Jump to content

Bubbadevlin

Members
  • Posts

    565
  • Joined

  • Last visited

Everything posted by Bubbadevlin

  1. Oh i know, everyone really did do a great job
  2. This is very cool! Some of these replicas do appear to be a little off on shape tho (i am a complete try hard in that respect for plane replicas)
  3. Dang this looks hard.. but also really fun, might do this challenge
  4. not really going to even pretend what some of this math is, but the concept makes sense! Pretty disappointing for stuff like that tho
  5. Uggg.... i hate "cannot deploy while stowed"... freakin ruins half the things you can DO with fairings!! So far out of my testing, the only thing you can actuate inside a fairing, is docking ports (cuz logic) and other cargo bays (also makes TONS of sense!) Anyone know a way around this thing? because I want to have my engine inside a fairing, but in order to deactivate it, the legs must be retracted, something impossible inside a fairing...
  6. Hm.. this looks like a cool idea, i might make a contribution depending on the time i have
  7. I personally dont go to dres because to me, it is so similar to the Mun, and really feels like it is just a interplanetary Mun. Then again, i play sandbox, so its not like i would want to go there for sceience
  8. ITS ALIVE!!!!!!!!!!!!!! Max speed so far is ~160 m/s, With a simple fairing around the legs, and optimization, i have reached over 200 m/s with this beast max altitude ~16km To get around the annoying mass bug, i used the legs being on the rotors. Still lots of optimization and tweaks (mainly making the body of the plane much more aerodynamic). During the past day and 1/2 of testing, i have learned that while the larger landing legs do not appear to have any more power, they have the advantage of being more durable. I have also learned that there is a max "speed" at which the legs CAN push, meaning that the diameter of the engine must be actually quite small in order to have any chance of speed. Landing legs also appear to have a great torque to speed ratio, making larger inclination propellers more beneficial, however over torquing the legs will, rather than slowing the prop down, simpily overstress them. I also have found that the more radially attached legs, the less power per landing leg you get, however the less radial attached legs the more unstable the rotor becomes, making once again, a balance act between power and usability. Having more legs attached side by side, however, is a nice way to add more potential speed and torque, but not too many can be used, as they will start to over weigh the mass of the prop, and cause the instabreak problem to appear. I have also discovered that having multiple crafts inside one fairing bearing is buggy AF.
  9. Tbh i dont play KSP as much as i wish i could, but i was, and still am, a engineer. I love making craft, testing them, and pushing the limits of the game
  10. I was working on something like this a few months ago (did not have much success, and have not played much KSP) The problem with the retractable landing gear is the hitboxes and very little amount of suspension, rather than "pushing" the plate, the plate clips into the hitbox almost anywhere you put it meaning that even VERY small intervals will just jam.
  11. I decided to get back into some KSP stuff, and have been working on my leg propelled props some more.. unfortunately, i still have no luck with that. I did find the very interesting phenomenon that while my propeller would spin fine with a very light craft, When I increased the weight of said object, the propeller would completely fail. (ore tanks on bottom added, nothing else changed) This combined with the already known aspect that these legs tend to break when moving faster makes me believe that KSP is modeling like the legs are on the ground when they touch the panels. So if it is a heavy caft, even if the weight is not resting on the legs, they will still break like it is. This would also make sense since legs have a maximum speed that they can travel over ground before breaking at (roughly the same as when the legs break on an aircraft). This is unfortunate because that means that there is not real way to get around this fact, and it is just part of KSP's odd coding, Forever dooming these great t/w ratio engines to very slow and light crafts.
  12. Nice! I am glad you found a use for the leg propulsion, even if it does not work with planes yet
  13. Yea, i did manage to get airborne on full leg power, however i was only moving like 25m/s (and as I sped up, and the rotor spinned faster b/c less drag, the legs broke)
  14. Sadly, thats exactly the same conclusion I have came to. Although it did seem to me that if I kept the rotor bearing below like 20 rad/s it tended to function better. (although that might just be because the craft was moving slower)
  15. Not at all, I would post pics but imagur seems to be broken with me today.. I found it was just about placement, the greater spring force the more power (and zero dampener). Honestly, the gear only over stresses when i start moving in a plane or something. Even at 50 rad/s they didnt over stress if on launch clamps. I think this is just me failing to make a great bearing https://drive.google.com/open?id=0Bz8Cg6FNj53Ebnd0SFF4cWZ1ZkE - Testing craft
  16. I actually have been trying to get this to work too! Its actually very easily possible to get up to 50 rad/s, but my problem with it is the legs over stressing and exploding. It seems like legs actually have much better torque than electric too
  17. Cool.. didn't even know you could toggle auto strut in-flight! I need to play around with 1.2 more..
  18. Amazing!! I watched the video first and was very surprised by the fairing on the transfer stage, then read your paragraph.. that fairing idea is genius!
  19. Dang..! those pistons are GENIUS! and I thought my walker was complex... this thing is AMAZING!
  20. Umm.. no offense.. but how is this related in anyway to a challenge? Seems to me like this belongs in the fan works Other than that, funny video!
  21. I have done Kerbin before (1.0 era). I already have a craft built and its currently sitting in Eve orbit... But.. re-entry is being ****** because I used Gigantor solar panels.. which just seem to heat up SO much Edit: So I somehow made it into Eve's Atmosphere, but... I put the parachutes on the underside of the rover for some reason.. time to start over
  22. Screw it! I have been trying to get back into KSP, and i think a circumnavigation might be what i need I am thinking Eve, because you know, its Eve. I will post again with my progress.. when I make some
  23. So.. I have been working on my Supernova Class SSTO for a while now, and I FINALLY got it to a point where orbit is capable with a payload 3 Kerbodyne S3-14400 tanks.. and when I decoupled them, the plane spontaneously combusted.. So, i went back and tried just decoupling the decoupler.. and i discovered.. that the fairing appears to be completely in the way The image of the decoupler seen below is when it is a separate part of the craft.. It just hangs and wobbles around in mid air. So much for the entire design of this thing.
×
×
  • Create New...