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razgriz86er

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Everything posted by razgriz86er

  1. maybe if i practice using your airwolf i might be able to beat "Airwolf" for the nes.
  2. i wish it were the conductive heat from the bits in front because there would be something i could actually do about it. remember those bits took 2000 heat before the bits in front even started to take 600. and by the time they exploded your craft is going much faster with consequently more acceleration since you lost .4 tons i get it, parts don't take uniform damage and that spreads out the Micheal Bay effects but at the same time the tail connectors are taking a factor of 6 times more flux. and that is constant of any parts thrown on top of or around a tail connector. now if you actually get this part into space you're golden since aerobrakes will keep the fluxs from going out of control *on reentry*. so for now i pull up from 800ms at 20degrees to 30 degrees pitch and lose nearly 400ms dv for a part that serves me no purpose but to look awesome. where as normally id like to take 1,200ms at 20degrees before pulling up.
  3. the tail connector's flux is in the tens of thousands where the other parts are at most 4000... tail connectors and nsc adapter nosecone suffer way too much. the nsc adapter is so much worse i had to replace it with a fairing. i've placed gigantic heat shields on top and below of the tail connector. covered it in solar panels. had it touching nothing but the pod. hooked up way too many struts. attached cubic octagonals over all surfaces.. none of it shields or hurts how it heats up im in normal difficulty if that makes a difference
  4. my variable geometry ssto. the tail connecter heats up terribly and the ncs nosecone had to be removed all together in favor of a permanent fairing. on the bright side, the fairing holds an emergency parachute and rtg
  5. Awesome planes you have there. I can almost hear the ace combat orchestra flying these. the 1.0 intakes would look great on these.
  6. I got inspired by the Quinjet's cockpit angle making the IVA view seem more reasonable and wanted to try the cargo bay too. funny thing is, i put the doors on the wrong side. on the plus side i fit an atomic engine on the back RSC aid says this is balanced full to empty forwards and up.. but the cargo bay doors/walls being wings makes for some odd flight lower in the atmosphere congrats on another great creation rune and thanks for the inspiration. http://i.imgur.com/Ap6qery.png
  7. excellent car you have there! minimum parts and maximum coverage with style to boot. though you wouldn't happen to have a cargo ssto able to take that to the mun would you?
  8. the boats are from the Kerbin Side mod. it adds several places to land / explore. *not just boats*
  9. .25 is here and finally my updated F-14ish craft is too. Also wanted to try out the Kronal Vessel Viewer 1 mod was harmed during the making of this craft Magic Smoke Industries - Infernal Robotics if someone can cast magic to make a pure stock f-14 with variable geometry I'd tip whatever hat I'm wearing to you. the craft doesn't "need" the swing wings until it comes time to land on a short runway such as a carrier. This F-14 may not be FAR compatible but definitely NEAR compatible, as FAR destroys the swing wing motors. 4 basic jet engines and 4 RTGs clipped for COM/Fuel balance, though having the extra power is neat i suppose. Balanced so well i made a VTOL version for giggles *pics included in gallery because it wouldn't have happened without them*. 2 cockpits clipped to a strut for the overall look of the craft. .25 took away some of the control surfaces I used so coming up with a new wing after so long was sorta painful. I'm still hunting for a better suited wing. for now i put a few disabled control surfaces on a basic wing. *enabling control surfaces also enables flappy bird, no way around that* Danger Zone.
  10. isn't this the internet spaceship that costs 2400usd? and you're just letting anyone download it free of charge as long as they own the base game. simply ludicrous
  11. no mod parts and deliberately didn't use the fuel balancer. 2nd pic looks like i used the gear but in truth the gear would have raised the craft up to 70m. several edits were needed to the original design like the drastically lowered tail plane and swept the wings back in the editor *missed robotics parts for this since this is a stock challenge *. getting 13 flying tons under a ""''bridge"""" wasn't easy and i wouldn't have even attempted if you didn't suggest it was possible. At least their isn't a requirement for IVA... yet looking back i should have rebound my screenshot button to select instead of using my nose to hit f1. sorry this isn't in video *cpu is too weak* and it took 5minutes and a second anyway so no records smashed here, this is just for imaginary achievement points.
  12. i like this look quite a lot! such scifi, much fast and agressive. the one thing id change would be using an adapter from s2-2.5m
  13. the KSS Kestrel claimed the most lives without ever sinking. k-14s, k-18s, bomber vtols, didn't matter they'd all bounce/explode off in pieces along its invincible hull. the thought that i could land directly on the lower decks didn't help either. though those lost didn't die in vein. they paved the way in flight techniques and advancements in design ( http://imgur.com/KFvdPTX http://imgur.com/VU3PwnI )
  14. advanced advice ~ put your center of thrust through the center of fuel. then balance the Center of Mass around both. keep in mind fuel needs to be drained equally on either side of the center of fuel to maintain balance. arrange fuel lines accordingly. no reaction wheels are needed, though they are handy counter weights with a compact size for half a ton. if fuel balance can't be achieved using fuel lines perhaps the TAC fuel balance mod would fix it. also the editor extensions mod is handy for finding the dead center of a fuel tank. handy for setting up vertical engines along the center of fuel. as for the craft you posted~ the engines and fuel seem to be in the right place in relation to one another *where front to back is concerned*. its just the center of dry mass seems to favor the 4 jet engines. with the engines being so far below the rest of the craft without anything balancing the weight above it will create a chronic pitch down while the forward jet burns. hope that advice comes in handy just in case there's a MK.II
  15. i love the winglets on the f-22! great use of tweakables.
  16. id say vtol isn't about sas, though sas is a nifty half ton counter balance. full fuel to empty fuel vtol is about balancing center of dry mass over center of fuel http://i.imgur.com/vCJOqev.png this would be an example of an ssto vtol that stays balanced full to empty since the vertical engines and dry mass are over the center of fuel (i count the fuel tanks behind the cockpit as dry mass since the craft was balanced with them having 0 fuel also they launch dry as well). though balancing engine thrust between two or more engines is another way of getting around that to a degree http://i.imgur.com/coaRjCX.png the vtol balance is perfect though the forward thrust is a tad bit high due to the vertical engine being slightly below the center of masses. to fix this i simply cut the thrust on the two upper engines by 10%. a trick to finding out where the vertical engine's thrust lays is to temporarily cut the thrust of the forward engines. by doing this you don't shift the mass of your vehicle. applying the same trick to fuel tanks can show you if your fuel is truly balanced as your craft burns. ( COM should remain static at all fuel levels ) TAC fuel balance mod is very handy as fuel lines can't solve every problem. also the Editor Tools mod can find the dead center of a fuel tank. useful for placing vertical engines at the center of fuel. *disclaimer, this way of balancing doesn't count for Center of Drag/lift so high vertical speed may and most likely will cause unintended explosions* and since this is a show off thread~i figured landing on an antenna on top of a building not just once but twice would be a good show of skill and design
  17. i took my old vtol ssto plane and reworked it. basically i jammed 2 copies on the wings, slapped on a coat of paint and called it an air show. i was curious to if this would work better or worse than the original 1. for the most part it worked the same as the original except for engine staging in air breathing mode i staged the engines to start off with all 3, cut the center to keep 2 lit in the upper atmosphere and finally cut those two and just reignite the 1 on full. would this count as 1 ssto or 3 ssto?
  18. painting structure parts would be awesome. also id like some invisibility paint to make my vtol ssto air show a little less obvious.
  19. on kerbin this gets 12 miles to the gallon.. but since my kerbals work on the mun they just kick the car on the bumper and cruise to work. 2 seats 2 exhausts and 2 speakers for 8 times the fun. not sure why i installed wiper blades, its not like it rains on the mun right? i hafta say getting this on the mun was about as hard if not harder than landing a full 2 floor house there. though all in all totally worth it since the car blends so well with the surroundings. i boxed it all up for anyone that wants it. https://www.dropbox.com/s/sm248b8eq9b83ag/A%20Kerbal%20Present.craft
  20. This 2 seat SSTO is also a VTOL for gravity levels of Duna or less. the VTOL engines should be balanced the entire flight. the engines are fixed over the center of variable masses with the COM centered over that mass as well. full or empty the COM/COL shouldn't create unpredictable controls in atmosphere. it uses the tweakables system to achieve a fuel mix optimized for getting into orbit around kerbin. the control surfaces have been tweaked as well. sadly i wouldn't say this is an easy craft to put into orbit since it uses a 1-1 intake to engine ratio.
  21. not sure exactly how close you wanted to get to the actual shuttle without a real set of gimbal engines~ but i got this to work despite the heavy restriction. you will need to fly this using the velocity indicator instead of pointing the nose straight up. drop the "SRBs" at 10,000 *there really should be a longer lasting SRB* they wont burn out but no worries the fuel in those tanks have long been used up. then pitch the nose to around 60* the force the sas needs will eventually be greater than what it can produce when this happens pulse #2 action group until that engine is no longer needed. shortly after you will run out of fuel on the external tank. hit stage and action group #5 and 6 to open the cargo doors and remove the engine adapter. decouple the nuke engine and dock it to the rear of the shuttle as quickly as possible. once docked you will need to stage the nuke to active. continue the burn while holding pitch at 0* until the nuke can finish the ascent without the secondary engine then hit #1 action group to turn off the secondary engines. depending on how well you did you should be able to circularize with the nuke.. worst case scenario you will need to finish the orbit using RCS. terribly sorry if this isn't what you're looking for, but its all I've come up with. that said i hope this does suit your fancy and are able to enjoy the difficulty of this design. https://www.dropbox.com/s/42pwvb2ei4snm7l/Shuttle%20Nuke%20Swapper.craft
  22. i tried to use a fair balance between looking like an f-14 and actually being flyable in ksp. COL is slightly behind COM ~ and COT is slightly under COM the double cockpit makes this build work in more than just looks. 1. room for 2 pilots. 2. puts just enough mass up front to justify the larger wings being up front. mods: b9 for the intakes, magic smoke's docking washer for inflight wing adjustment not quite sure how the last picture happened.. but it did and i regret nothing.
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