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Frank_G

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Everything posted by Frank_G

  1. Very nice! A good addition to the animation curve tools. Makes a lot of things easier and more convenient to do. Thank you very much!
  2. Awesome. The possibilities increase even more - If self-collision can be activated by action groups, i sense unlimited kraken power at the press of a button Will this also have effect on docking crafts to themselves, like a module attached to a robotic arm, which is then docked to the craft?
  3. The fun of rescue missions. Have fun
  4. Today i sent a couple of these mighty probes to Minmus.
  5. That is right. And thank you Edit: The thing is, you have to test it in game if it works correctly, as the editor does not simulate physics and may deliver odd results.
  6. The pistons are both connected to girders. While one girder is connected with the craft via a usual attachment point, the other girder is strutted to the vessel. But it works flawless this way. Find the craftfile here to check for yourself. The K1000 controller for the ramp is located in the rear cargo bay for easy access. Works best in game, as physics play a part in correctly lowering the ramp onto the ground. Action group description is in the craftfile. Enjoy
  7. Today i landed on the Mün for the first time in my new Breaking Grounds Career... And i did this and that to a transport plane, experimenting with a deployable hydraulic cargo ramp.
  8. One small step for a mech... Looks very cool!
  9. Totally overbrained :D. I had to design a launcher and a upper stage without any robotics to get my head clear again... When i went over to the capsule, the first thing i designed, were custom folding solar arrays... and custom suspension for rovers and ramps and... This DLC is so much fun...
  10. I play without mods and a free floating camera is not, what was suggested here.
  11. With the list of parts and the craft complexity increasing, it would be a wonderful QoL addition, if parts could be made invisible (and excluded from the collision detection) in the editor. This would allow concentration on specific parts and areas of the craft without having the view obstructed and getting into issues placing parts in dense areas. It would also make it obsolete to take a craft apart, when you return to the design and wish to alter specific areas. A simple list, probably with the option to collect parts in visibility groups to turn on and off would be incredible.
  12. Really looking forward to possible pictures And yes, with the DLC i have begun to rebuild my Rhino constellation lander as well. Maybe it gets a complete re-build as well, this time one tier bigger, so it can fit more cargo and living space.
  13. I actually play with life support. On bases, stations and long term mission i dock containers to the vessel or buildings, pretending, that each container contains consumables for 1 year. It is easy to keep track and adds a little spice to the game, without getting too serious. Here is a base with docked containers:
  14. Absolutely. The complexity a mod like raster prop monitors offers would definitely be something, i pay for.
  15. I have stopped playing with moar parts around .23 or so. I go with stock + official DLCs to keep frustration low and compatibility high.
  16. Nice classical shuttle build. Fun to watch and great achievement. Congratulations!
  17. Today i did some SCIENCE to a baobob tree. Find the craftfile for the science rover here. Action-group 1 toggles the telescopic platform. Have fun
  18. I finished the Duna rocket SSTO, by completely rebuilding it Find the thread with the craftfile download here. It comes with several improvements over the previous versions, including doubling TWR and DeltaV. It can now land and make it back to orbit without refueling.
  19. I finished designing a VTOL rocket SSTO for Duna, using the new DLC robotic parts. Its a complete rework of the ones you probably saw in the last 2 days in the "What did you in KSP today" thread. Several parts of the design have been changed. It is now very stable and actually behaves like a plane. It comes with 3.087 m/s of Delta V instead of the original 1.700, giving it the ability to land and launch in one go without refueling. The 2 aerospikes deliver much more oomph than the previous 4 terriers, giving it a TWR of 2.63 at Duna sea level. How much cargo it can deliver is still to be determined. During my test-landings, i wasted a lot of fuel, so the max payload will most certainly be between 3 and 4.5 tons. Ideal touchdown speed is around 2.0 - 2.5 m/s. Use aerobrakes during descent until touchdown. Find the updated craftfile here. Action group description is in the craftfile. Flight mode Retro mode VTOL mode Approaching Duna surface Touchdown Back to orbit ...and back in orbit with almost 400 m/s left in the tank. Have fun!
  20. The foot layout reminds me of a lego mech, ive built back in the 80s... i used the very clunky lego train motors and it needed to pull a cable for power supply... thank you for the nostalgic moment!
  21. So much ideas with those new robotic parts in store - and lots of time ... here i have re-activated an old SSTO design. It was meant to fit inside a cargo bay for a Jool-5 mission, but back than, i had to clip here and there to fit all the things into the bay. These days, i can simply fold it up. The new design almost made it to Kerbin orbit... still need to work on the ascent profile, because it might already be capable of making it to orbit. Otherwise i am not far from success... Unfolded Folded Inside cargo bay Launching Almost in orbit (Pictures show different iterations of the spaceplane)
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