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greydragon70

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Posts posted by greydragon70

  1. Next race at Black Krags sounds awesome! Dunno if I will stick to FAR though, 2 control surfaces only is harsh.

    In any case... Race you there! Everything that qualified for round one goes. Last one at Krags buys the Food.

    I'm serious, my time is 19 Minutes 14 Seconds from KSC Runway to Black Krags Start Gate.

    The Black Krags is a tuff course, if you don't have very good control of your craft you will crash or go off course.

    That being said, I have slightly modified my Lawn Dart from my last attempt and I'm getting close to 2 minute runs

    at Black Krags. My average speed was around mach1.

    Spoilers! Test run video.

    https://www.dropbox.com/s/ij9s3ez6bkf53rg/black%20ridge%202m7.12s.mp4?dl=0

  2. Jolly Roger Aerospace back.... again.....

    So I started over with a new craft, then after testing I made 3 runs.

    1st Run: Start :56 end 3:50 run 2:54

    2nd Run: Start :50 end 3:45 run 2:55

    3rd Run: Start :54 end 3:48 run 2:54

    Top Speed: 1st run 525m/s, 2nd run 506m/s, 3rd run 512m/s

    I started small and basic, as striped down as I could, and still have some control.

    Parts:

    1 whiplash engine

    1 fuel tank (not full)

    1 cockpit

    4 SAS pods

    4 intakes

    4 RTG's

    1 battery (1000 units)

    2 airbrakes (tweakscaled down)

    2 large hover pads

    2 small cubic struts

    8 struts

    Here is the video:

  3. At least the_bTs and greydragons entries stay on the ground most of the time.

    Jolly Roger Aerospace back again...

    From What I can gather, In the Red Bull Air Races the pilots have to go between the pylons and below the line drawn between the tops of the pylons. Different pylons require different angles when passing through.

    That being said, I don't think it's unreasonable to say the pilots should be below the tops of the pylons.

    So, in my second attempt...

    I don't know if this is "flying" or not but, I at least passed between and under the tops of the pylons every time.

    2 stock turbo jets

    4 hover pads

    1 fuel cell

    2 batteries

    2 pair of canards rated less than .50 lift (one pair tweakscaled down)

    1 pair of air brakes

    stock aero

    Start time :52

    End time 4:22

    Race time 3:30

  4. Jolly Roger Aerospace here,

    I spent all my time the past two days with this challenge. Through different versions of this craft I broke mach 1, had multiple engine overheats, found out the new radiators are useless, tweakscale NEEDS to be updated, and had a lot of fun.

    This version had a top speed over 210m/s. average speed 150m/s, was very stable, caugh big air, and made a run of 5:42

    It has...

    1 stock turbojet engine

    2 SAS pods plus the cockpit

    2 1.25 in line batteries

    1 large fuel cell

    2 RTG's

    4 hover pads

    random fire works(Nirazi's Fireworks, BDArmory)

    MK2 extension pack

    Possible Challenge modification: set targets at each marker buoy, add a Vulcan Cannon, shoot targets as you pass the buoy.

    Here is the video:

  5. I'll second a bigger carrier.

    Until Fengist gets that added you can use octagonal struts and the off-set feature to make a catamaran style ship then add some struts and deck plates. If you watch my video posted on the previous page you'll see I made a three wide hull that was much easier to land on. :cool:

  6. "I think, you have found the ultimate use for a torodial fuel tank... a life preserver. And I had to laugh, a 3 wide carrier. You guys are putting these parts to the test. I never would have come up with some of these designs. Nice video.

    As for the CVE bridge... fixed in the next release. You were very correct, I had it's crash tolerance set to what a command pod should be, not a flight deck. When you said that I realized that that part is probably the only command pod in KSP that has aircraft landing on it's roof."

    Sadly the toroidal tanks won't stick to the side so they are mounted on oscar-b tanks. That was actually the first time I've used toroidal tanks effectively.

    As far as the 3 wide hull, I needed more room so I added two hulls catamaran style with octagonal struts then slid them towards the center to get the flat top look. I used a fair amount of struts in discrete places and it was still kinda wobbly in the water.

    Also when using a double or triple hull I can set the thrusters on action groups to steer like many ships do. One side forward the other side reverse. But the small control surfaces work very well.

    Thanks, that video was done 3 times before it was finished. I just wish I had known you updated with the ro-ro and rudder.

  7. Yep, you were in the ballpark. Essentially, the rudder will be a canard on steroids. You theoretically could mount it on an aircraft but one touch of the controls would probably send you flipping.

    The best way I found to steer my ships is two small control surfaces on the stern above the propeller and waterline. For heavier/bigger ships I put the control surfaces front and rear. I also add RCS ports and tanks or Vernier Engines with fuel/oxy tanks hidden somewhere. You'll see it in my video.

  8. Finally the video is up. Sorry it took so long, the 1.0.4 update messed with my saves and some mods so I had to do it all over again. I made this video for you so use it as you please, just give me credit if you do and let me know what you think.

    - - - Updated - - -

    I found a small problem with the CVE Bridge. The impact tolerance is a little low(lower than the deck plates) and if you land on it too hard it poofs. That is why in the video I didn't use it. Instead I buried a mk2 pod in the bow. You may want to raise that up to the same level as the deck plates.

  9. Just wait. I have a youtube channel too. Not as popular as Kottabos but I plan on making a nice video with these parts.

    Would love to do a highlight video for you to put on your forum post showing how to use this mod. I've done one for

    another forum post and it has done well. If you would like me to do that let me know.

    Kottabos is very fair on his reviews, that is mostly what he does on youtube. I've found some of the coolest mods from

    his channel. Maritime is one of my favorites, I love doing something that wasn't meant to work. Guess it's the rebel in me. ;)

  10. I love this Maritime Pack!!! I found out about it from Kattabos Gaming on youtube. This is what I built so far...

    Not much really, 10 minute builds. A Small Cruiser and a Medium Missile Boat. Can't wait to spend more time with these parts.

    I combined your mod with BDarmory. The dinghy davits make great missile racks.

    Builder's tip: Use RCS ports or Vernier Engines to help with steering, Verniers are best with a few Oscar-B tanks added.

    Link to picks on dropbox:

    https://www.dropbox.com/sh/2w19p2slmkuona8/AAACgMBOqMbjYeZeNgUF1smSa?dl=0

  11. I'm having a problem with tweakscale... when I load a tweaked craft in space from the tracking station and sometimes loading from the launch pad or runway, the craft disintegrates. No explosions, it just flies apart. I figured this out by removing 1 mod at a time until the problem went away. Tweakscale is one of my favorite mods... please help!!!

    KSP version.90 32bit

    Tweakscale version 1.50

    These are the other mods I was using with Tweakscale:

    Mechjeb

    Movie Time

    Procedural Fairings

    Impossible Inovations

    Kerbal Foundries

    Fuel Tanks Plus

    BD Armory

    Kerbal Joint re-enforcement

    They are all up to date except BDarmory.

    Output Log: https://www.dropbox.com/s/rlg6qu2sm688scw/output_log.txt?dl=0

    I hope someone can help me since Biotronic no longer supports this mod.

  12. I'm having a problem with tweakscale... when I load a tweaked craft from the tracking station and sometimes loading from the launch pad or runway, the craft disintegrates. No explosions, it just flies apart. I figured this out by removing 1 mod at a time until the problem went away. Tweakscale is one of my favorite mods... please help!!!

    These are the other mods I was using with Tweakscale:

    Mechjeb

    Movie Time

    Procedural Fairings

    Impossible Inovations

    Kerbal Foundries

    Fuel Tanks Plus

    BD Armory

    I hope someone can help me since Biotronic no longer supports this mod.

  13. OK Video is up Link will be below. My route took me south of the first mountan chain and as I past it I turned northward back on target. Over the water I turned a little north to squeeze through the next mountan chain. Then turning south back to my target. Eleasped time 1 hour 3 minutes 54 seconds. Sorry Jatwaa, I was a little more daring and went full speed the whole way. Average speed was 213-218m/s and top speed over water was 226.3m/s. That really tested my pilot skills but it was a blast.

    Here is the video:

    http://youtu.be/j5TJscbD4UI

  14. Name: greydragon70

    Preview Video:

    Download Link: https://www.dropbox.com/sh/2xll2czhgj5n0st/AACYbhlVNPV1eFDL7J9cn0E7a?dl=0

    Details: Video is in one part, 10 minutes long. Footage is 269MB.

    You may not remember me, I sent you the Interplanetary Golf Cart delivery system for your "Last Project" series.

    So, I know you said 25 mins to an hour of footage. Instead of dumping all that on you I present a fully edited video ready for commentary.

    Take a look, if you still want the raw footage let me know. I can arrange that.

    [email protected]

    CEO Jolly Roger Aerospace

  15. Great mod!!! I love it but, every time I update it every craft that has weapons on it gets locked and I can't access them. You updated it so often, which shows that you care about it but every time I loose my craft. Is there something I'm doing wrong or something I can do to avoid this??? Help!!!! I love this mod, I even used it in a video on youtube, but if this keeps happening I will have to stop. It's just too much work to remove everything or modify the craft files when you update almost every week.

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