Elmetian

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About Elmetian

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    Builder of Shiny Things

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  1. Love the design so far Cratzz. I recently posted a video of the variable geometry wing setup I used for my T-4MS. It's very similar to the picture you linked of the real F-14 wing. I also posted an explanation on the Infernal Robotics Rework thread if you're interested.
  2. Finally found the time to update to 1.2.2 and get all the graphics mods working properly. I've also spent a lot of time fiddling with my shuttle to make it more economical by swapping the two LFO engines around so that the expensive 'Vector' engine was on the shuttle, and not on the external fuel tank. I've attempted to make the EFT recoverable as well but it takes a LOT of chutes to stop it from hitting the water too hard and they ruin the aesthetics. You might also notice the the station is looking a little different to the picture in my first post. I re-designed the truss to bring the part count down, as well as allowing several parts to fit inside the shuttle's cargo bay to reduce the number of launches. Bonus points to anyone who can spot Haven's shadow in the last part of the video!
  3. Here's episode 5 of my continuing mission to (very slowly) build a station in LKO:
  4. Hi guys, I figured since I got some great advice from kcs123 and V8jester I'd share my solution to the floppy swing wings issue. It took a little time, but a combo of IR extendatrons, rototrons, and quantum struts has all-but solved the problem. The wing is primarily powered by the rototron on the leading edge wing root. I placed a robotruss adaptor on the wing root near the trailing edge, and then a bearing onto that. A stackable extendatron is attached to this bearing in such a way that minimises its length. This prevents it from acting like a long lever, and so allows less vertical movement. The other end of the extendatron has a quantum strut on it that is pointed directly at another bearing. This second bearing is attached to the body of the aircraft using another robotruss adaptor rather than a bearing hub. There's still a little bit of vertical movement when the wings are being swept in flight, but no where near as much as before. I'm now able to fly it with the wings 'unlocked', held onto the body only by these Infernal Robotics parts, though I normally lock them in place with a quantum strut gun just in case.
  5. I finally gave up waiting for an official release of FAR, installed the supersecret dev version and built this, a (re)creation of Sukhoi's planned T-4MS "200" partially-stealthy supersonic strategic bomber from the late 1970s. Click on the gif below to link to an imgur album with loads of background information about the real thing, as well as some of my craft's specs and the mods I used. And here's a video showcasing what it can do. Unfortunately BDArmory Continued doesn't play nicely with any of the nuclear weapon mods, so I couldn't show you what it's really designed for: dropping nuclear weapons from high altitude while moving at mach 3. Even with 20+ km of separation, the blast always destroys the aircraft.
  6. Finally had the time to update to KSP 1.2.2! Here's a short video showcasing a recreation of Sukhoi's proposed variable geometry bomber, the T-4MS 200.
  7. Thanks, I'll definitely try the robotruss adaptors. I should be able to hide another extendatron in the body as well, should help to spread the load. The thickness of the washer isn't too much of an issue. In the pictures I posted, I've used the offset tool to raise the whole wing assembly above the body so it could be seen. I did prefer the thickness of the old washers, but I was worried that being 'legacy' parts that they wouldn't be phased out. I might try using them instead of the new models out of necessity now though.
  8. Hi guys, I'm looking for a bit of advice. I'm building a variable geometry swing-wing aircraft for Ferram Aeropace (the super secret dev build of FAR that works fine as far as I can tell). I'm using this parts rework of IR and the dev build of KJR that V8Jester kindly provided a installation guide to a few pages back. My problem is that my wings need to be hinged at the leading edge root, and so pitching up or down causes the trailing edge to bend and poke through the body of the aircraft. I've got quantum struts to lock them in place after changing the wing sweep, but the transition is problematic. This is a pic of my setup. I'm using the new rototron for the hinge, and I've currently got an extendatron with a bearing at each end in an effort to stop the trailing edge of the wing wobbling up and down, but it doesn't work particularly well. Does anyone know if there's a way to make these more rigid? I've tried turning the rigid attachment tweakable on, I've tried turning autostruts on for the IR parts in various combos, and I've tried using stock and modded struts attached to the wings and/or IR parts. I get a little bit of extra rigidity with the rigid attachment tweakable, but strutting just locks the wings in place.
  9. I'm having an issue using the nuclear weapons similar to that mentioned by lolzor back in September. I can be flying at nearly mach 3 with 22km between me and any nuclear weapon, and my craft will die from overheating regardless. I've tried editing the cfg file to reduce blastradius and blastpower parameters without luck. Does anyone have a fix for this? EDIT: forgot to mention that I've got the latest release of BDArmory continued, NKD, and CAL. I've also got Ferram Aerospace, ProceduralParts, B9 aerospace 6.3.1, B9 Pwings, Kerbal Foundaries continued, InfernalRobotics 2.0.10 and parts rework installed.
  10. This one's a bit of a departure from my usual style. I conceived of this almost a year ago when I built a small B2-esque bomber in 1.1.3, but I wasn't ready to commit the time to make a decent go of it until now. It's only 2 minutes long, but I reckon there's upwards of 15 hours worth of editing and rendering gone into this. Let me know what you think!
  11. Here's my latest cinematic charting the construction of Haven station. Apologies in advance for not being able to access this on mobile devices. I tend to use copyrighted music as backing tracks occasionally, and I neglected to check whether Youtube would block it before using it in the video:
  12. It's the Christmas holidays, and finally I have enough time to edit another video. For anyone who's interested, it takes about 8 hours to capture the footage and do multiple test renders to fix issues like dead frames. I'm a massive perfectionist so that doesn't help. It's much simpler to spend a full day editing rather than spreading the work out, and normally I'm too busy with work to commit that much time to something. Somewhat annoyingly, Youtube has blocked the video on the mobile app and site due to the copyrighted track, but you should be able to view it by switching to 'desktop' view on your mobile phone. Anyway, hope you like it!
  13. Here's a link to my ongoing series called 'Building Haven'. I've completed 3 episodes so far. Let me know what you think!
  14. Thanks! This is actually on the smaller side compared to the few space stations I've built in the past. I wanted it to be easy to put up in 5 or 6 launches at most, and focussing on functionality more than aesthetics. I've just uploaded the third mission where I install the first 4 truss segments with radiators on. Next launch will probably be either the lab or the solar array trusses, though I kinda want to send up the CRV next even though it's not technically part of the build:
  15. Holy crap, it's been 3 years since I posted my last station to this thread! In all that time I've created dozens of aircraft and SSTOs, but I don't think I built a proper station until now. This picture is of a hyperedited simulated version of my Haven Station. So far I've only sent up the central hub and an RCS tug, and I'm trying to document the building progress in a series of short youtube videos. Haven is a much more conservative design compared to my last station, and should I move it into orbit around Minmus it will actually serve a purpose as a refinery and lab. I'm still using KSP 1.1.3 for now since FAR hasn't been updated, so I guess I'll have to send up a comms module if I port it over to 1.2 (assuming there are no other issues). Click for a larger image!