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whoshotdk

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Everything posted by whoshotdk

  1. Gotta hand it to those Dusters; they'll turn that valley into a garden one day soon! To inspire you to do the Rocinante, just in case you haven't seen this already... Author: https://plus.google.com/+JohnReiher This isn't a bump due to lack of interest. Really, honest. It's more like a small mole hill in the neighbours garden. Totally SEP.
  2. @klond Unbelievable; I was just loooking at that very craft from KerbalX an hour or so ago. Tab is still open, i'll download it now! For me, it was the blades that made me say "hey, i'll download that". Keeping the weight to a minimum (your use of proc struts) whilst maximising wing tip speed and keeping it all pretty at the same time - you got that in the bag. Pleased to hear the bearings are holding up on the Hummingbird; they're definately not all mine - @Jon144 gave me the idea to use those structural panels as a bearing cage. I just figured I could flatten his version somewhat. Those control surface shrouds aren't just pretty; they enable the craft to do a fairly decent un-powered glide too! Thanks for looking. @klond HOLY CRAP That heli is awesome. And one engine driving both rotors down the middle is frickin genius! Waay easier to handle too. Anybody who hasn't seen it already; download the very impressive supersonic helicopter by klond, right after you download the Hummingbird ;-)
  3. ReMeMber the KANTERBURY ! Ice Hauler from The Expanse; Stock Kerbalified. Oye Beratnas, Kanterbury be chowing A'rocks all cycle long. The SAS is pomang kaka so use your RCS for fine navigation, sass? Kewe to pensa? For the Earthers: This is a sort-of-replica-what-I-call-Kerbalified-version of the Pur'n'Kleen Ice Hauler Canterbury, from the series "The Expanse". While it's designed to look (nearly, but not quite unentirely) like the ship its based on, it is at The Expense of making the thing work reasonably efficiently in KSP. So, part count is a low, low 200 It's those damnable RCS ports. I've kept everything else to a minimum to keep that count down; there's plenty of room for improvements on this vessel if you've got a computer to handle it. This thing will probably accommodate at least four Class A 'roids, maybe even six but for now there's just two grabbers. With the launcher this comes in at pretty hefty 372 parts. Fortunately by orbit you'll have ditched 172 of them. Mechjeb can get this thing to a circular 250km orbit without too many issues, though you will need to help steer the nose to the correct heading a little if it starts to tilt away from it. Don't forget to 'Control from here' on the command core (as pictured) before launch! CONTROLS AG1 Toggle Clamps AG2 Toggle Drill AG3 Toggle Drill Harvesting AG4 Toggle Solar Panels DOWNLOAD Kanterbury.craft 238Kb DOWNLOAD (craft with launcher) KanterburyLauncher.craft 459Kb Have fun, oyedeng!
  4. @selfish_meme My initial tests were indeed with four Juno's attached directly to each engine mount, blowing much closer to the drive-plates (the heat shields, tho at the time, solar panels). It worked, but I was getting more wing/engine collisions than I liked when the craft was flown under stress. Offseting the engines down from the wings to fix that just made the thing look too untidy and "tall". Moving the engines outside the radius of the rotors avoids those collisions completely and makes for a fairly slimline and minimalistic rotor mechanism. This allows the rotors enough room to actually flip upside down in their bearings; not optimal for flight, but the point being is they don't just fall off the craft if you fly it like a maniac.* Of course I'm losing a ton of power this way, hence the swap for Panthers and the heatshield drive plates - the Panther's kept melting my solar panel plates! @selfish_meme @qzgy Quadcopter? Individually scripted rotors? Don't tempt me Frodo! It's my first bearing / rotor craft so it's totally possible I missed a trick or three. I'd really like to see @Azimech or one of the other rotor experts take a look; I'll bet the craft would fly so much better with an expert's input. Thanks for taking the time to reply and for the likes. Means more to me than it should * No guarantees they won't just fall off the craft.
  5. HUMMINGBIRD Stock propellor VTOL/HTOL Gyroplane* * I've no idea what this would be classified as, so I'm guessing it's that. A stock, 106 part turbo-jet powered dual propellor VTOL with the ability to fly like a plane too, so you don't just fall out of the sky when you run out of fuel. FLIGHT It's really like controlling a normal jet-engined craft, no vessel switching and with so little engine wobble as to make a brave kerbal weep. Simply stage, engage SAS, throttle up and fly. She does have a slight tendency to tilt backward (the CoM really should be shifted forwards) but meh, it keeps you on your toes this way. In forward flight, you can switch off the rotor engines and fly like a plane but getting those rotor engines started again can sometimes be a bit temperamental! Give the plane a little shake if one or both of the rotors fail to spool up. And do it quick! CONTROLS AG1 Toggle forward engines AG2 Toggle forward engines dry/wet AG3 Toggle rotor engines AG4 Toggle rotor engines dry/wet DOWNLOAD Hummingbird.craft 164Kb Hope you have fun with this. If you've got any questions about the craft, I'd be happy to answer them, most probably at great length and ksp-nerdiness.
  6. Hello I keep vessel specific notes (ascent details, action groups etc) in each of my vessel's descriptions and it would be useful to have that info shown in a window during flight instead of hastily-written-back-of-envelope notes cluttering my desk. So I thought I'd spend 10 minutes making a quick plugin that shows the active vessel's description in flight. Several hours later, I've got a window to show up and display the vessel's name. But nowhere in the API can I see how to retrieve its description. I rather think it may not be accessible. So my thought was, maybe I should read the description from the active vessel's .craft file directly. So I have this as part of my code: [font=Menlo][color=#444444]ShipConstruct[/color][color=#444444]ship[/color][color=#444444] = [/color][color=#009695]new[/color][color=#444444]ShipConstruct[/color][color=#444444] ();[/color][color=#444444]ship[/color][color=#444444].[/color][color=#444444]LoadShip[/color][color=#444444] ([/color][color=#444444]ConfigNode[/color][color=#444444].[/color][color=#444444]Load[/color][color=#444444] ([/color][color=#444444]FlightGlobals[/color][color=#444444].[/color][color=#444444]ActiveVessel[/color][color=#444444].[/color][color=#444444]vesselName[/color][color=#444444] + [/color][color=#f57c00]"[/color][color=#f57c00].craft[/color][color=#f57c00]"[/color][color=#444444]));[/color][color=#444444]vesselDescription[/color][color=#444444] = [/color][color=#444444]ship[/color][color=#444444].[/color][color=#444444]shipDescription[/color][color=#444444];[/color][/font]Those three lines are what I've cobbled together after a few hours of hard Googling. However, the in-game debug reports the craft file is not found. Furthermore, I know this is bad as the craft filename is not necessarily going to be the actual craft's in-game name. So, TL,DR; Is reading directly from a .craft file the best way to retrieve a vessel's description? If so, how do I get the active vessel's filename (and full game path if I have to pass an absolute path instead of a relative one) ? Or is there a description property hiding in the API somewhere I can just grab? Any help would be much appreciated! Dave
  7. You guys are too kind - thanks for all the love!
  8. Best played on a flat surface (i.e Runway) by two players. A video paints a thousand pictures so; DOWNLOAD You might need to right-click that link and use 'Save As' or similar. CONTROLS [0] Release pins (do this at start of play) [1] Lane 1, Ball 1 Release [5] Lane 1, Ball 1 Bowl / Shoot [2] Lane 1, Ball 2 Release [6] Lane 1, Ball 3 Bowl / Shoot [3] Lane 2, Ball 1 Release [7] Lane 2, Ball 2 Bowl / Shoot [4] Lane 2, Ball 2 Release [8] Lane 2, Ball 2 Bowl / Shoot NOTES You can turn your ball after bowling it, though it’s (intentionally) difficult to aim Release each ball before you bowl it. Don’t release them all at once as they have a tendency to roll along the lane. Switching vessels through all those pins is a PITA, so: After releasing your ball, switch back a vessel generally takes you straight to it. After your bowl, switching forward once or twice generally takes you back to the game vessel so you can release the next ball. This applied to me anyway, with no other vessels in range of the play area. Have fun and leave me some love (rep) if you like!
  9. I imagine the tanks are made of the new drill parts? Its the only yellow part I can think of What I'm curious about is the perfectly circular solar panels!
  10. I made a base like that a while ago, I think I might convert it to a refinery now!
  11. Thanks for the kind words! I've now included a direct download link to the MP3 in the original post.
  12. Thanks! You are most welcome to use the song wherever you like. You wouldn't happen to be the same Xacktar of the 'Shoop da Whoop' Starmade vid? I just finished watching that to find that you (?) have just replied to this thread. I'm freaked out lol.
  13. This is a most excellent idea! In addition, I think it would be nice (though perhaps difficult to implement) to have the ability to label seperable parts of ships whilst building. I.e with an Apollo style Mun craft made of three parts separated by docking ports - launcher, LTV and lander, each section could be labelled appropriately, even named too. A more concrete example is the Soyuz on re-entry; I leave the Orbital and Service modules in orbit, both of which typically get the name 'Soyuz Probe' or 'Soyuz Ship'. If I want to dock/rendevous another craft to one of these later, I have to switch to them first to identify exactly what part of the original ship they are.
  14. Thanks for all the kind comments folks! Skepticon, special thanks to you - though I was aiming for a Star Trek replica
  15. Damn I forgot to add those! I do have a Gorignak rock monster stashed on board though
  16. Listen: https://soundcloud.com/whoshotdk/kerbals-have-won Download: http://whoshotdk.co.uk/KSP/Audio/KerbalsHaveWon/KerbalsHaveWon.mp3 I had a couple of hours free so I dug out my trusty M-AUDIO keyboard and Logic Pro and made this little musical tribute to the best game ever created. I call it “Kerbals Have Wonâ€Â. I don’t have the musical ability of others on the forums but I can knock out a few chords and after a few false starts got to grips with looping and track manipulation in Logic Pro. I haven’t done processing / tidying / whatever at all on this track so it’s a bit rough, but I’m happy enough with what I’ve accomplished. Anyway, I hope you enjoy!
  17. Gets frozen cat. Inserts yesterday.
  18. I hope this ship needs no introduction; this is the NSEA Protector from the cult sci-fi comedy film Galaxy Quest. Comes complete with detachable ‘Command Deck/Bridge’ spacecraft. I’ve had to make a few design concessions so consider this a ‘Kerbalised’ version of the ship. DOWNLOAD You might need to right-click that link and use 'Save As' or similar. NOTES You’ll need to cheat this into orbit with HyperEdit or similar. She should hold together on the surface so ‘Hack Gravity’ should not be needed. Main engines are limited at 50% thrust as anything more upsets the delicate COM/COT balance. SPECIFICATIONS Delta-V: 4,304m/s Mass: 202t (including Command Deck) Dry Mass: 50t (including Command Deck) Part count (including Command Deck): 175 CONTROLS [4] Toggle antennas [6] Toggle internal lights [7] Undock/decouple Command Deck/Bridge [8] Toggle aft docking port doors (at rear) [9] Toggle docking bay doors [0] Undock/decouple docking bay port Please enjoy the ship and leave me some love (rep) if you like it!
  19. I just looked in the 'fairingSize3.cfg' file in GameData/Squad/Parts/Aero/fairings/ directory. It contains a line 'maxRadius = 6'. I changed that figure to 16 and was able to get a huge radius in-game. Furthermore, after saving the craft and then resetting that value to 6, the fairing remained at the huge size (until edited) - so it looks like its possible to share your craft with huge fairings with others who do not the 'maxRadius' modification! Thanks for all the kind comments!
  20. I did not know that panzer! Hence the small size How do you get bigger fairings?! The size you see here is what the SPH seemed to cap me at.
  21. Thanks for the comments! Yellowburn10, the saucer is indeed a fairing, 3.75m size. I'm not the first to use a fairing for a saucer, Zucal did it first (I think) here: http://forum.kerbalspaceprogram.com/threads/119208-Star-Trek-Enterprise gmiddlemass, I didn't even attempt to get the COM/COT balanced on this; the TWR is fairly low so a few reaction wheels clipped inside the secondary hull are enough to keep it straight and true
  22. Hey Mad Rocket Scientist, use a fairing over the main body to get the correct shape of the core stage, I think it works well!
  23. My third Star Trek build (this is becoming a habit); this is the U.S.S Excelsior, captained by the one and only Hikaru Sulu (George Takei). Much sleeker than the Enterprise and faster too; though this one has only Aerospike ‘Impulse’ engines - the Transwarp drive “won’t be installed until Tuesday†I’ve had to make a few design concessions so consider this a ‘Kerbalised’ version of the ship. Her not-so-spacious docking bay contains a small science shuttlecraft (requires a single Kerbal to pilot it). DOWNLOAD You might need to right-click that link and use 'Save As' or similar. IMPORTANT STUFF She won’t hold together within an atmosphere so getting into orbit will require a tool such as HyperEdit. The ship will likely explode under her own weight the first time you launch, so using the F12 debug menu, switch on ‘Hack Gravity’ then re-launch. Once you’ve gotten into orbit you can then ‘Unhack Gravity’. The game will probably have the saucer mounted Cupola set as the default control point. To get correct navball alignment, you’ll want to ‘Control from here’ on the RC-001S command module which does double duty as the deflector dish located underneath the saucer on the secondary hull. The ship has a little wobble. I’m sure more struts would help but I like a low part count! SPECIFICATIONS U.S.S Excelsior Delta-V: 4,791m/s Mass: 125t (including Shuttle) Dry Mass: 29t (including Shuttle) Part count: 111 Part count (including Shuttle): 158 Science Shuttle Delta-V: 2,080m/s RCS Delta-V: 313m/s CONTROLS [4] Toggle antenna [8] Toggle primary docking port (at rear) [9] Toggle docking bay doors [0] Undock/decouple docking bay port Please enjoy the ship and leave me some love (rep) if you like it!
  24. I'm very glad you are enjoying the craft DMSP; never have I had such a response to one of my creations. I'm quite interested to hear about your cargo/mining operations!
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