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About Halsfury

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    Trust me I'm an Engineer

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  1. I've just gotten back up and running and found out that adjustable landing gears is not updated enough, but still I decided to revamp a new design. A while ago I posted the Su 27, now I've gone 1 further with the Su 33 Flanker D, it's more aggressively stability relaxed, but still flyable with just SAS. Additionally it has more payload with 2 extra hard points under the belly of the craft and is still to challenge specs.
  2. So for the past few months I've been away from KSP since I couldn't get version 1.1.2 to run. This was because of an unsolvable crash when the scene changed from the main menu to the space centre. Recently I downloaded KSP onto my desktop computer (Win 10) with the expectation that since it was newer, it would work. And it did once I ran it as the administrator. Then I tried to make it work again on my old 2012 macbook pro (retina) and found that the solution was specifically linked to the "underwater FX" apparently this one graphics option was so greedy for hardware space tha
  3. Hi, Sorry I haven't been active here lately, everything seems to be running fine without my intervention though. My Mac proved allergic to Unity 5 and since that point I haven't been able to play the latest version. I'm looking into it again after getting KSP to work on Win 10 but I'm probably only going to be able to come back after version 1.1.3 becomes active Nice craft He 162
  4. Hi It seems that something is not included with the mac version of 1.1 which is absolutely necessary according to El Capitan 10.11.4 Here's the log Thanks Halsfury Kerbal Space Program - (OSXPlayer) OS: Mac OS X 10.11.4 CPU: Intel(R) Core(TM) i7-3720QM CPU @ 2.60GHz (8) RAM: 8192 GPU: NVIDIA GeForce GT 650M OpenGL Engine (1024MB) SM: 30 (OpenGL 2.1 [2.1 NVIDIA- 310.42.25f01]) RT Formats: ARGB32, Depth, ARGBHalf, Shadowmap, RGB565, ARGB4444, ARGB1555, Default, ARGB2101010, DefaultHDR, ARGBFloat, RGFloat, RGHalf, RFloat
  5. Hi, I have a problem which seemed simple when it failed every time but I got KSP 1.1 to work once and I launched a rocket The first issue was that the game would get frozen consistently loading the space centre scene so I couldn't play at all, although I managed to load a scenario and it was fine. I reinstalled, this time using the .dmg installer and managed to launch a rocket, but things were gravely wrong. Whenever I moused over a part, it would disappear at random but was most consistent in relation to fairings, sometimes the whole payload would disappear if I moused over the fair
  6. Well if you can get a plane to do every requirement then you finish the challenge, but everyone keeps on building
  7. Nice, I thought that this challenge fell flat, when it was first posted It's very hard to get a plane to do all this, even very good designs can fail this challenge
  8. I was thinking of having enough fuel on the first stage to enable a skip reentry, basically the first stage would reach a 75 by 27 km orbit, and then separation would occur, the shuttle would circularize, and the booster would fall down into a skip reentry. I managed to do a Falcon IX style booster landing before, I had to launch at an angle so that I could drop the booster onto the southern continent but that was before we had shuttle SSME's stock, consequently it was pretty easy to get it wrong and slam into the ground too fast. Maybe VTOL would do the trick, Even with a forward fl
  9. I see you compensated for the increased length with canards so that you could get a bigger cargo bay, One thing though which I have always found interesting, I wonder if it's possible to make a space shuttle with a returnable, flyable first stage. It would look like this and launch from an upright position, the lower aircraft would accelerate both craft and detach close to orbit, it would then land somewhere downrange while the shuttle burned to orbit
  10. Ah pardon the misunderstanding, the shuttle comes equipped with a mass simulator attached to the rear of the bay and is 10 tons, that's about the maximum recommended. I meant don't fill the bay with full fuel tanks cause it probably won't make orbit
  11. Payload capacity is basically what you can fit in the bay, so long as it's not fuel (which is heavy). It has a mass simulator included which weighs about 10 tons, I'd say that's the cutoff, not because you couldn't lift more, just that the orbital engines were chosen for high ISP not thrust, so you could find yourself at the AP after launch and unable to circularize in time. Also, I've avoided clipping bigger boosters because you don't need it there's plenty of power to go around on launch (you can make it to 70 km in 3 minutes) Maybe I'll do something like an expanded shuttle p
  12. There seemed to be no FAR Shuttles, so I went ahead and made one. The flight manual is more involved than most http://forum.kerbalspaceprogram.com/index.php?/topic/128631-far-space-shuttle-atlantis/
  13. Before the Mk3 cockpit parts were updated I created a similar space shuttle, which was slightly modified to be KSP friendly for stock aero, this time round I decided to build a much more accurate replica using FAR. Flight Manual: Flight Maximums and Minimums: Stall Speed @ 1000m; mach .33 Maximum allowable dynamic pressure; 30 kpa Maximum supersonic and subsonic AoA; 25 degrees below 20km Maximum hypersonic AoA; 90 degrees Maximum Dynamic G forces; 3g Maximum Thrust G force in atmosphere; 2g Maximum re-entry angle at speeds greater than ma
  14. Hey Guys I put together a new short challenge, please take a look at it and see what could be improved, you were all so helpful getting this one to where it is. It's called the KSP Unlimited Race, it's also for FAR, and is a no restrictions air race using the KSC buildings as pylons
  15. This year while all the staff are away from the KSC on holiday Jeb decided to host a race, but this race is unlike anything anyone would ever approve of, requiring small nimble aircraft to get in between all of the narrowest corridors between the KSC buildings. This challenge is inspired by 1930's air races and modern drone racing and is a combination of the two, with tight drone racing style corridors but with an emphasis on improving aerodynamic design rather than the rather crude bricks which constitute drones. Each race is a single lap around the course starting at the runway, pi
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