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landfish2

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Everything posted by landfish2

  1. Yeah i just realised that, some are named wrong, working on a fix - there can only be one F-16
  2. modern fighters pack Presenting the modern fighters pack from yours truly, which includes 11 modern fighter jets from around the world, each of which has been tested and designed to perform in both aerobatics and aesthetics. Download - https://www.dropbox.com/sh/sp2gkgdeb8spwwf/AABxGpd36nemPSbv8eP7gTnVa?dl=0
  3. I want the rapier and the turbo-ramjet to be distinctly different. Right now it feels a little bit to much for me like the rapier is just the turbojet with the addition of closed-cycle. Even if it is not entirely realistic I want the rapier to be a larger endgame step up in terms of power.
  4. 6.5/10 simple, makes a clear statement as to your position within Celestia Aeronautics, points deducted for lack of visual aid, I need pictures to help me think.
  5. The only graphics mod I use is scatterer Other than that I use engineer, intake build aid and kerbal joint reinforcement (for larger craft)
  6. The Kerbal Sukhoi Su-35 is a highly manoeuvrable and capable plane. Large control surfaces and offset thrust allow the sukhoi to manoeuvre effectively when under power but also glide well without the risk of major stalling which is prevented through the balance of the centres of lift and mass. Presented here are two variants: The atmospheric designation of the Su-35 has a TWR of 2.0 allowing it to reach 400m/s at sea level. Its offset engines and large control surfaces allow for fast and instantaneous manoeuvres https://mega.co.nz/#!qEknxAzI!BZQ2KkwgUDtInK9XocDDgKG5zs2pkL008_rb2H8IGgc The orbital designation of the Su-35 has twin rapier-precooler engines allowing it to reach orbit with approximately 200 delta/v remaining (without droptanks), plenty for docking to an orbital station. https://mega.co.nz/#!vIlnQbzB!fecSu7CDBzSqBIA_V25VyDu5aPVit6e9OshyETmp2uc
  7. damn ): ima go tell the skylon people that real quick
  8. Since people have been doubting the relevance of this mod, I wanted to say what it means to me. This mod is my #1 mod. Not scatterer Not engineer, this mod. Asymmetric flame outs are the biggest problem in stock for me and I am happy that there is a simple and easy to use mod that addresses them that said the asymmetric flame outs that still occur should really be looked at.
  9. gotta get them struts and/or kerbal joint reinforcement I refuse to fly planes with a TWR of less than 1 also it needs the extra power to get around the massive amounts of drag caused by the wing strakes -still worth imo I don't regret my choices. I tried it in FAR thinking it would be super aerodynamic and cool but then this happened and can anyone tell me what these lines actually mean (I tried reading about them but didn't really understand it)
  10. got some decent images from my orange tank ssto
  11. made my first functional orange tank ssto introducing: brings 400 delta/v and an orange tank to LKO
  12. Got some nice views from the launch of my dreamchaser
  13. alright new attempt most delta-v at orbit of my craft so far with 900
  14. Made my most succesful ssto to date ! presenting: despite its size it gets to a standard 80x80 orbit with around 900 delta/v remaining
  15. In terms of engines I like to run a surface TWR of around 1.5. That seems to work for me
  16. what I do, at least in 1.0.2 is when things start getting hot, I pitch up such that the craft descends slower and this seems to avoid a lot of heating problems. If this is not enough shallower re entry tends to work.
  17. This is a consolidated thread for all the SSTO craft that I have created in 1.0. Universal properties: All craft fly and orbit in the main aerodynamic settings of 0.9-0.1-0.1.2 All craft takeoff under 100m/s All craft manoeuvre well in low atmosphere All craft follow the standard and simple ascent path from 0.9 generic operational guide: for ascent: 45 degrees to 10km, 25 to 15 and then 10-15 when the plane starts climbing again. Intakes come balanced so no need to worry about flameouts. When acceleration stop switch to rocket mode. re-entry: shallow re entries generate less heat, if heat builds up pitching up and decreasing rate of descent helps. https://mega.co.nz/#!LENF2KaR!RpqamnJSJO8_gQjhomb8DdJnCzrfqi7RmBzW-7Mw4LU around 400delta/v at lko https://mega.co.nz/#!ud8WiDzA!7Doc7AnsFx_C8W3RP3OC_XIUGRBbVVITuOszqHoeKyI around 900delta/v at lko https://mega.co.nz/#!ORtlwS4b!MMkJeRtrM05VYBF19iK8HA8iRuCnR4i1217EzGDHszU around 700delta/v at lko https://mega.co.nz/#!HZNUzLgT!xdjvUdp9LRpidP1vWWI-9Y6vC2JM6Hvj8wAjkVjR45o one orange tank and 400delta/v to orbit - warning - on re-entry the customer is advised to pump fuel to the front tanks to prevent stalls -disclaimer either kerbal joint reinforcement or additional struts required- comments,criticism and advice welcomed
  18. I have been watching. And I have a new design. Introducing the HotDog - dogger than ever some statistics and analysis: -a resting TWR of 1.4 -very good low atmosphere handling: can pull over 10gs and land on the island runway -looks cool resulting in: 700 delta/v at 80x80km orbit with a cargo of 10tons. performance has of course been sacrificed for looking good craft file for those interested:https://mega.co.nz/#!ORtlwS4b!MMkJeRtrM05VYBF19iK8HA8iRuCnR4i1217EzGDHszU
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