Jump to content

FlipNascar

Members
  • Posts

    493
  • Joined

  • Last visited

Everything posted by FlipNascar

  1. Looks good! Are you using the No Offset Limits mod? Because you could probably completely recreate the shape of the fish-bone using struts and offsetting them with a 3x radial symmetry setting. Could give you a really clean looking replica.
  2. Some nice stuff! Also if you hit Fn+F1 on your mac it'll take a screenshot of only KSP, whether it's windowed or fullscreen. Sorry I guess that's just my inner pedant coming out seeing that KSP bar at the top... !
  3. These two little guys are kinda different... The Kestrel and the Butterfly.
  4. All stock, 89 parts. But was built in 1.0.4? Availble on KerbalX. Works in 1.0.5 just the engines look a touch different... I should really update that shouldn't I?
  5. I love the Oxstats as mirrors. Had never thought of that myself. Will steal be inspired
  6. Y'know, you could take that Heliplane one step further... It is possible to build a pseudo-gyrocopter in KSP.. Some interesting originality!
  7. This is nice. I will rip this apart... So fugly tho..
  8. Have not had time lately to KSP. But did tinker with a couple of ideas... The 'overcraft, does somewhat behave like a hovercraft-ish. Goes much faster with the Junos lit and lifting it off the water. And the Mk 2 Freighter, well it looks cool (subjective of course), but not sure how much use it would be...
  9. Hey man, nice attempt, but there are some things that can be tweaked, the overall shape seems a bit off. Feel free to rip mine apart and use it to learn from. It's from 1.04 so the engines are a bit FUBAR. It's surprising what you can kludge together if you experiment with different parts. For me, I start with the basic shape and outline, then when it resembles the basic shape I start adding the little details. I was quite surprised to pull mine off with only about 90 parts. If you can, try and find the 3-View drawings/pictures, and use the physical dimensions that you can easily find on Wikipedia you'll find they just sort of come together. Oh and the No Offset Limits Mod is an absolute gold mine for making life easier! Hope that doesn't come across as too rude. Just trying to pass on some pointers
  10. Ah that Clock. That was a bad idea, but I got too far down that road to stop. Maybe when the 1.1 update drops I'll go rework it....
  11. If you haven't seen it, kerbalx.com has a huge selection of craft. You would be welcome to use any of my creations that have been uploaded there or in the forums here.
  12. I like your boat. There's something about its lines that appeals to me. Look forward to seeing what else you can craft.
  13. Never thought of that... I guess I should try that...
  14. So here's my take on scaled Corellian Corvette. I named her the Tantalus III, and while the backend isn't quite right compared to what we have in the movies, this backend does mean it can actually go somewhere because this is where I gave in to function over form. It's got around 3,400m/s ∆V, a starting TWR of 0.37 and weighs in around 181t. And for all that you get 357 parts (once hyperedited to orbit) and space for a paltry two Kerbals, two usable docking ports, but no RCS. I'd like to have gone further with the greebles, but my poor laptop is already straining with this part count, so if anyone with a supercomputer wants to have at it and add more greebles - please be my guest! So what can you do with it? Meh, you could stick something into the service bay (not that there's that much room) but probably space for a teeny weeny compact box of solar panels... If Fuel flow.. Every tank does drain (eventually), but thrust is fairly well balanced, just remember to use SAS or Mechjeb, torque really is negligible. You shouldn't notice anything horrible unless you highlight the resources and cry as your OCD kicks in. And if you're an OCD kinda person... Don't even think about peeking inside the fairing or into the back end of the engine section. You'll cry. I did. When loading, you'll need to select the probe core in the service bay as your control from here point. Sidenote - does anyone know how you can make a certain cockpit/probe core the default controlled from? Just open the doors and you'll see it. Download from KerbalX.com
  15. Finally figured out a "better" backend to the Corvette. She's pushing around 170t, about 3.5k ∆V and ~330 parts. It looked neat with the terriers offset further into the Whiplash engines, but then everything overheats and explodes. The fuel lines are very messy... But it works. It doesn't drain evenly, but there's no noticeable effect other than upsetting those with OCD...
  16. Then good sir, download it and try it. Because the buoyancy is purely controlled through the cargo bays. Propulsion is of course through a jet engine.
  17. So decided to stave off the turbine lark until 1.1/Unity 5 drops... And then suddenly found myself with this... Much smaller than the "real" one... But general basic shape is there. Fuel flow is okay. But I really have to sort out the back end before I start adding all the greebles... So far space for two Kerbals in command seats up front...
  18. I have a hydrofoil that would meet the criteria, although uses a cockpit rather than command seats: download on KerbalX
  19. You need to use something like three cargo bays that aren't connected to eachother. While closed, they float well. Open them and it'll start to sink. If you want a working example Scarecrow88's UB40 shows this nicely.
  20. It's all stock... so if it's yellow I assume you mean the Round 8 Fuel tanks? I just added a whole bunch and rotated each one individually. You could also just install Kerbpaint and do it that way.
  21. I'm not really into mods.. But if you want to take that Colibri and tweakscale it, use it as a base, feel free to have at it and rip it apart. Do whatever you want with it, it's out there in the public domain. Although with the Mk0 fuel tank you can probably make a smaller bearing now, but you'll alway run into the problem of needing an exaggeratedly large rotor disc.
  22. hehehe... So you think You just have to tinker with mast and blade angles... http://kerbalx.com/flipnascar/Colibri-MkF---Autogyro (doesn't work in 1.0.5)
  23. That's an interesting idea, i've not tried with everything submerged because partially submerged didn't work. If I can submerge the entire thing then I don't need to worry about the cogs, but I feel like it didn't spin at all when I had everything submerged... I may be remembering incorrectly. What parts did you use?
  24. I've also found that it does weird things to bearings... And it needs way more power. Still, it's ever so slightly more efficient than the driveshaft I am tinkering with. I think you're right, bigger blades. I may just switch to a single shaft with huge blades. But I think I need to get more efficiency out of the setup before putting it back in the water. Bubbadvelin built exactly that - a few pages back maybe? Pretty neat. But yeah, might be a good candidate for the antennae drive!
  25. You know, if you wanted it all to flex and move around a bit like they do in the movies, you could attach a bunch of the spider engines (stack them on top of each other) then attach the engine pods, offset it all so the spiders are hidden, use the fuel lines, and hey presto you've got a wobbly pod racer... If that's what you're looking for. Edit: Actually maybe that's a bad idea... I just tried it... wobbles too much. You'd need to tinker, but it might be possible to get a Pod Racer that wobbles around a bit and can be controlled....
×
×
  • Create New...