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2001kraft

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Everything posted by 2001kraft

  1. Koeing 747-9F Launch System I'll begin with the base craft, the 747-9F: Boeing 747-9F: Pics: Craft info: 332 m/s top speed 77 m/s take off speed 107 m/s max. landing speed 75 m/s min. speed 73 m/s stall speed 1 for flaps 2 for ladders 3 for fuel cell array start 4 for fuel cell array stop 5 for cargo bay 6 to undock B for airbrakes / brakes Craft features: Tail lights, wing lights, landing lights; Proper ladder array, with support for air stairs; Epic take off / landing views; Large cargo bay. Craft notes: No ground steering. Next comes the Stearwing D50 craft. Stearwing D50: A Stearwing D45 with no drop tanks, LF+OX fuselage instead of cargo bay, cargo bay instead of crew module. Flies like a D50, except has fixed ladder. Pic: Next is the launch system itself: Koeing 747-9F STS: A Koeing 747-9F with a Stearwing D50 on it. Same stats as 747-9F, except not land-able unless the Stearwing is gone. Pics: Tutorial: Step One: Press 1 to engage flaps, lights optional. Take off. Step Two: Keep the craft pointed at 10 degrees and 10 degrees only up until 6,000m, then let it rise on its own. Step Three: After you reach 10,000m, press 6, and then right click > decouple node on the docking port. If you don't press 6 it violently explodes the tail. I don't really know why. Step Four: Press 5 to close the cargo bay. Just like a normal SSTO, keep flying until you reach orbit. Don't use full throttle. Stage when intake air is depleted, avoid asymmetrical cut off.
  2. I did it. Will post later today.
  3. Thanks for the idea, I'll make a launch system with it!
  4. I don't know what I just made but it actually flies and it may very well be the first proper double-decker built in KSP. Download here. Pics here: Craft info: 302 m/s top speed 73 m/s take off speed 109 m/s max. landing speed 68 m/s min. speed 68 m/s stall speed 1 for flaps 2 for ladders 3 for fuel cell array start 4 for fuel cell array stop B for airbrakes / brakes Craft features: Tail lights, wing lights, landing lights; Proper ladder array, with support for air stairs; Epic take off / landing views; Probe core for science / engineer-only hauling (is default control module). Craft notes: No ground steering, sorry lolz. Enjoy!
  5. Apoapsis of 500k km, periapsis of 118k km. As soon as you enter atmosphere, get out, do the report, get back in. Done. Be super quick.
  6. Sorry for your grandfather, Ted. Stuff happens, nothing you can do about it.
  7. Would like to ask to get a poll removed from my mod thread! Link in sig.
  8. I may be the dumbest and blindest person alive, but I can't find where to remove the poll from my mod page. I visited every single corner of the thread settings but I can't find it.
  9. I decided to remodel the tube. Thankfully, I don't have to do any config writing! All I have to do is change the name in it.
  10. A TRUE CAVEMAN DOES NOT LEAVE HIS HOME WORLD! I will visit the Kerbal biomes and get science from there, because why the Kraken not? I am not sure if it's possible or not, but who cares, for a true caveman does not need the tasty wiki page to satisfy his hunger for science!
  11. How did you get the white rep?

  12. Update 1.5.1 is released! Fixed entryCost numbers and removed a useless, empty folder! Sorry, lol.
  13. Hi! I am working on re-balancing in the 1.5 update, as-well as tech-tree integration. Spudman is right, glass shouldn't be heavy but should have low crash tolerance. The bigger the piece, the lower the tolerance, and vise versa. As of the melting point, it is high on purpose. You can tweak it down if you want to, but the original mod will stay the same. Because there is more surface to heat, the bigger the panel, the higher the melting point. Currently the temperature is in Kelvin if I'm not mistaken, so it's not as absurd when you think about it. lol. - - - Updated - - - Update 1.5 is released! All parts have been rebalanced. Glass tube now has fuel crossfeed capabilities. TechTree integration. Enjoy!
  14. VERSION 1.4 IS FINALLY RELEASED! Finally, through sweat and tears, I bring you the glass dome. Fixed a few dozen game-crashing bugs, apparently config files are touchy. Removed Readmepls file. No need for it now. Enjoy!
  15. Can't. Just.. no matter how hard I try it doesn't obey, the results are very random. I'll try figuring out the config file method. - - - Updated - - - after editing the config file, it worked: but (and however) the nodes are off. That is the last problem I need to fix before I'm done with this. - - - Updated - - - Tweaking the position of the model. Looks like I'm very close to it.
  16. Ok, the exporting is solved. The collider is also solved, what I did was make 62 connectible boxes, and surrounded the original mesh with them. No actual changes to the way things attach, etc., but definitely solved the collision mesh problem. The nodes are sorted out, too. Looks like it's just down to rotation now.
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