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Shadow dream

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Everything posted by Shadow dream

  1. Yeah, it does - so I made a quick video for you: (I don't know why those tanks blew up when doing physical timewarp - it certainly was not Eve's fault, she was quite nice actually)
  2. I am running 1.9 because I enjoy messing with the broken drain valves :) If you don‘t want to just deorbit your plane as is, your best option would be to place those 10m inflateable heatshields front and back with a basic rig of struts or beams form maximum protection and drag. Clamp it onto your plane with a radial decoupler on the belly and you‘re good to go!
  3. Hm, I need to update to 1.9.1 The plane seems reasonably light, so it should be easy to put a radial decoupler on the belly. Then I would build a transfer stage, as said. MK3 LF, NERVs, some RW for stable maneuvers. Finally a Launch Stage to get it into LKO. -- Or you can go the easy route for testing first: F12 the plane into orbit and use a (detachable) small LFO tank or RCS to deorbit. (Maybe F9 first). From there on, just gently lower the PE, like 70km. It will take some time flying, but that is necessary for Eve - it's very easy to gain speed on the way down and hard to bleed off the excess heat. Maneuvering is risky too, the G-Forces like to tear you apart. It's best to rely on SAS to hold you in a slight upwards orientation to help bleed off speed. It's the smoothest flight experience. Once you get lower, the atmosphere gets so thick that speed is no problem anymore and you can pretty much fly as usual.
  4. Looking at your KerbalX Hangar, I am shocked about your request! Such a talented designer What craft are you talking about? What kind of connection ports does it have? (Fairing, Decoupler, Dockingport,...). A picture or two might be helpful! If you fly carefully, you can drop a plane from orbit into Eve. I did it once with the craft in my Sig (quickly attached a detachable terrier and F12 her into Eve Orbit) and got her onto the ground no problem. As far as I can tell you only need a transfer stage - get a MK3 LF tank, slap some NERVs onto it and you're good to go.
  5. This is what I do most of the time: It's very simplistic and leaves me with a lot of excess fuel. Just before touch-down I decouple while engines keep burning and let the landing stage fly away to self-destruct later on ground impact. On bodies like Duna I also slap on chutes, because NASA did so as well. But if you want to do some more hardcore deliveries, you can also build an USAF Osprey using Breaking Ground DLC and fly your rover to Eve! Yes, I am showing off, sorry
  6. Nice, I was scratching my head on why the Devs hardcoded that thing, knowing how people would be all over this - especialy with all those sweet action groups we got! I guess the old saying still goes: If you want it done right, you do it yourself!
  7. people tend to not like wip. It's barebones and ... you know ... the internet ... haters ... or sometimes even jealous people. If it's the latter group, count it as upvote^2
  8. I think my Signature has a rough idea. Mine however uses the BG DLC (highly recommended!!)
  9. I just tested it and it seems like a bug (?) that probe inputs don't work on axis groups. When I manualy input directions it works, but probe's input, which are clearly visible on the bottom left, do nothing. :-/
  10. Have a look at this one: https://kerbalx.com/Shadow_dream/Retaliator-ISRU You need these mods to fly her: - mk2 stock alike expansion - opt spaceplane parts I recommend this mod for max. dV, because she is LF only but some tanks ale LFO: - interstellar fuel switch Load her up in Editor, clean her payload bays that are equiped with ISRU devices and she's ready to go. Just remember she needs either atmosphere or low gravity moons to land because fuel is heavy and 4 nerv's ain't that powerful.
  11. Autostrut does the same, you should not have it active on parts that are beyond one of these motoric parts. Can't you motorize the part? I have not tried this specific configuration (aim at target), but you can map the servos to pitch/yaw, which should allow you to accieve the same thing without weired looking mechanics.
  12. I tried to make a little tour with my Osprey. Due to the lack of space capabilities I simply used Alt+F12 and added small engines for deorbiting. My first target was Eve (atmosphere duh). So while yes, I had to "compensate" for some design deficiencies, making her survive the flight, I think this flight was a giant leap for Man... Kerbalkind! But then ... well see for yourselves: Edit:
  13. I'm new to "manual" crafts too. From tinkering with my Osprey, I found 1 big fuel cells per rotron +1 for anything else does a good job for keeping your craft going. You need to swap some tanks for LFO though. As for flight, stacking two rotors on top of each other noticeably improve thrust. I don't think more will help due to game engine limits in rpm. My craft got from 40-ish mps to 85 which greatly improved flight characteristics.
  14. Just messing arround with a prototype 30 rpm is safe to drive. But slooooow......
  15. She uses the breaking ground DLC, appart from that she is stock. https://kerbalx.com/Shadow_dream/Bell-V-22-Osprey-MK3
  16. For those still interested: I just updated my craft to improve stability during flight. My last iteration was ok, but had a high tendency to spin especialy during transition. Also her center of thrust was off, as I noticed. From what I can tell she does better now and is smooth to land. Also I have updated the Hotkeys due to unnecessary "redundancy" of torque and rpm setting. RPM is now always maxed, axis 1 controls torque. axis 4 is gone. If you have downloaded my Osprey, please concider the update.
  17. A tripod might be pretty hard to be reliable on it's own - at least without RW since you need to lift one leg at a time for walking and therefore end up with only two (-> unstable) legs on the ground. Try it with four legs and make sure to have the CoM within the three-feet triangle that makes it stable.
  18. I have tried "realistic wheels" with an adapter (1.25 to 0.6 I think) on rotors. The result was devestatingly bad since the craft slipped as if on ice, also any hard enough slope change made them blow up. How do your chains work out? Do they stay reliably on maneuvers and how safe are they from exploding on slope edges? Or are they 'optics only'? (I notice a wheel back there)
  19. Thank you I did a few last tweaks here and there and updated the KerbalX Craft. The ability to use Autostrut is actualy there - just be cautious where it links to! Using "root" or "grandparent" seems to do ok. At least she SOMEHOW does level flight ok-ish now at about 57m/s. That's the best for today, I'm off to bed! Edit: Update Stacking a second rotor in did help with the thrust. However I somehow lost the ability to use Auto Strut (Parking Mode won't work anymore), but it does not seem to cripple performance much - just glitching here and there. In a testflight I almost reached the Island Runway, unfortunately I miscalculated the EC requirement and went for a swim instead. Continuous RW use for leveling flight drained the batteries faster than expected. I added a fifth big fuel cell and changed the AoA on the wings to reduce RW use. Continuous RW use for leveling flight drained the batteries faster than expected. I added a fifth big fuel cell and changed the AoA on the wings to reduce RW use. She's still a B**ch to fly, so check your chutes before flight!
  20. As announced, here is my WIP of the MK3 version of the Bell Osprey. She does ok so far - as long as you don't try to get flying faster than 30m/s in hover mode. Her rotors are in perfect symetry and have just the force to get her going nicely. For those wanting to try her out, here's the link: https://kerbalx.com/Shadow_dream/Bell-V-22-Osprey-MK3 I will update her every now and then when I get improvements working (don't expect them daily though!). I would be glad if some of the more talented Kerbals have a hint or two to improve performance! For flying I highly reccomend a Joystick, binding 4 axises to the new custom axises from the BG DLC. Defaults are: 1) Rotor RPM, 2) Engine Pitch, 3) Blade Pitch, 4) Rotor Torque. As I mentioned flying fast: I was not able to get the transition working just yet. Since I can not use Autostrut, the entire mechanism bends like crazy when accelerating and ultimately twisting the engine pitch back to 90° vertical with a strong nose up, which arrests all speed gained so far. Bummer. At least she can taxi with her engines horizontal! Also, by pressing Abort, she folds up so she's ready for Carrier Duty =D
  21. Been trying to build the Osprey. Now that I won't have to mess with vehicle switching, broken bearings and other failiours that randomly occur .... now I have to mess with the power output I get. She does fly with the rotors upright. I stacked two (heavy and normal) rotors to boost rpm as far as possible, but the +1 TWR thrust won't take over to level flight. It might be some weight balance issue (the more I level the engines, the more she pitches up), but the more I set thrust to level flight for acceleration, the more I lose lift and ultimately nosedive the entire thing into the ground. I think I'll try the MK3 parts next because they look more like the real thing, but also that's weight I have to control even harder. We'll see......... Edit: I also want the folding mechanism
  22. Well, I am always on the search for a VTOL SSTA with ISRU and a decent rover bay. Orf course all the science has to be on board. Stock hulls are pretty limiting, I prefer OPT ship parts for their form factor. Even though I get close, I usualy fail at VTOL capability or the TWR (without OPT engines) Edit: feel free to use my Retaliator-ISRU from KerbalX as a base to start with. She's decent and requires only few mods.
  23. Yep, super nitpicky is what I learned to be when building my own Space Shuttle. I love it but the paaaiiinnn of balancing .... :-) VTOLs are easier in that regard. I use to build them with MK2 parts, so I place a cargo bay as root, then 4 tanks arround it. (I just noticed Levelord clipped a tank into that NERV as well).
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