Tyr Anasazi

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About Tyr Anasazi

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    Bottle Rocketeer

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  1. Sure! I will release it as: 1) Complete system with all the current and projected trimmings 2) The cannon with 2-axis rotation 3) Just the fixed cannon Last time I looked, the part count for the whole system is somewhere between 550 & 600.
  2. Hey guys, I'm really sorry for disappearing, but this project has taken me on shall we say... a few tangents. The Kraken has followed this project every step of the way, and it has not been kind. Many, many explosions have occurred. As I mentioned above, I decided to make a tank-esque mobility system for my gun which included a 2-axis gimbal/ turret. Turns out making functional and practical stock turrets in KSP is tricky, to say the least. Again, many many explosions. Oh yeah and tanks which behave like tanks are hard too. It took many hours of work but I dare say that the craft is approaching completion. I won't upload the craft it until I've finished a short film about the project, so please be patient. Soon! I am pleased with my 2-axis turret which has proven to be resilient enough to carry and stabilise a cumbersome gun on a fast moving vehicle. Just like a tank, the turret is able to keep the gun aimed at a fixed point as it manoeuvres over terrain. I have successfully fired the gun from the tank both stationary as well as in motion, at all angles. Kraken loved this part of the development and ate my tank many times. However, even the Kraken is no match for diligent and patient testing. *Everything* is still subject to changes but here are a couple of photos and a GIF which give a small taste of where I am now and what is to come:
  3. Hello guys, I have finally completed the 2-axis turret as well as some refinement to the gun. I am pleased with the result. My next task is to mount it onto a vehicle. Here is a screenshot of the latest version:
  4. As in all guns, the mechanism involves a sudden release of potential energy, which is transferred from the gun to a projectile of smaller mass, causing rapid acceleration. (all will be revealed I promise) I am currently a little bogged down in development of what I consider vital accessories, namely a 2-axis turret and mobility platform. Any new craft may (or may not) be compatible with older or newer game versions. It depends on the parts used.
  5. It works fine without Mechjeb - you just have to use the nav ball to aim.
  6. This is a stock space cannon which can lob 2 tons into space at exit velocity. Velocity exiting Kerbin's atmosphere is greater than 4.8km per second. With lighter payloads I have achieved up to 15km per second which is fun, however for this project my focus has been on making a reliable gun which can be used for practical purposes. For one thing, in order to operate at such high velocities it is necessary to activate "ignore max temperature" in the debug menu. Highlights: The cannon's firing elevation is adjustable to within one tenth of a degree (Mechjeb SMARTASS works very well for gun control although it's not required) It is possible to aim at and hit the Mun, or potentially other planets The payload can be increased for a reduction in velocity (for example as an easy way to lob payloads into high suborbit over Kerbin). The gun makes a satisfying BOOM when fired. I have tested it with kerbals in the payload and they are able to survive acceleration from 0 to 5km per second in <1 metre (which is a lot of g's). It is possible to fire the cannon at 0 degrees elevation and the payload will still achieve exit velocity at more than 4.7 km per second. This project is not yet finished. When it is, I promise to upload the craft. Things left to do: Enable non-exploding large payload shots into Kerbin suborbit - preferably without debug cheats Mount the whole thing on a vehicle - because who wouldn't want to have a manoeuvrable tank which shoots useful payloads into space? Potentially mount the thing onto a space ship too (LOL) Make a video or at least a GIF animation - because this thing is actually quite entertaining to watch when it goes off Until I am done here are some images:
  7. Tyr Anasazi

    Round-Kerbin Planes

    Spinner M2 can fly at 5000m at mach 2.1 until the cows come home or you get bored watching. https://kerbalx.com/Tyr_Anasazi/SPINNER-M2
  8. Hi, I think that my placement of the forward wheels can be tuned to relieve this fun feature. During takeoff run it will lift its tail, you need to wait until it's going pretty fast before giving it a little pitch up - or wait until it flies off the runway then pitch up. Personally I use mechjeb and set the pitch angle to 10 degrees. If you are using stock SAS, you might find that it "bounces" as you try to pitch up. Try hitting space when it bounces to jettison the wheels and it should take off.
  9. I think it's fair to say Spinner exceeded my expectations:
  10. Spinner is the gift that keeps on giving. More than 600 m/s level flight achieved today. Mach 2 is getting ever closer for this X-plane
  11. UPDATED: Mach 2.1 level flight! Spinner M2 is the result of MANY hours of building and testing, rebuilding and testing again and a bit of blind luck. Thanks to Squiddy and others who have posted guides and shared their craft - I wouldn't have started this project otherwise. Max level speed is 705 m/s (Mach 2.1) at 4500m altitude. It can maintain this speed indefinitely. I have observed the craft moving at 620 m/s, mach 1.8 in a dive. The craft doesn't handle high G's well so manoeuvre slowly. I use Mechjeb's SMARTASS for control. Spinner M2's great top speed is partly due to extreme prop blade pitch. Because of the high pitch, max thrust is achieved only at speeds greater than 450m/s 475m/s. In order to reach this initial speed, the pilot must first climb to 5000m 6000m, then perform a shallow dive to approx 2000m 4000m to reach 475m/s. From there, level off to 0.1 degrees pitch, switch to each propeller in turn, select the propeller blades and reduce the Authority limiter from 120 to 80 (unfortunately this can't be done using action groups). From there the craft will (slowly) accelerate to Mach 2 and climb to 3900m 4500m. Craft Files (KSP 1.4.3) Spinner 566 Craft file: https://kerbalx.com/Tyr_Anasazi/SPINNER-566 (Mach 1.7 version) Spinner M2 Craft file: https://kerbalx.com/Tyr_Anasazi/SPINNER-M2 (Mach 2.1 version) The changes made to Spinner 566 to make it go faster were strakes instead of wings, moving the blades back, and adjustment of blade authority limiter in flight. CHALLENGE: Spinner M2 still has lots of potential in my opinion. Please take this craft and modify it. Try different blades, blade position/pitch, different wings, play with the bearings, whatever you think could improve it. I would like to see who can achieve: Highest top speed (Gold star for Mach 2, platinum star for Mach 3) Highest altitude Better high-G stability Possible integration with ion or Nervs for SSTO Testing on other worlds Multi engine builds
  12. Update: This craft is soon to be Spinner 400 as today it is flying sustained level flight speed in the high 390's!
  13. 23 tons Part count 186 Total 60 large reaction wheels in 2 contra-rotating engines Total 60 RTGs Bearings: Stayputnik and M-1x1 structural panels 4 x elevon 3, 8 x elevon 4 Spinner 377 is still experimental. When the project is complete I will upload the craft to Kerbal X. Meanwhile, please enjoy these images of the craft in flight and in the VAB: Spinner 377
  14. Tyr Anasazi

    Post Your Cinematics Here! (Cinematic Enthusiasts)

    While designing and flight testing some demanding designs I decided to make a film showcasing them, then saw some videos by Stratzenblitz75 which were so visually great and entertaining (alongside many rather boring showcase videos by other less artistically inclined kerbals). I invested some time installing visual mods and my KSP experience has really improved. I'm no pro but this is the story of my craft building so far, I hope you like it. HD & good speakers or headphones recommended