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FlipNascar

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Posts posted by FlipNascar

  1. On 7/9/2020 at 10:35 PM, Klapaucius said:

    Nice to see my old challenge resurrected!  Thanks for joining and collect your badge.  You are on the leaderboard and perhaps more will follow.

    I bit.

    Took an old hydrofoil design I had, slapped some wheels on it and decided that thrust cures all issues (it didn't, hence the addition of a juno at the front to help with front end grip on the ascent, and the wheel bars to protect the engines), it's an exceptional hydrofoil, it is therefore a diabolical rover. 3m 39s to plant the flag.

     

    CdHo9uF.jpg

     

    Other images can be found here: https://imgur.com/a/OjhEXst

    Craft file available upon request.

    Tried to record using Quicktime, but it just seemed too much for the potato macbook I'm using. Jeb and another flag are up there from the previous run where quicktime didn't record.

  2. 9 hours ago, Pds314 said:

    I didn't make any rule against part offset. =D

    So quick question, you only hit the island right, none of the specific structures there?

    I don't have any evidence, therefore not claiming the points. But two of them did hit the hangars, one landed on the "tarmac" (guess this is the collided with the "Island Airfield" by the hangars, and the fourth hit the grass.

  3. On 6/14/2020 at 10:58 PM, ralanboyle said:

    snip snip snip

    I did not scroll through this thread before, specifically to not be influenced by other designs, apparently we both went in a similar direction!

    Here's my take on the X-Wing approach:

    kGmF1uD.jpg

    hvB4sfo.jpgI3ceIaD.jpgdpx9H1L.jpg

     

    Bomb load to Airfield: +1200

    Retro Style: +1000

    Gatecrasher is your call; all stock, but a bit of liberty taken with the offset limits (:

  4. 59 minutes ago, Azimech said:

    My friggin' big breakthrough! I've done it! After years of begging people & Squad to build me some kind of position sensor I've used stock modules to program myself one!

    Soon: the very first piston engine in the Kerbal Universe using an ignition system to run on it's own power! Low part count too!

    Right now I'm just sorting out some collider issues.

    uvQfdmA.png

    I commend your tenacity. I have pretty much given up on trying to do awkward things for now... Maybe when 1.1 is finally done I'll go back to finishing the flapping blade autogyro, but I just cannot seem to replicate your enthusiasm. Perhaps I should hop over to Holland for a pep talk with some stroopwaffels!

  5. On 07/04/2016 at 11:37 PM, Aetharan said:

    It's always great to see stories of people introducing family members to the game-- especially when there's any dynamic of "older player teaching young'un" involved (a younger sibling, offspring, niece or nephew, etc.)  That said, tell the sister that she's welcome in the community!

    heheh I introduced my Dad to it... I'm 32, he's 65... He plays a helluva lot more KSP than me. Maybe being retired is a good thing? I think my mum thanks me, he's stopped project managing her and just project manages his KSP saves... Parents huh?

  6. 15 hours ago, castille7 said:

    Because I don't seem to have enough irons in the fire I started working on this little VTOL, handling is very nice but not a quick handling craft, bank turns are a little slow and also when landing like an Airplane it's very challenging because of it's small wing span and weight, this requires high speed landings with a gentle touch down and full braking is a good idea as soon as you hit the pavement. With the Panthers kicking with afterburners in the rear it looks really cool in flight. I am still tweaking Star Hunter to be able to land when lite on fuel and not sure if it's going to be released but I will be sure to release this one soon.

    I am not sure what takes longer, building a craft or coming up with a good name for it?...lol

     

    Maverick - S7V
    (VTOL)

     

    Needs more PB-Nuks... ;)

  7. So firstly, excuse the jaggies, have to turn of anti-aliasing for 1.1 pre-release to run on the Mac... I don't know what I want to do with this. Not sure which direction to go. The orbital vehicle has a smidge under 3k ∆V, the cockpit is removable with a neatly hidden docking port setup. But it can't really do anything, other than it doesn't look like a normal rocket... I realise now how reliant I've become on No Offset Limits and Editor Extensions.

     

     

  8. So I'll have a bite, although in hindsight, I'm not sure if my interpretation of Airbrakes as a controlled wing surface is allowable? I arrived at Duna with far too much excess ∆V. Still always better to have way too much ∆V than not enough.

    So here's the Junkyard Dreams, it took Bill all the way from Kerbin to Duna, and back. All in the comfort of a Mk1 Capsule. I guess I should have had him do some more flybys with the extra ∆V. But I didn't. Craft file available on dropbox.com First picutre isn't representative of final launcher... I didn't take a VAB shot of the successful one. It basically has three of the shuttle wing strakes per booster stack to help keep the pointy end the right way during ascent. In hindsight, I should have rotated the booster stacks so that the lifting surfaces could have worked better. But, I didn't.

     

     

     

  9. On 06/03/2016 at 6:19 AM, Columbia said:

    snip...Also, anyone who knows how to make a structurally stable bearing that can take a lot of weight? I was able to recreate Majorjim's awesome thermometer bearing but it wasn't able to take much load (in my case.) I did it on the Panzer IV by making it rotate via tons of reaction wheels and cubic struts stopping it from slipping away, but it's a crude system and won't work on the Tiger I either... snip

     

    If you get really stuck, let me know and I can build you one for you. But like selfish_meme said, use the big ol' decoupler plus the small landing wheels. And build it with the no offset limits mod to reduce part count. And if possible try and have the turret's COM as close to the decoupler as possible.

  10. So here we have the Sea Hippo Mk II with 129 parts (yes probably a bunch of superfluous stuff so if you're system limited rip out the custom nose and the fancy internals and you'll be good to go!). Originally conceived to carry a submarine to the water as part of the Deep Diver challenge. She's a capable little hauler, well that is from Land to Sea. Getting it out of the drink... Well, try not to have too much fuel eh?

    She's got some state-of-the-art features, like a temperamental ladder connected to a structural fuselage to allow cargo bay access, nifty little water brakes that assure you'll be stopped in no time at all, and above all, benign handling that means she's actually a piece of cake to fly.

    Pretty much if you can fit it in the cargo bay, it'll fly it to some water. I know. Amazing. Guaranteed to lift at least 40 tonnes from the runway. 

    AG-7: Lights!

    AG-8: Cargo Doors

    AG-9: Flaps (make sure these are down for water take offs, and if you've got full fuel... Well it will take a while. And I mean like a soon™ kinda while... ;) )

    AG-10: Water Brakes (make sure these are off for water take offs or you'll just be wallowing in a spray of shame)

    Download via KerbalX

    As always, comments, criticisms and feedback is more than welcomed. Pick it apart, set fire to it. Use it abuse it. It's out there.

     

     

  11. 16 minutes ago, Teec said:

    @FlipNascar Wow 60 tons! :) How do you get it to lift of the water? I just completed my biggest seaplane yet, and I had this problem. But I wanted to keep my cargo bay above the water line, so I had to put a lot of extra buoyancy tanks under the hull. I guess that created a lot of drag :huh: The Lift-off works fine, but only if I don't carry more than 1000 units of fuel, so the total weight is only 36 tons.

    I realize now, I've never tried lugging 60t out of the water... Only to the water! It's a pig to get it out of the drink again. Takes a lot of water to get over the drag hump... Hmm guess that's a testing omission on my part. It'll lift, eventually, with nearly full fuel. Would probably need a bunch of Goliaths to get it capable of lugging that payload out of the drink. I never thought of that during the design process. It was just supposed to drop stuff and head back empty... Oops.

  12. Had to have a quick go at this... The TAZT. I have no idea what it's good for. It can get 4 Kerbals and has about 1,700m/s ∆V in the shuttle. The lifter is very overpowered and still had around 500ms ∆V when I circularized at 150km.

    However, random disassembly with no explanation during reentry... Need to refine this. But it works surprisingly well for a first flight!

     

     

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