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Pieliker96

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About Pieliker96

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  1. That's fair. I'll also clarify that I'm not causing parts to have negative mass - I've tried that before, the game does not like it. I'm adding negative ore to parts to lighten them up while the overall part mass remains positive. I will say that there are some useful craft file edits that don't affect performance of parts: for example, enlarging flag sizes for use as blueprints, allowing flags to surface attach to themselves, removing the little landing gear light shine that got added in the latest update and is persistent regardless of whether the light is on or off, and manually disabling s
  2. To each their own. Stock is how I've always done it, as have many others. From the offset tool to fairings to stock bearings and props, to fuel tank cockpits and landing gear noses, to CF editing and landing gear drives, to stock cannons and turrets, to grip pad spam and bendy-tech, to using flags as blueprints - I take pride in being part of a small community of stock builders that is constantly pushing the boundaries in what is possible in the base game: In mechanics, performance, replica realism, and more. It's fair to see stock parts as a limitation, but limitation breeds creativity. In th
  3. (Source: https://www.flickr.com/photos/eaaairventureoshkosh/25394078947) 55 x 2 = 110. Besides being two Yak-55s joined as one, the Yak-110 follows the Kerbal mantra of "moar boosters!!!1!!" by having a General Electric J-85 slung under its wing! It's also the only tri-engine aircraft capable of unlimited-class aerobatics. And of course, it has a thrust-to-weight ratio greater than 1. More information can be found at https://yak110.com/. My scale replica has a good amount of detail, most of which can be seen in the first picture of the gallery below. To do this, it uses a rather
  4. Need to transport 60,000 liquid fuel units somewhere, or do some in-air refuelling? Then boy do I have the aircraft for you! This heckin’ chonker has 86 tires and 24 engines, which are just enough to comfortably yank it off the ground and into flight. It has a grabber on one under-wing pod and a shielded docking port on the other if you’d like to torture yourself by attempting in-air refuelling. It has a wet mass of 473 tons and a dry mass of 173 tons - that is, it can carry nearly twice its own weight in fuel! Flight Instructions & Action Groups Rotate at 75m/s, bewa
  5. Somewhere around 40 hours, give or take. Definitely one of my most time-consuming builds so far.
  6. Cheers man, glad you like it. Parts can be reduced in mass by editing the craft file and adding negative ore to them, as long as the overall part mass remains positive. For example, the extra large landing gear has a mass of 0.6 tons. The following is some pseudocode of a 0.05 ton large landing gear. PART { part = GearLarge //A bunch of part data and modules, omitted RESOURCE { name = Ore amount = -55 //Mass of one ore unit = 0.01t. Removes 0.55 tons. maxAmount = -55 flowState = False isTweakable = False
  7. HB told me to post this here, hope y'all like it. I've been on KerbalX and r/KerbalSpaceProgram for a while under the same username. Dunno how active I'll be here. The Howard 250 is a passenger conversion of the Lockheed Lodestar. It also looks really slick. Here's some shots of my replica: Getting this thing to fly well was a bit of a pain, to say the least. It's been heavily craft-file-edited to get it to a reasonable weight (13 tons down from nearly 50). Despite this, its top speed is only 35 m/s, due to the drag from all 817 parts. It has fully sto
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