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Jollyfellow

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    Totally a human person

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  1. It would be very helpful to have parts that work as thrust diverters and tubes so that we can move air to other parts of aircraft. A good example of this is with jets like the F-35B (can be seen in this video https://www.youtube.com/watch?v=woBLPwEmQW8), where tubes are ran out through the wings for roll control. I know this could be difficult to do, given the physics engine, but I was thinking that you could attach them directly to the end of an engine and simply make the thrust come from the end of the tube. In order to balance them in terms of power, perhaps they could have a loss in efficiency; such as having them give ~80-90% of the overall thrust? Thoughts?
  2. One of the first things I tried to do with the Breaking Ground is make a quadrupedal robot in a similar fashion to BostonDynamics SpotMini. It... works. Barely This version has a "Stand" and "Walk" function, with work-in-progress "Sprint" function. It's almost uncontrollable without reaction wheels, but that's likely due to poor programming on my part, of which was a pain to do. The main issue with this style of quadruped that I found is that the servos don't move quick enough to get any decent speed from it, though it does still work. Here is a video showing it walking: https://youtu.be/QLtOllMOOuU The craft file can be found here: https://steamcommunity.com/sharedfiles/filedetails/?id=1769266564 If anyone can make it work better, I'd love to see it!
  3. So I had a thought today, "Would mecanum wheels work in KSP?" The answer is: Yes. They do, in fact, work. For those wondering what mecanum wheels are, they are wheels that allow lateral (sideways) movement. They are wheels that are made with smaller wheels/rollers around their circumference of them, canted at a 45 degree angle from their center axis. I made a short video demonstrating a drivetrain in KSP using them: https://www.youtube.com/watch?v=UbCuh1aUn1o& I'm not entirely sure what applications you could use this for in KSP, but it is interesting that they work in the game, and I thought I would share that. Have fun!
  4. Stock Actuation Challenge This challenge focuses on making craft with stock actuation (ie. pivoting wings, engines, etc). Craft will be judged based on functionality, cleanliness (how well hidden the actuation is), and craft aesthetics. Rules: - Craft must be entirely stock (Other mods are acceptable, but the craft can't have modded parts) - You must have fun (Sorry if this disqualifies anyone) (Rules subject to change) - Photo or video evidence of actuation must be submitted, as well as the .craft file Example: My examples for this challenge include my two VTOLs. F-35 https://imgur.com/a/vYh6AxP This craft features a pivoting engine in the rear that allows you to go from VTOL to horizontal flight almost seamlessly in either direction. https://kerbalx.com/Jollyfellow/F35 Silver Falcon https://imgur.com/a/TPE8vPd The Silver Falcon uses the F-35s engine, and instead of just having AIRBRAKES and elevons open to allow the front engines to provide lift, it has a shell that moves backwards using landing legs and an I-beam slide. https://kerbalx.com/Jollyfellow/Silver-Falcon
  5. F35 hovering next to the Squad Monument with my racing hovercrafts (AKA. Hoverslugs) as well as my F14-Tomcat inspired variable sweep-wing jet.
  6. I would like to ask, as 1.4.2 has broken the latest version of DMP, if there will either be an update to DMP soon to fix it, or if someone can help me revert to 1.4.1 as I can't find any way to do so...
  7. Eh, I figured that I've done it before and was successful. Just as long as it stays on the ground either all or most of the time, and never gets higher than a few meters off the ground, and it's completely stock, I think that'd be somewhat fair.
  8. Would I be able to use a hovercraft in this challenge for entertainment value? It could possibly go under the "Anything and Everything" category.
  9. I just updated the scoreboard! Also, please try to make brighter pictures, as I couldn't see one of the pictures and docked points on it @Sivonen accidentally...
  10. There, maximum of 15 passengers at 3 points each, not including pilot and co-pilot, so the total is 17 kerbals for an extra 45 points.
  11. What about a maximum of 10 kerbals at 5 points each?
  12. This is what I have: Which is what inspired this challenge.
  13. What should the limit be for multiple kerbals?
  14. But you guys do realize that the kerbal has to be in a command seat, right?
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