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prgmTrouble

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Everything posted by prgmTrouble

  1. Contract 7 Generation 5 C7R - prgmTrouble W-20 Cælus Colubrum Despite the massive budget cuts to the program, a new interceptor was hastily designed from the ground up to counter a new breed of fighter aircraft. This jet was built with large intakes to accompany its high-altitude engines, allowing it to move quickly at altitudes higher than most other aircraft. Additionally, it's simple and large wings make the jet easier to fly, fit more weapons or drop tanks, and tolerate more damage. The jet can accelerate to mach 2 in level flight at sea level and touch down on a carrier at 60 m/s. Comes stock with 6 unguided missiles. Download on KerbalX
  2. Finished the cockpit and most of the fuselage. This is the first time I've made landing gear & fuel tank cockpit, so any tips or tricks would be appreciated!
  3. Try adding another layer vertically. Adding more parts could split the stress between each layer. I usually use thermometers instead of cubic struts, which can easily be stacked without taking up too much space.
  4. In my experience, the parts will generally behave like kraken bait at these speeds, so I'd emphasize torque and blade angle over speed when high lift is necessary.
  5. I'm almost certain there's also a limit to how fast you can spin the blade, which is due to how (I think) frame-by frame physics works. Essentially, if an object is going too fast (e.g. the spinning object bounces off a thermometer and gets a lot of linear speed) , the object may "teleport" through another object because the collision would happen between two frames. I usually add a second layer outside the first which would bounce the bearing back in, which seems to increase the reliability of my rotors significantly. That's my two cents, anyway.
  6. I'm no expert on archaeology, but I think it needs MOAR BOOSTERS!!
  7. Thanks SO MUCH for keeping this mod up to date! Every time KSP is updated, I forget just how much I need this!
  8. I'm thinking there could be three categories: One for marathon style (go through all tracks, no resets), one for track championships (one grand prix), and one for hot laps (overall lap times). That should suit people of all racing tastes, but I think the 'hot laps' will be the most popular by far.
  9. Perhaps someone will finally break my year-old record! °-° Time to start developing a new car...
  10. Sit Rep: The ship isn't exploding violently! It is about 50% complete. I just have to add some RCS thrusters, decorations, and a reliable flight profile.
  11. Because the front fins are so small, there's no way I could use a hinge-docking port system to actuate the fins. But who said that was a requirement!
  12. After much failure with my first attempt at the BFR, I scrapped it all and reset. This is what I have so far: In case anyone is wondering, the previous attempt had hinges which relied on glitchy mechanics and for some reason wanted to explode for absolutely no reason when connected to the booster. I believe it has something to do with the fairings, so my new design will have to be smaller and more carefully designed.
  13. Unfortunately, that's exactly what happens if you use too many wing parts. The game just tacks on lift and slows the terminal velocity. To fix the lack of control, I'd add some ore in the rear "engine bells." This should move the COM back closer to the COL. That's my two cents, anyway. If that doesn't work, just spam more reaction wheels.
  14. The stock fairings save lag by being only one part, but they often have weird issues when attaching to other stuff. That's why my BFR replica is taking so darn long to make.
  15. A BFR replica in-dev: Obviously missing the fins, that's my next task. Otherwise, I got the general look mostly right, and it gets to orbit just fine (and it can land with some expert piloting) in its current state.
  16. @Triop Kerbal Kosmonauts en route to ocean. T+ 0y, 0d, 00:00:07; colorized.
  17. I think I know what the problem is. It needs MOAR BOOSTERS! Seriously though, it looks great so far!
  18. I'd try to make the craft fuselage mainly out of wing parts. This would greatly decrease the thrust requirement for flight.
  19. I'm building a new car. Currently experimenting with Type D wings. EDIT: Progress update! Edit: Done! Check the final product here!
  20. Try using a structural wing type A, then a connector type C, and a small delta flipped 180° over the horizontal axis. I sometimes use that if I'm bored of a flat back end of the wing.
  21. I will always use grandparent autostruts for all wing parts. This way, it is a bit more flexible in high-g maneuvers but not too flexible. I also use normal struts if the wing is multiple parts long at the base so that I can have one part as the root for the whole wing (makes moving it around easier) but still have all the base wing surfaces firmly attached to the fuselage. This strategy has yet to fail me.
  22. Add moar boosters. Duh. If that don't work (I cannot fathom why it wouldn't), I think that you should increase the AOA so you Ascend Out of Atmosphere. At this point, your plane is basically a rocket at high speeds, so fly it like a rocket and your problems should disappear.
  23. Very fascinating... I might do some experiments on fairings and the intakes and see how much of a difference there is (especially with varied faring shapes). We'll see just how many different ways we can exploit this phenomenon...
  24. I've intentionally placed the COL in front of the COM in order to neutralize torque caused by off-center engines. Does it have the same stabilizing effect when the engines are off and the craft is moving at high speed? If it's not the engines, my best guess is that the fairings "subtract" a substantial amount of drag, causing the front of the craft to naturally counteract the COL-COM disparity. One more thing: I noticed that you used landing gear on the tail. I think that you might be a little more satisfied using the retractable ladders since they are one larger piece. Great work so far!
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