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chadgaskerman

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Everything posted by chadgaskerman

  1. AN-TCV-04 Albion Fleet Carrier The AN-TCV-04 is the fourth iteration of a standardized CATOBAR carrier capable of supporting 4 aircraft across all feasible mission profiles from long range surveys, to SSTO operations. The Mark 4 carriers have been constructed using strictly attachment nodes and the offset tool to construct both decks, creating a far more time warp resilient frame. The dimensions are the following; 115 metres long from bow to stern, a beam of 21 metres and a full height of 24 metres (including propellers). https://kerbalx.com/chadgaskerman/AN-TCV-04-Albion This is the first of hopefully many naval craft I hope to release in the coming months, including different factions with different design styles and philosophies including separate aircraft models for each faction. This carrier belongs to the AN faction (,I'm yet to give it an actual name,) that mimics the US Navy as well as RN, based on the Russian/Soviet Navy and CN, based on the Royal Navy.
  2. Part mods defeat the objective of the challenge, i'm sure you can get creative with various, unorthodox combinations to make the right look for your craft.
  3. A stable, if not concerning max Alt of 16.5km without proper optimization
  4. I'm currently in the process of making a template carrier so we don't have to develop a carrier alongside a wing of aircraft, should have it finished, tested and hopefully released this coming monday. Current dimensions are roughly 110m long with around a 60m landing strip being able to use both a catapult or a ski jump.
  5. After a brief break of making carriers I've decided to start scaling them down. This Light carrier is based upon the soviet Pr.1150 light carrier, mainly based on the tapering runway which i hope makes landing easy - i'm yet to test this. 97 metres long ~1,700 tons compliment of 4 aircraft and 1 helicopter
  6. I think i'm somewhere near calling this done, still think the seaport area is a bit sparse but i'm not sure how to fill it
  7. Work here is coming along nicely, still unsure what I'm going to put between the spaceport and the port.
  8. This is pretty cool ngl although I still need to figure out how to mask all of the floating stuff.
  9. Ok so I've fixed the missing texture issue, however it appears the ctrl + K menu isn't working for me. I can only open it and the only button that works is editmapdecals
  10. Missing textures for kerbinside? I am using parallax which could be interfering with the textures but idk
  11. This should be interesting, I've been deeply disappointed by the lack of airfields in the latest update.
  12. Two of my 1.12 carriers, had to abandon a small LPH due to a corrupted craft file Both are around 395 parts and 116(left) and 112(right) metres long
  13. New contracts have been added, PM me if you have any ideas for a specific contract
  14. Yes, Inspiration is optional however i'd prefer it if they look within the realms of reality
  15. Very nice entry, just the kind of design I was looking for. yes, autostrut is allowed and encouraged, just make sure you don't autostrut the hinges else they won't work. For improvements i'd suggest the following; Adapt the folding mechanism by rotating the hinge around 30 degrees back and then the wing piece back 30 so it's inline with the root of the wing - should allow you to squeeze a bit more wingspan and lower the stall speed. Personally I've found that the locked hinges are easily capable of handling +13/-13 G's when locked within reason, if they're supporting anything over 50 tons of lift they're gonna have issues. Maybe try experimenting with the "Big S" elevons as the elevator as opposed to the normal winglets. More wing area = lower stall speed and better handling. Try binding the leading edge control surfaces to deploy as high lift surfaces to make it even more controllable on final
  16. I do not know of any Creator DLC's that aren't at least on par with the base game.
  17. 1. Yes, you do need to prove it 2. No one is forcing you to buy a CDLC 3.Have DLC's not already fractured craft sharing by your own logic?
  18. [snip] Arma 3 has two released creator DLC's and one more in development. Both of these DLC's are extremely high quality and have a much higher polish than the wide array of mods on the workshop for Arma 3. Creator DLC's and Mods are no where near mutually exclusive, for the sole reason that you get what you pay for. [snip]
  19. the point is, is that it doesn't add or change any parts so that it still counts as stock
  20. MODULE { name = ModuleEnginesFX isEnabled = True persistentId = 4285758393 independentThrottle = True independentThrottlePercentage = 100 staged = False flameout = False EngineIgnited = False engineShutdown = False currentThrottle = 0 thrustPercentage = -5000 manuallyOverridden = False includeinDVCalcs = False stagingEnabled = True EVENTS It's quite simple really, just save the engine as a subassembly and edit it's thrust value to a negative and it will produce electricity and Xenon gas. For it to work in flight it needs to have independent throttle enabled
  21. This single ion engine with a -5000% thrust value produces somewhere in the ballpark of 700EC/s They power all of my newer carriers
  22. New foldy science Boi Also updated the original post and created some contracts
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