of these replicas do appear to be a little off on shape tho (i am a complete try hard in that respect for plane replicas)
  3. Great vid!
  4. Dang this looks hard.. but also really fun, might do this challenge
  5. not really going to even pretend what some of this math is, but the concept makes sense! Pretty disappointing for stuff like that tho
  6. I am blind, thank you ;0 haha
  7. Uggg.... i hate "cannot deploy while stowed"... freakin ruins half the things you can DO with fairings!! So far out of my testing, the only thing you can actuate inside a fairing, is docking ports (cuz logic) and other cargo bays (also makes TONS of sense!) Anyone know a way around this thing? because I want to have my engine inside a fairing, but in order to deactivate it, the legs must be retracted, something impossible inside a fairing...
  8. Hm.. this looks like a cool idea, i might make a contribution depending on the time i have
  9. I personally dont go to dres because to me, it is so similar to the Mun, and really feels like it is just a interplanetary Mun. Then again, i play sandbox, so its not like i would want to go there for sceience
  10. ITS ALIVE!!!!!!!!!!!!!! Max speed so far is ~160 m/s, With a simple fairing around the legs, and optimization, i have reached over 200 m/s with this beast max altitude ~16km To get around the annoying mass bug, i used the legs being on the rotors. Still lots of optimization and tweaks (mainly making the body of the plane much more aerodynamic). During the past day and 1/2 of testing, i have learned that while the larger landing legs do not appear to have any more power, they have the advantage of being more durable. I have also learned that there is a max "speed" at which the legs CAN push, meaning that the diameter of the engine must be actually quite small in order to have any chance of speed. Landing legs also appear to have a great torque to speed ratio, making larger inclination propellers more beneficial, however over torquing the legs will, rather than slowing the prop down, simpily overstress them. I also have found that the more radially attached legs, the less power per landing leg you get, however the less radial attached legs the more unstable the rotor becomes, making once again, a balance act between power and usability. Having more legs attached side by side, however, is a nice way to add more potential speed and torque, but not too many can be used, as they will start to over weigh the mass of the prop, and cause the instabreak problem to appear. I have also discovered that having multiple crafts inside one fairing bearing is buggy AF.
  11. Tbh i dont play KSP as much as i wish i could, but i was, and still am, a engineer. I love making craft, testing them, and pushing the limits of the game
  12. I was working on something like this a few months ago (did not have much success, and have not played much KSP) The problem with the retractable landing gear is the hitboxes and very little amount of suspension, rather than "pushing" the plate, the plate clips into the hitbox almost anywhere you put it meaning that even VERY small intervals will just jam.
  13. I decided to get back into some KSP stuff, and have been working on my leg propelled props some more.. unfortunately, i still have no luck with that. I did find the very interesting phenomenon that while my propeller would spin fine with a very light craft, When I increased the weight of said object, the propeller would completely fail. (ore tanks on bottom added, nothing else changed) This combined with the already known aspect that these legs tend to break when moving faster makes me believe that KSP is modeling like the legs are on the ground when they touch the panels. So if it is a heavy caft, even if the weight is not resting on the legs, they will still break like it is. This would also make sense since legs have a maximum speed that they can travel over ground before breaking at (roughly the same as when the legs break on an aircraft). This is unfortunate because that means that there is not real way to get around this fact, and it is just part of KSP's odd coding, Forever dooming these great t/w ratio engines to very slow and light crafts.
  14. Nice! I am glad you found a use for the leg propulsion, even if it does not work with planes yet