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Kryten 2X4B 523P

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About Kryten 2X4B 523P

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    http://krytensremakes.blogspot.co.uk/ - my retro remake games site
    http://krytenskerblog.blogspot.co.uk/ - my kerbal blog

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  1. Start by lowering the damping options on any robotic parts such as hinges / pistons / servos that have them to zero. if that doesnt cure it move onto reducing the spring / damper settings on the wheels and / or landing gear. I had exactly the same issue with a truck based fuel bowser / isru / mining rig (3 vehicles) that would kangaroo all over. with a bit of tweaking it doesnt do that now.
  2. All stock - those suits came with one of the expansions IIRC, you can change the colour they light up with in the suit RGB sliders. Theyre only available for the Jeb, Bob, Bill & Val i think.
  3. I havent played for ages, currently in isolation die to this virus. So I went to the mun.
  4. These new fangled propellers are ushering in a new era of flight..
  5. Solar powered electric prop. V lightweight at just under 1.6T, top speed of 57.5ms with a static pitch prop.
  6. Been playing with props and light aircraft - learning a lot. First attempt at a single engine, design - low powered but flies quite nicely. Lots of trial and error to get it working, and Im sure I can get some more speed out of it. Currently cruises at 60ms on the lowest engine size / power setting - which also sips fuel. Also had a go at a twin engine design. Initial test flight to Island Airfield pictured. Current iteration has boosted power (5% engine size / power), three blade props with variable pitch and a top speed of 166ms - which cruises quite happily at 7
  7. Hi folks Ive been tinkering with props and think I have enough info to get folks started on building a single engine light aircraft, as in the picture below. Here's a pic in the assembly building with some pertinent info: First up, engine: These are massively overpowered for the application at hand. Under "Motor Size and Output" drop this down from 100 to 1. Yes, seriously. This will allow you to run the engine at max torque & RPM without it twisting the plane over. It should go without saying, but the more powerful the engine, the more tor
  8. Mapping rotor torque to the Translate F/B axis group seems to work as a vertical control, although a bit awkward on key controls.
  9. Well, this looks awesome and no mistake. But with giving us a reason to visit bodies outside of Kerbin space, are we going to get an in-game method of planning transfer windows rather than rely on mods or external websites? Ditto something like KAC. Both could be tied in to a revised upgrade path for both mission control and the tracking station, having missions to put telescopes in orbit to discover other worlds before visiting them (alt use for the asteroid tracker?) or similar. Anyway, really looking forward to the DLC, quiite annoyed now that I wont be able to play f
  10. Took me about 4 hours, many reloads and step by step referencing to a tutorial video. Most satisfying feeling ever when it finally all clicked.
  11. ooh, the possibilities for modular base building just went up a notch or ten!
  12. It does take practice, just like docking. Veering is caused by a combination of factors including braking too hard. Tipping usually means your landing gear are too close together (think wide triangle as ideal) or mass shifting from side to side on the landing gear suspension, especially over 4T for the LY gears. You can bleed speed off by cutting all thrust and circling the landing area or performing a series of banking turns to get to the desired airspeed before final approach - but that's where having the right amount of lift comes in. For a 4T plane, aim for at least 6 lift minimum fro
  13. Going disagree somewhat on this - perfectly feasible to do the kind of plane you describe with 27 parts (no chutes) and a little creativity, as per screenshot. No part clipping, service bay, structural fuselage or LFO Mk 1 needed. Barometer and Thermometer are mounted on the nose. Twin Juno (one intake) , 3x LF Mk 0 tanks, 3x mat bays and 3x mystery goo, uses the LF tanks as the tail boom, no elevons (tail plane at rear does pitch, tail planes mounted on wingtips give roll and extra lift) Weighs in at 4.9T, ugly as sin though. The only real limiting factor is the starter landing gea
  14. IRL, smooth side facing the direction of airflow, as the pic Geonovast posted above. in KSP - doesnt matter.
  15. Stock "Alarm Clock" Stock Transfer Planner / way to teach players how to do & plan interplanetary transfers Stock way to put together planetary bases & space stations in a simpler modular fashion - ie module cradles, telescopic legs that lock at a specific height, docking clamps that can lock to a position etc. Current landing legs are limited and way too clunky for base useage. Stock KIS / KAS variant so we can run pipes / umbilicals for refuelling rather than a hard dock Some rotating parts - ie spindles for station rings. Small selection of stock propeller
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