Jump to content

tomtom100

Members
  • Posts

    20
  • Joined

  • Last visited

Reputation

2 Neutral

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. To be fair I don't even know if mods are updated for KSP 1,2. I'm quite sick right now so I don't rly feel to update them. Ore tanks as payload don't violates weaponised rule, lack of eny gun does. But as I said mods don't rly work right now in KSP 1.2 so... can be just cosmetic.. weight of IRL aicraft gun is ussualy below 150kg(can be as low as 5kg). Also WWII Canberra? Canberra that I know fly for first time in 1951.
  2. Well it need at least one gun fixed facing forward(one 7mm is enought but if somebody want plane can have fixed 105mm end 5x 20mm Just keep number of guns somewhat realistic). Can have turret's don't have to. but without turrets it would gain no points in "Turrets coverage drawing end test." but without turrets probably would be much lighter so better as heavy fighter Bombs are mensured in Kg the don't need to destroy enything per se,.I must be able to bomb KSP so plane can't be supermanuverable(generaly hard to control). Must be comply with requiment so it would be classified to test end then it would get points. I will add more things for what plane can get or lose points.
  3. What's so confusing? I give requiments to planes end how they would be tested end rated.
  4. Hi Eng is not my native language. Light/medium bomber/heavy fighter challenge. WWII No FAR Please keep everything WWII like. Must have mods BD Armory Aviator Arsenal BoomstickRev3 Allowed: Infernal Robotics Stacking/cliping part not allowed. Parts can be moved to made plane more realistic(so well some cliping allowed). Example plane: Plane requirements: Generaly monoplane but uncoventional wing cofigurations allowed. Max. weight with fuel end ammo(no bombs or rockets) 20t Engine(s): J-33 Wheesley with thrust limiter on 30 max. 3 of them or J-20 Juno limiter 100 max. 6 of them.(no mod engines for more stability ect. unless somebody know some good propeler engines mod) Crew. Min. 1 Kerbal(pilot) Max. 6 Kerbals total. No drones. Armament: Some gun(s) facing forward, fixed(no 20x20mm or something keep it somewhat realistic) Turrets if used. All that could be mounted on real plane. Nothing sci fi. Each one turrent must be "manned" by one kerbal. Pilot Kerbal can't "use" turret. Bombs or rockets at least 1500 KG Flight perfomace: Possible to fly without SAS with eny amount of fuel, ammo or boms/rockets. Agile enought to be used as heavy fighter. Landing speed. max 50m/s with no bombs or rockets Must be able to land end takeoff from island airfield. Plane tests ect. 1 vs 1 test light fighter 1 vs 1 2 vs 2 Flying around KSC end bombing it. Manualy by me. Points all in 10+ point scale Full fuel is starting amount of fuel given by person who desing plane. Some fuel tanks can be empty(have eny amount of fuel) if somebody wish to. If somebody have idea about other things for what I can give or take way points I would like to hear(read). Turrets coverage drawing end test. 360 degree from each view 10/10 Landing(no bombs/rockets, full ammo, full fuel): There is no requiment for whells, but plane must be able to somehow takeoff end land on land. Flying boat +1(can use hydrofoils) VTOL 10/10 20m/s 9/10 24m/s 8/10 28m/s 7/10 32m/s 6/10 36m/s 5/10 40m/s 4/10 44m/s 3/10 48m/s 2/10 50m/s 1/10 50m/s+ 0/10 Max. speed(no bombs/rockets, full ammo, full fuel): 100m/s 1/10 112m/s 2/10 124m/s 3/10 136m/s 4/10 148m/s 5/10 160m/s 6/10 172m/s 7/10 184m/s 8/10 196m/s 9/10 208m/s 9/10 220m/s 10/10 Overall flight perfomace personal rating 0-10 Bomb/Rockets weight 1500kg 1/10 1700kg 2/10 1900kg 2/10 2100kg 3/10 2300kg 4/10 2500kg 5/10 2900kg 6/10 3100kg 7/10 3300kg 8/10 3500kg 9/10 3700kg+ 10/10 Crew Base 10 Second pilot +1 Each additional Kerbal above 3 -1 One pilot = 10 Two pilots =10+1 Two pilots+gunner = 10+1 One pillot+5gunners = 10-5 Price end relability base 10 each turret above 2 -1point J 33 Wheesley = 2* J 20 Juno 2* J 33 -1 point 3* J 33 -2 points I might add point if plane is armored well or take point away if plane is easy to destroy in flight, fight, while takeoff end landing(if something cosmetic would be destroyed i don't care end would not take away point). Plane as heavy fighter base 0 13mm-30mm guns(at least 2) fixed +1 point for being well equiped heavy fighter 30mm+ guns(at least 1) fixed +1 point for being ground attack plane Abble to use rockets +1 point for being ground atacker/bomber hunter Schräge Musik(at least 2*20mm) +1 point for being bomber hunter Plane as bomber base 0 dedicated observer/bomb aimer +1 (enclosed)bomb bay +1
  5. Drag is not calculated properly or at least shown.
  6. I don't have eny mod that would change physic af far I know. https://www.youtube.com/watch?v=REdzjClmX7E
  7. OBS (Open Broadcaster Software) as I said in first post that I hope it will work.. But i play at UHD(2 times 1080p) I think that in program dowscaling end that codec have problem with efficiency, destroy quality, So sorry that it's that poor but i cant push codec more for some reason(pc specs is no problem) Then You Tube do strange thing with high amount of one color at the time end it's look so bad as everybody can see.
  8. I will share more, depending how much KSP end OBS would like to work with me. Parasol wing transport/passenger plane. Max. speed 280 m/s, min. landing speed that I ever achieved 20 m/s. Vid 1 https://www.youtube.com/watch?v=qnI1mulcaqY Vid 2 https://www.youtube.com/watch?v=i4EHupgGhmU No control surfraces plane. RCS(compresed air) control. That mean it never stall ;P Vid 1 https://www.youtube.com/watch?v=oeWAH1vVlL4 Vid 2 https://www.youtube.com/watch?v=Z3hXOH8Uun8 Vid 3 https://www.youtube.com/watch?v=GTMsVnjoBEo Hight wing float plane. Very good post stall. Vid 1 https://www.youtube.com/watch?v=ZVxdV6-EEPM Update 1 Plane with hydrofoil to help with taking off from water. https://www.youtube.com/watch?v=j6HUJt4UVOc Hydrofoil ship or strange plane https://www.youtube.com/watch?v=HgietXqO3lA Update 2 Test Aircraft. Balance Upside front engines end back wing with angle. https://youtu.be/6qdt_zDQOGs LERX test https://youtu.be/4eOxbNNLf0Q
  9. But as there is no such thing like actual air in KSP then why my plopeler start making lifting force in wrong direction as i move even at 0,5m/s. Drag should increase with speed. But why the side on which lifting force is created change. I know how real plane works, but well KSP dont use real physics, that's why i ask. Custom made proppeler in KSP produce forward lift it do not accelerate in any way air. EDIT: I made a propeler that work up to 120 m/s but it is huge end very very unusable becouse of huge torque. Need more tests to be done to make more efficent shape.
  10. I made proppeler myself, I use stock physics that does'nt mean i run stock KSP. Watch video.
  11. Well proppeler just don't work. If i have no relative to ground speed it work perfecly but as i get eny speed it start working in wrong direction. https://www.youtube.com/watch?v=lBPfHHGipaQ EDIT: I made a propeler that work up to 120 m/s but it is huge end very very unusable becouse of huge torque. Need more tests to be done to make more efficent shape.
  12. Spining fast cylinder like object make magnus effect but i dont belive it's implemented in in stock game or with FAR. So probably it's just kinda bug with physic engine when in some way centrifugal force/torque/gyroscopic procession together with aerodynamic make upwards vector that is greater than gravity.
×
×
  • Create New...