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Cupcake...

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  1. Here goes. The back of the Rapier engines are mounted to the two attachment points inside the materials bay before being offset to the back of the craft. The Pre-Cooler/Shock Cones etc are then attached to the Rapier engines front nodes. Does that make sense? Getting there is half the battle I guess! Cupcake...
  2. IMPORTANT: READ LANDING GEAR FIX AT BOTTOM OF PAGE! CRAFT FILE(s): https://goo.gl/aRREeV Presenting the Maelstrom; a twin engine SSTO that combines high performance, sleek looks and exceptional handling. Putting out 2.7k in LKO (3.3k Max Vacuum Output), the Maelstrom has the range to pull off return missions to the Mun as well as ferry itself to distant colonies in the Jool system. Taking advantage of the four nodes in the materials bay has allowed the engines and fuel tanks to be mounted in a single stack. In short this thing cuts through the air like a hot knife through butter and getting it to orbit really is a doddle. CONTROLS: 1 - Toggle Engines 2 - Switch Modes 9 - Deploy Rudders/Airbrake 0 - Open Cockpit Doors/Airbrake ABORT - Emergency Control Surface Deployment - Nose Up SUGGESTED ASCENT PROFILE: OWNERS GUIDE: As with all my designs a Joystick is highly recommend and the SAS should be left on at all times. The Canards are disabled at launch as the Delta Delux Winglets provide enough torque for take-offs. The Canards should be reactivated (Pitch And Roll) when aero braking, entering an atmosphere or landing on Kerbin/Laythe/Duna. While the handling is pretty forgiving it's possible to enter a spin at low speeds while trying to Roll and Pitch Up or Down. To this end ensure you have enough airflow over the wings. The handling is sluggish in deep space due to the singe reaction wheel, however the craft is a lot more manoeuvrable with the engines running. Try to conserve electricity where possible, ensure lights are off when not needed and that the cockpit doors are open once the craft is in a vacuum. Like the Vortex the Maelstrom uses Round 8 tanks for the majority of its oxidiser supply. The craft is relatively heat resistant, the weak link being the pre-coolers which should be monitored during ascent. Deploy the landing gear to help slow the craft down at high speeds and use the cockpit doors as an airbrake at med/low speeds. The rudders can also function as airbrakes (9) but this will result in Yaw instability. Enjoy! Cupcake... LANDING GEAR FIX: The one big drawback of these designs is that the landing gear can become mangled while quick saving/loading due to a bug in KSP. Fortunately there is a fix, as well as measures you can take to prevent the issue occurring in the first place. The bug only rears its ugly head when the craft is saved in flight with a Kerbal at the controls. For this reason always EVA your Kerbal before saving. Having your Kerbal outside the craft and quick saving/loading will also fix any issues with an affected craft. This bug only affects vessels in flight so quick saving/loading while parked up on the ground should not result in any issues.
  3. Dayum! Kind of which I'd thought of that now. Great job! What a beautiful machine, shame it never came to fruition. Cupcake...
  4. Thankyou! Although I do need to give it a once over really, there are a few improvements I'd like to make to the design. Cupcake...
  5. For the love of God don't listen to this next song then! Nah, actually do it's awesome. Cupcake...
  6. There! Happy? @Avera9eJoe Cupcake...
  7. Some more hair brained stunts with a trip to the Mun thrown in for good measure. Enjoy! Cupcake...
  8. There's that, plus I've got a new one out too. Enjoy! Cupcake...
  9. Well this is a lovely surprise, thanks for the mention! Cupcake...
  10. Indeed! It does yes, there are Round 8 tanks mounted either end of the cockpit and in the engine nacelles. I figured I'd better get good with one Rapier before I work my way up to two. Just started work on the video as well, I think even by my standards I may have cut this one a wee bit fine! Eeeep! Cupcake...
  11. Here's a little sneak peak of the upcoming Maelstrom SSTO returning from a Munar mission. You'll have to wait for the video to see it but the handling on this thing is something to behold. Cupcake...
  12. Damn, unfortunately the internet’s down at my place atm but I’ll fix it as soon as I can. Thanks for letting me know. Cupcake...
  13. CRAFT FILE(s): https://goo.gl/Z3GyqS Presenting the Pterodactyl; a compact, light weight scout built to explore Kerbin's various nooks and crannies. Cruising speed is just over 200m/s which is about right for hitting the tree line. While the craft is extremely manoeuvrable it's also very forgiving (unlike the Squall who's handling is in need of a bit a tweak methinks). CONTROLS: 1 - Toggle Engine. OWNERS MANUAL: Not much to say about this one really, just keep the SAS on at all times and a joystick is highly recommended. Enjoy! Cupcake...
  14. CRAFT FILE(s): https://goo.gl/eYBFgh Presenting the Clydesdale; a solid dependable utility truck that can be adapted to perform any number of tasks. The truck is capable of operating on some pretty inhospitable terrain, and also sports a pair of Thud rockets allowing it to ford rivers or small lakes (or go very fast). The standard version and an extended tanker model are included in the craft file in addition to refuelling/refinery and cargo trailers. CONTROLS: 1 - Toggle Fuel Cells (Activate Before Using Truck) 2 - Toggle Thud Engines (Staging Not Recommended) 5 - Start Harvesting/Refining/Deploy Drill 6 - Cease Harvesting/Refining/Retract Drill 7 - Forward Control Point 8 - Reverse Control Point 9 - Toggle Ladder ABORT - Undock/Decouple Cargo Port OWNERS MANUAL: Much like a real truck the Clydesdale burns fuel in order to power itself along. Lights and anything else that draws power should be left off while the truck isn't in use otherwise the tanks will eventually run dry! The fuel cells must be activated while the truck is in use otherwise it'll run out of power. The truck features two command pods located at the top and bottom of the craft. Transferring crew between them will allow access to the top deck. The craft features a ladder to enable Kerbals to access the bottom command pod. This ladder should be left deployed while the truck is parked up. The command pods are mounted at an angle so it's recommended to use the forwards control point (Action Group 7). The ore refining/harvesting trailer features an integrated landing leg allowing it to be safely parked up while separated from the truck. Enjoy! Cupcake...
  15. Apologies everyone I was hoping to get the latest craft files out but I'm just too busy with the house move at the moment. Once I get settled in I'll get them out as soon as I can. Ta! Cupcake...
  16. This one's a bit of a departure for me as it's mostly story driven rather then flying a mission. Not sure about a jail break but I do see a deal being struck for Jeb's freedom in return for flying a hideously dangerous mission. Man, I loved that show when I was a kid! Cupcake...
  17. After getting fired from the Space Program Jeb decides to start his own company. This Aerospace thing can't be that hard, can it? Enjoy! Cupcake...
  18. Hope you enjoy this one. I'll try and get the craft files for the Truck, 6x6 and Plane out in the next day or so. Cupcake...
  19. Got turned down for life insurance. Cupcake...
  20. Yes, but it would mean re-building the whole thing. It took me ages to get the craft balanced properly so I think I'll leave it for now until it needs a major upgrade. Also: Enjoy! Cupcake...
  21. Thanks for the mention guys, much appreciated as always! Cupcake...
  22. You (kind of) read my mind. While it won't be a battle field setting the next video will feature plenty of trucking. Cupcake...
  23. Boot-leggings such a loaded word, I prefer to think of it as supply and demand. They don't. At least not without infinite fuel turned on. Saying that I'm planning on creating working (Monoprop) versions. I'll try and have them released soon. Cupcake...
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