Kronus_Aerospace

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About Kronus_Aerospace

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  • Website URL https://kerbalx.com/Kronus_Aerospace

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  • Location Conversing with the Kraken
  • Interests Aerospace related topics, video games, and cartoons.

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  1. Kronus_Aerospace

    Work-in-Progress [WIP] Design Thread

    Yes, they are done using radiator edges. those corrugated sections add a total of 128 parts to the craft. It may be possible to create a similar effect using the existing corrugation patterns on the radiators themselves, however the radiators would have to be oriented 90 degrees from the direction in which their curved shapes fit into the body of the rocket, so I went with the more part heavy solution. I feel it is worth it however, as those sections of the rocket are so barren otherwise, they add some much necessary texture. Oooh, is that an F-14 I see? The Tomcat is by far my favorite US fightercraft.
  2. Kronus_Aerospace

    Work-in-Progress [WIP] Design Thread

    I just have 4, 2.5 meter command pods just barely clipping through the fairing, with all the unimportant bits hidden by radiators. That one detail alone represents 5% of the craft's entire weight. Screw efficiency.
  3. Kronus_Aerospace

    Work-in-Progress [WIP] Design Thread

    Last Update before this is finished, Only a few details left to add (and testing). Thankfully Kronal Vessel works in 1.6, although I had to shop a bunch of images to get everything in one shot.
  4. Kronus_Aerospace

    Work-in-Progress [WIP] Design Thread

    SII is done, Part Count is beginning to get up there, 423. Aesthetically it's turning out better than I had hoped. Fitting in features like the interstage fairings is probably the single biggest contributer part count wise, All things considered I may make a "Lite" version of this once I finish it. Gifs are a nice way of reducing clutter, they look kinda crappy though. EDIT: Most Important Detail
  5. Kronus_Aerospace

    Work-in-Progress [WIP] Design Thread

    Thanks dude! Building it at 1:3 scale introduces some interesting challenges, I've been packing as much functionality in it as I can. I've finished the SIVB And reworked the command capsule The capsule probably took the most time to get functioning whilst also fitting a kerbal.
  6. Kronus_Aerospace

    Work-in-Progress [WIP] Design Thread

    @qzgy yeah it's Apollo EDIT: Did my best with the lunar module, all things considered it doesn't look that bad.
  7. Kronus_Aerospace

    Work-in-Progress [WIP] Design Thread

    Guess Again!
  8. Kronus_Aerospace

    Work-in-Progress [WIP] Design Thread

    Anyone want to take a guess? (it ain't hard)
  9. Kronus_Aerospace

    Work-in-Progress [WIP] Design Thread

    Progress on the Azathoth Carrier has sped up massively thanks to 1.6. The body (hull?) is starting to take shape, and internal features such as the microfighter bay are well underway. The Carrier itself is sitting comfortably at 2960 parts and 4600 tonnes. The design is basically finalized at this point, and with no more memory leakage issues I'll likely be able to complete it within the next month or so. I'm estimating final part count to be around 4000, can't see it going toooo much higher than that at this point, of course that's excluding all of the aircraft that will go on this thing, which altogether will add another 650 parts. @Kerbalwerks hOLY sMOKES. That Voyager looks incredible man! Under 1000 parts too.
  10. Kronus_Aerospace

    Stock SR-71 Small Scale

    You know, your not wrong. But, I still want to improve more in that area. Thanks a lot man, I still really wouldn't call myself a master of small scale. But I do certainly have a lot of fun with them, craft like this especially force me to really experiment with my part usage to get things looking right. Whereas my larger replicas all use the same parts pretty much. I'll consider myself a master when I can make something with a reasonable part count that doesn't fly like a brick.
  11. Kronus_Aerospace

    Stock SR-71 Small Scale

    This craft is a full stock 2:7 scale replica of the SR-71 Blackbird. This craft has Spark engine afterburners, which necessitate the use of infinite fuel. The craft is very slow unfortunately, but is decently maneuverable. This craft was built purely for aesthetics, and true to form for me it has an absurd part count for its minuscule size. This craft was originally built some time ago, and was recently retrofitted. Ideally I would rebuild the craft from scratch as it’s old infrastructure was a constant obstacle to the redesigns. Given more time a full revamp would be more accurate and have better performance. In the future I may revisit a mini SR-71 again. Download: https://kerbalx.com/Kronus_Aerospace/Kronus-SR-71-Blackfinch Part Count: 405 Craft Mass: 11.12 tonnes
  12. Kronus_Aerospace

    ANY Symmetry Number Using a Stock Glitch

    OH NO! This glitch is almost impossible to do unintentionally, and the game crashing from having too many parts is hardly unique to the glitch, it's not causing instability in any way. The game handles higher symmetry numbers just fine. Besides I use this glitch so much you wouldn't believe it's been an invaluable tool for me. The last thing I want is to see it patched.
  13. Kronus_Aerospace

    ANY Symmetry Number Using a Stock Glitch

    Can't say I didn't warn ya! And I agree, it's super fun to play around with.
  14. Kronus_Aerospace

    ANY Symmetry Number Using a Stock Glitch

    Evil Kraken monster with 13 sinister tentacles! It looks like this beast is YOUR unlucky number!
  15. Kronus_Aerospace

    ANY Symmetry Number Using a Stock Glitch

    The Symmetry Glitch Description: In this topic I will explain a method for multiplying symmetry numbers that allows you to use a practically infinite range of symmetry numbers. The symmetry glitch involves how the game handles symmetry numbers, say you place a part with symmetry, such boosters on a rocket with 4 way symmetry, and you try to attach fins to those boosters with 2 way symmetry, upon doing so the game will automatically jump the symmetry number up to 4. This phenomenon is utilized in the glitch. By placing daughter parts on a parent part with symmetry, and then placing that parent part on a grand parent part with symmetry, the daughter parts are placed with multiple layers of symmetry, often creating far more than the maximum of 8 normally allowed. If you try to place a new part on the daughter parts, the symmetry number will jump up to however many daughter parts there are. This new part can then be placed on the grandparent part , and the abnormally high symmetry value will remain.(or any other part as long as it too is not attached with symmetry, as that will cause the symmetry number to jump to that value) From this information you can imagine the potential range of symmetry numbers: 3 x 6 = 18, 8 x 8 =64, 6 x 8 = 48, etc. Pressing the symmetry number will reset it back to 1 regardless of whatever symmetry value you currently have. However ctrl+x still reduces the symmetry number by 1. Meaning, if you started with 64 way symmetry you could press ctrl+x to get a symmetry value of 63, or 62, 61, 60, etc, all the way down until you get to 8. With the inclusion of a great-grandparent part you could even stack this effect on top of itself, and you can keep going from there. Though be warned, it's easy to crash your game by accidentally going way to high, taking this effect above symmetry numbers of 1000 is not recommended. This is a great tool for anyone who doesn't want to use too many building mods. Though for all it's greatness, you still can't do 5 or 7 way symmetry with it. Procedure: Here I will give a step by step procedure for those who are still having trouble. I will demonstrate how to do 64 way symmetry, although the procedure is the same for any symmetry number -1: Start with a grand parent part, this part will have all of the other parts attached to. This can be anything as long is you can radially attach parts to it, though I recommend that it be something large. You could also simply use the body of whatever craft you may be using this glitch on for this purpose. -2: Attach a parent part anywhere on the grandparent part. It doesn't really matter where as long as you only attach a single part. this part can be anything as long as you can radially attach parts to it, but I personally prefer to use Oscar tanks. -3: Attach a daughter part to the parent part with 8 way symmetry. this part can be anything as long as you can radially attach parts to it. Here again I prefer to use more Oscar Tanks. -4: Detach the parent part and reattach it to the grandparent part with 8 way symmetry. This will result in a total of 64 of the daughter parts -5: Attach a part to the daughter part, it could be anything but in this instance it is yet another Oscar Tank. It should be noted that you don't actually have to place this new part, as long as you mouse over the daughter parts the glitch will trigger. -6: Now place this new part on to the grandparent part, be careful not to mouse over the parent part or any other part on the craft that is placed with symmetry, as described above that will revert the glitch. At this point you can remove the parent and daughter parts, as they have served their purpose. And Voila! You have a part attached with 64 way symmetry, as described above you can reduce the symmetry value in increments of 1 to whatever you'd like. You can also attach any other parts and they will attach correctly with no further glitchy-ness. The game can even handle things like decouplers and engines attached this way. ASK QUESTIONS! If you are need of any further help or have other questions feel free to ask. This glitch can be done and used in various different ways, and I find it to be quite useful. I discovered this glitch around a year ago by accident and have been using it frequently ever since. It can be quite useful when making things like base 10 mechanisms or large circular designs. Have fun poking the kraken with this great building tool!