Jump to content

NetBlitzer

Members
  • Posts

    90
  • Joined

  • Last visited

Everything posted by NetBlitzer

  1. Maple, if you look in the Spacecraft Exchange for the FrostedNet thread, I've posted the link to that ship and several others in there. In other news, I've beaten your speed, Alex, and even did it without sacrificing looks! Unfortunately right now there's a problem with fuel flow. :/ I expect to be able to hit 200m/s with this ship though... Edit: Yup, still building... Edit: By the way, the ships name is 'Scorpion Mk2.'
  2. Well, I'll have to just enter my current speed boat, the Serpent Mk1. Tops out at 77.0m/s currently. However, I'm working on a new ship that will hopefully be able to go above 100m/s, my ultimate goal! And Xethanx, the secret is wings... I'm going to leave you with that mystery.
  3. I see you're getting used to foruming, Krinkut! (wish that was a word :/) Anyhow, I'd suggest using [ img][/img ] tags instead. Makes the images show up rather than the url, which makes for a nicer experience! Imgur is also nice in that it will give you these codes if you click on the image in your account's home screen! Also, using the [ spoiler=Spoiler Title][/spoiler ] tags makes it so you can hide away those images to shorten the post overall! Details: Class - Heavy Corvette. Role - First flight test. Role achieved - Yes. Status - Awaiting refits. By the way, I love the look of your ships. I must ask though, how are you getting them to float? Is it a certain mod like the antigravity mod?
  4. OK, first, I'll answer your requirements: a)Getting a station into fixed orbit is easy to do with fuel unless... b)You want a station that is massive, in which case you'll have to fly up pieces and use a mod to put them together. Plus, a massive station would lag any system. c)While you're in space, almost anything is stable unless it's spinning extremely fast for some reason d)It's a station. Why does it have to be able to be controlled? e)If you don't want mods, remove your second requirement. Optional stuff: a)Not all that possible with your standard parts b)It's in orbit. It should never increase its speed, unless you want it to for some reason have a extremely elliptical orbit, or an orbit around Kerbol (and then it would have to be closer to go faster and maintain the orbit). c)Wouldn't actually be that hard to do this So what I'm saying is that you're going to have to sacrifice if you want a good station and get some mods. Otherwise, you'll have to sacrifice on looks and size.
  5. Ah shoot, I thought I got all those removed! The mod they're from is either the KW Rocketry pack or Novapunch, but I'll fix the files so they don't have them. Edit: Removed them from the craft file. Should be completely stock now. Edit 2: Fixed the download links. They now download the .zip file of the crafts. Also, thanks Sal for fixing a few broken BB codes!
  6. @Nukesnipe: Yes, I am that NetBlitzer. Basically, if you see NetBlitzer anywhere, it's more than likely me. And no, I didn't jump ships, I just do both (I record Minecraft) @Topgun904: I actually planned to make a battleship and a search and rescue craft In other news, I'm preparing to release a few new planes! I've got some fighter jets being designed, and I'll probably do a rescue aircraft that should come out tomorrow.
  7. Today I have updated my line of ships and now offer ALL of them for the great price of FREE! This includes: Sr-71 Blackbird (long range surveillance aircraft) B2 Spirit (long range experimental bomber) Rescue Cruiser Stripped (long range rescue craft) Rescue Cruiser EXP (extremely long range rescue craft) Serpent Mk1 (high speed boat) @Atomic: The trick to a good ship is not to use the actual tanks as the hull. How I do it is I use wings to go slightly lower than the ship, thus lifting the whole thing up. You have to watch out though; the faster you go the more your ship will either want to dig into the water or will want to fly away.
  8. It seems that 0.17 has made some drastic changes to how water works in the game. That's how that massive ship can move so quickly without breaking. And Atomic, the Rescue ship is pretty much completely stock, and some newer ships I've built are completely stock. The most challenging part of your request is only letting it go around 30m/s!
  9. Hello everyone and welcome to the FrostedNet Corp.'s catalogue of space ships, air ships, and just ship ships. Currently, we have a few things for 'sale:' Commissioned by Lockheed, the SR-71 Blackbird is one of the great planes that will fly our skies for many years to come! Statistics: Crew: 1 manned Speed: Cruise around 300 to 500m/s Altitude: 15km to 18km Range: 1000km (500km with return trip) Maneuverability: Slow Download: https://dl.dropbox.com/u/11611735/Kerbal%20Space%20Program%20ships/SR-71%20Blackbird.zip The famous B2 Spirit redone to the best of my abilities in KSP! WARNING: Due to the lack of vertical control surfaces, this plane is extremely hard to control and turn. If you start turning, you better not go too fast or you will spin out and lose complete control. Statistics: Crew: 3 manned Speed: Unknown, likely 200 to 400m/s Altitude: Unknown, likely 15 to 18km Range: Unknown Maneuverability: Extremely slow Download: https://dl.dropbox.com/u/11611735/Kerbal%20Space%20Program%20ships/B2%20Spirit.zip Ever get tired of having your crew stranded in oceans around the KSP? Or on the islands at KSP2? Well look no further! This ship is well equipped even in its sleek form to make it most places in the near oceans! Statistics: Crew: 3 with space for 20 more Speed: 100 Knots (50m/s) Range: 300 to 400km Maneuverability: Slow Mods: Crew Tank Download: https://dl.dropbox.com/u/11611735/Kerbal%20Space%20Program%20ships/Rescue%20Cruiser%20Stripped.zip An upgrade to the Rescue Cruiser, this ship carries an extra 8000 or so liters of fuel to go the extra distance! It also uses an extra engine to maintain moderate speeds. Statistics: Crew: 3 with space for 20 more Speed: 72 Knots (37m/s) Range: 450 to 550km Maneuverability: Slow Mods: Crew Tank Download: https://dl.dropbox.com/u/11611735/Kerbal%20Space%20Program%20ships/Rescue%20Cruiser%20EXP.zip My first true high speed boat, you best be careful while turning it! WARNING: Due to the high speed nature of this boat, it is best to only turn in low speeds. If you attempt to turn at max throttle, do not be surprised when your boat flips and tears itself to pieces! Statistics: Crew: 1 Manned Speed: 146 Knots (75m/s) Top Speed (using glitchy control surfaces): 214 knots (110m/s) Range: Likely 100km Maneuverability: High at low speeds Download: https://dl.dropbox.com/u/11611735/Kerbal%20Space%20Program%20ships/Serpent%20Mk1.zip All ships are stock unless otherwise stated in the description of them. If you have a request for something, then I may be able to whip something up for you. I have to point out that I may not be able to make your request though. I may have something behind the scenes though that may fit your requests.
  10. Tommygun, he landed on the Mun. If he could take this to a planet though, that would truly be impressive. And laggy. Also, if this was a three person shuttle, it wouldn't require us to have a base already built up on our target
  11. With my Lockheed SR-71 Blackbird design (which you can get in the spacecraft exchange!) I managed a respectable time of 41:04. And that's with two engines, no drop tanks, and with completely manual piloting (which caused me to almost always be dropping and rising 1km and be at a heading of 2-6 degrees)! If I used Mechjeb alone I could probably save around 3 or so minutes! Yes, this is in .17, so there's no worry about the fuel bug (which would be hard to use on a twin engine plane :/ ) Sorry if this is considered a kind of necropost.
  12. I made a copy of the Lockheed SR-71 Blackbird a bit ago. Forum Link: http://kerbalspaceprogram.com/forum/showthread.php/22604-Stock-Lockheed-SR-71-Blackbird
  13. Got it all worked out and fixed. I did some of my own balancing to fix the problem, and now the lift is almost perfectly balanced, even when fuel starts burning!
  14. He means pull more G-force intense maneuvers. At the moment, before fixing this ship, I've maxed at 13.3Gs, which would put you unconscious almost instantly. The most I've ever done on a plane in KSP was somewhere in the 20's. Usually, more G's equals faster turn times.
  15. Hey guys, I've been working on several projects over the past couple weeks, but today I thought I'd make something new. So I tried making the SR-71. I managed to work out some fixes so this craft is available for anyone who might want it! Some stats for those of you who want them: Max ceiling of operation: 17000 to 18000 meters Max speed achieved: 571m/s after using up the majority of fuel Fuel load: 1950 liters Max distance: Around 1000km Download link: http://dl.dropbox.com/u/11611735/SR-71%20Blackbird.craft
  16. Yeah, the fact that the download link is a shortened link, that it requires a password, and that there's no pictures makes me think this is a virus. Plus, I think most of us know how to play the game which makes me think this is even less legitimate. Add that to you only having 3 posts, joining today, and you get a recipe for viruses. :/ I'm sorry if this turns out to be an actual ship, I just don't trust it at all.
  17. I've also managed solar escape, but I was trying to do it in a design that would not be effected at all by the kraken. Hence why that craft is so small. Since then, using ion engines, I have been able to escape in a miniaturized craft that also didn't get torn to pieces. Also, interestingly enough, that time of 68 years 10 days will never shorten as you escape Kerbol. It will always stay the same distance away. I hope they change this in the next patch. Would be nice to truly escape Kerbol for once.
  18. Kerbol, as seen from my first interstellar probe. Unfortunately, this version did not escape Kerbol. Instead, it has a apoapsis of 100 million million meters away. Or 1,000,000,000,000. Unfortunately, the time to that distance is another 29 years, so yeah... I managed the distance by burning to the Mun, doing a burn at the periapsis towards Kerbin, then sling-shoting again around Kerbin to reach a final max speed of somewhere near 13500m/s. Hopefully my next design will be able to escape Kerbol and go much farther... It's so far away I had to mark it. I wonder how well solar panels and the sort work out here...
  19. Well, once I get my new computer I'll definitely try it! I've been... planning a few spacecraft over the past couple of weeks... Might I suggest giving more points for actually taking off of Kerbin? And also, losing points for no explosions? Really?
  20. Halocon, I think you should for sure look at your fourth rule. In the other circumnavigation challenge, it took someone 58 fuel tanks and aerospike engines to be able to do this. No why? Because Kerbin isn't 1200km in circumference. That's its diameter. Kerbin is actually around 3700 to 3800km. Quite a bit further. And anyways, why DID you post this challenge when you knew about the other one?
  21. Well, I don't like using insta-orbit and mods like that, so here's the best looking I've been able to get into space legitimately. Even viewing this space station in orbit causes my computer to drop to 1 or 2 FPS (Stands for Heat Shield-Rotational Artificial Gravity Station Mk2)
  22. Welcome to the forums! You can't edit your first post yet (need 5 posts), but may I suggest some adaptions? If so, I suggest you allow people to use things like the KW Rocketry pack (one of the bigger packs), and your more Kerbals point system should probably be changed. Perhaps have it as "25 points for each Kerbal other than the pilots". This will make it easier, and have a bit more competition. Other than that, I'll be attempting this challenge! Having the centrifuge and storage and what not will be interesting to design while being able to grab several ships!
  23. I must ask, how did you do the hinge? I'd love to do this challenge, but I just can't figure out how to get that hinge to work... (Guessing you used Damned Robotics?)
  24. True, but you yourself are avoiding this by launching two rockets: a lander that will land, then reach orbit; and a rendezvousing orbiter that will reach orbit, then leave with the pilot of the lander. I don't think anyone is going to truly be able to land on a planet (especially Eve) and be able to take off and return easily for some time yet.
  25. You are correct. The main lag issue is the lack of multicore/thread support. PhysX recently updated to add it, and now it's Unity's turn to do the same. Once that's done (hopefully soon), expect a MASSIVE increase in performance. I mean, even What-the should see about a 50% increase in speed or more on his dual-core system (laptop?). Also, it really doesn't take that much to launch a rocket. Even Nova's rocket has a lot of dead-weight in the station part.
×
×
  • Create New...