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Rdivine

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  1. Thanks for the feedback! Hello Mareczex ! Big fan of you, and I loved your videos!
  2. The Lockheed Martin F-35 Lightning II is a family of single-seat, single-engine, fifth-generation multirole fighters, under development to perform ground attack, reconnaissance, and air defense missions with stealth capability. The F-35 has three main models; the F-35A is a conventional takeoff and landing variant, the F-35B is a short take-off and vertical-landing variant, and the F-35C is a carrier-based variant. The craft currently in showcase is the F-35A, which is a conventional takeoff and lading variant of the jet. The STOVL & Carrier variants are currently in development. I proudly present to you, the F-35A Lightning II, developed & manufactured by Divine Airlines corp. note: B9 Aerospace pack is required for this craft. B9 Aerospace is available here Instructions for takeoff: 1.Engage engine and afterburners by staging. Press 4 to toggle between afterburners. For a full-performance takeoff, engage afterburners. 2.Engage SAS for stability. NOTE: SAS is optional as the craft is very stable. however, pitch trimming is needed. 3.Wait for the plane to reach takeoff speed (~40m/s) and gently pitch up about 10 degrees. 4. The plane will gracefully take to the skies. Download: F-35A Lightning II F-35A Characteristics Arnaments: 1x Aim 7 Sparrow 2x Aim 9 Sidewinder Powerplant: 1x F-135 Turbine Engine w/ full afterburning capabilities Dry thrust: ~150kN at sea level ~190kN at 17000m With afterburners: ~185kN at sea level ~215kN at 17000m Minimum take off speed: 34.5m/s (without arnaments) 42.1m/s (with arnaments) Maximum speed: [table=width: 500, class: grid, align: left] [tr] [td]Altitude(m)[/td] [td]Speed(m/s)[/td] [/tr] [tr] [td]1000[/td] [td]152.3[/td] [/tr] [tr] [td]3000[/td] [td]180.1[/td] [/tr] [tr] [td]6000[/td] [td]245.9[/td] [/tr] [tr] [td]10000[/td] [td]301.0[/td] [/tr] [tr] [td]20000[/td] [td]1201.0[/td] [/tr] [/table] Service ceiling: 21000m Thrust/weight: 1.16(full fuel) 1.36(half fuel) Rate of climb: 87m/s (at sea level) 180m/s (at 8000m) Range:3500km http://www.youtube.com/watch?v=IYYRLoi_zwM
  3. the center of mass should be BELOW the center of lift, and preferrably the center of lift to be at the same vertical plane as the center of mass. This ensures that the shuttle wont nosedive or tip over due to its immense speed at reentry. the center of lift above the center of mass acts as a balancing effect, allowing the shuttle to return to its original position after being displaced.
  4. I normally fly a large probe container up into space, rendezvous with all the space junk and small probes, then deorbit the "trash bag".
  5. Objective: Make a Working Carrier that can float on water, then land a plane on it. Only b9 aerospace modpack is allowed.(optional) Rules: -The plane can have VTOL/STOL capabilities -The carrier must be able to travel on sea -B9 aerospace pack can be used(optional) Helpful suggestions: -Arresting hook Make a normal plane. Then attach a landing gear, protruding out of the plane. Assign the brakes of the gear to a hotkey. Upon touchdown, press the hotkey and the gear will act as a arresting hook to slow the plane down. -Harrier Using B9 turning engines, you can make a harrier version of a plane. Simply land vertically, and the challenge is completed. -Carrier transport Attach long metal gurders to the bottom of the carrier, then attach gears at the end. This will allow easy transport to sea and will also keep the carrier buoyant. good luck!
  6. I have mixed opinions about that. However, im pretty sure that KSP must have less lag so that it can run on friends' computers to play.
  7. Currently, career mode is just no different from sandbox mode. The materials and parts are free, although a "cost" unit has been implemented. If currency were to be added, a player would start off a career mode with its starting fund, of about 5 million dollars. Through missions organized by the "government", such as sending payloads or astronauts into specific orbits, cash can be obtained. Cash can be used to purchase parts, or hire kerbals. Methods of obtaining funds: 1. Sending pre-built payloads from governments or third-party organisations, into specific orbits. -A 70-100km orbit would reap $50,000. -A 100-500km orbit would reap $100,000. -A 500-1500km orbit would reap $150,000. -An orbit above 1500km would reap $200,000+ -A geostationary orbit would reap $500,000. -Munar insertion orbits would reap $1,200,000 -Minmal insertion orbits would reap $5,000,000 2. Setting up communication links. Several new probe parts would be added, with the ability to "transmit" information from one place to another. It is not for use for the player, but instead for other companies who wishes to use your satellites to transmit data, such as telecomms, television, internet and etc. A transmition-able satellite must be put into space for companies to make requests. -1 unit of space would reap $20. A small transmitter would carry 500 units of space, be 0.5m wide, and has 0.1 mass. A normal transmitter would carry 2750 units of space, be 1m wide, and has 1 mass. A large transmitter would carry 5520 units of space, be 2m wide, and has 3 mass. 3. Commercial space tourism A new building would be set up called the "tourism center". There, kerbals can sign up for flights around the globe, or just a suborbital flight into space. However, you must design your own rockets, spaceplanes or planes that can carry passengers. -A 100km plane trip would cost $6,000. -A planned suborbital flight would cost $120,000. -A planned orbital trip from space would cost $600,000. -A round trip to the moon would cost $1,500,000. 4. Multiplayer competitions Multiplayer competitions can be held by players, which then the 2 teams must build a suitable and desirable vehicle that fits the criteria set by the player. The player then awards the winning team a sum of cash in exchange for the vehicle. How money will be spent 1. Fuel Money earned will be used to purchase fuel. Fuel will be stored in resevoirs, and then used for missions. -Liquid fuel costs $5 per unit -Oxidixer fuel costs $7 per unit -Monopropellant RCS fuel costs $2 per unit 2. Parts Parts require money to be purchased. -Small fuel tanks costs $1,000 - $5,000 -Normal fuel tanks costs $5,000 - $13,500 -Large fuel tanks costs $13,500 - $75,000 Probe cores costs $500-$5,000 Cockpits costs $10,000. Pure rocket engines costs $20,000 - $150,000 SABRE engines costs $175,000 Jet engines costs $30,000 - $170,000 Wing parts costs $3,000 Solar panels costs $1,000 to $190,000. When parts are recovered, they are stored in the inventory of a player so that it can be reused for next missions. 3. Research Money must be spent so that research can be done. Research involves new scientific communication parts. Research will continuously gather data from probes or rovers all over the solar system for a maximum period of 3 years. Data gathering may vary from 1 to 10 units per day. Time warp will just pause the researching, and continues when it is under 10x. When 50 units of data is gathered, money must be spent on it to convert it to either science, or new parts(which are very rare). 50 units of data will cost about $15,000 and reap 50 science.
  8. improvements to the ocean of kerbin so it doesn't go UNDER the mountains and terrain, and a setting to disable ocean animation.
  9. Hello, KSP team! Many computers nowadays cannot handle the high performance requirement of KSP. Handling 50-60fps on KSP would definitely be a very, very expensive, but good computer. Many people have to turn down the settings to play KSP non-laggy. This causes the graphics to be less desirable. I've listed several methods on how i think it could be a literal game-changer. 1. Multi-core support! Frankly speaking, KSP on multi-core computers are so laggy that some may get 1-3 fps. Currently, KSP can't do anything about it as multi-core support is decided on the unity team. 2. Better ocean handling Oceans are just grids of animations stitched together. Since about 300 grids are being loaded, the enormous amount of animation definitely will cause some lag. I've figured a plan on how to improve it. The ocean tiles for beige,green and blue will be translucent. The area where the grids will be loaded will increase until 10km, then it will start to shrink until about 30km, where the ocean becomes a translucent body altogether, and all the grids unload. If the craft splashes down, the area where grids will be loaded is about 2km in radius around the craft, where beyond the point, it slowly fades to the background. 3. Smoke trails Having seen several launches, i noticed that smoke trails of rocket engines do not appear until about an altitude of 10km. Where smoke trails gradually appear, until a height of 30km, where the trails gradually disappear. However, if a camera is focused on a rocket at an altitude of 5km, and is zoomed out from a distance of ~2km, the smoke trails appear as a streak in the sky, which can be done by cropping a sprite and blurring it against the background. However, solid rockets have more noticeable smoke trails, beginning from launch and disappearing from 25km. Jet engines have constant smoke trails. Smoke trails do not need to be groups of smoke bubbles lumped together. They could be just a really large image altogether, stitched with the engine flames. Sorry if you don't understand me. My english is weak!
  10. Modern warfare [fighter aircraft] Official thread NEW PLANES EVERY WEEK! Speed-based Weaponised Maneuverability based F-15 Tractor Boasting 2 turbojet engines and 1 basic jet engine, this powerful critter dares to fly at high speeds at high altitudes without ever being caught. Having a gigantic size compared to other fighter aircrafts, the Kerbal Fighters challenge you to fly it ! Speed : ~150m/s Maneuverability: 3/5 Weapons: No Vertical liftoff: Semi-vertical Engines: 3 Altitudes: ~9000m ---Aircraft screenshots--- http://imgur.com/a/tEe8o#0 .Craft file download http://www./?x7fshvzf74bbtx3 F-16 This amazing aircraft features double engines, 2 guns and 1 plane tracking missile. It also has top-notch speed, maneuverability and also is able to take off vertically! Speed : ~180m/s Maneuverability: 5/5 Weapons: 2 guns, 1 tracking missile Vertical liftoff: Yes! Engines: 2 Altitudes: ~5000m ---Aircraft screenshots--- http://imgur.com/a/Zaajt#0 .Craft file download http://www./download/qri2tqsn27xl2c9/F-16.craft F-16 Braddox Similiar to the original F-16, it has higher maneuverability but requires SAS most of the time. Speed : ~160m/s Maneuverability: 4/5 Weapons: 2 guns, 1 tracking missile Vertical liftoff: Semi-vertical Engines: 2 Altitudes: ~5500m ---Aircraft screenshots--- http://imgur.com/a/IxA31#0 .Craft file download http://www./download/ctc98tpdb46c7hp/F-16_Braddox.craft F-16 Raptor The F-16 raptor has 4 amazing guns that can pinpoint you from 10km away. Speed : ~150m/s Maneuverability: 4/5 Weapons: 4 guns Vertical liftoff: Yes Engines: 2 Altitudes: ~4500m ---Aircraft screenshots--- http://imgur.com/a/ZqF3G#0 .Craft file download http://www./download/cuacdsct4chfhfr/F-16_Raptor.craft F-18 Ripper The F-18 Ripper is a fighter plane that was carefully designed, modified and built to suit the hunger for kill. It features a slant wing which achieves perfection in balance and speed. Speed : ~220m/s Maneuverability: 3/5 Weapons: No Vertical liftoff: Semi-vertical Engines: 2 Altitudes: ~6000m ---Aircraft screenshots--- http://imgur.com/a/yLJg1#0 .Craft file download http://www./download/2uslli5ea4o77ji/F-18_Ripper.craft F-21 G The F-21 G has air-slicing wings to achieve amazing speed, even at low altitudes. Speed : 1mach Maneuverability: 2/5 Weapons: No Vertical liftoff: Slighty Engines: 2 Altitudes: ~6500m ---Aircraft screenshots--- http://imgur.com/a/slnRY#0 .Craft file download http://www./download/zx63oy4e7fg243c/F-21G.craft F-23 Eagle-X The F-23 Eagle-X is the fastest plane of all! It can fly fast at high altitudes and will not spin wildly after a flameout. Speed : 400m/s Maneuverability: 1/5 Weapons: No Vertical liftoff: No Engines: 2 Altitudes: 14000m ---Aircraft screenshots--- http://imgur.com/a/Svrux#0 .Craft file download http://www./download/hyv707861ui3ty3/F-23_Eagle-X.craft KSP FIGHTER PACK DOWNLOAD--- Please note that this pack contains all of the .craft files listed above, compiled into 1 folder. http://www./download/9edmpp9c2gjuw5d/KSP_Fighter_Aircraft_pack.zip Please note that all crafts are made solely for entertainment purposes only, not to recreate real life examples. Some planes are fictional.
  11. I've always had this irritating problem too. 1. At liftoff, the plane sways wildly even before takeoff. I tried everything i could. 2. Using will cause the same problem. However, using the less-powerful engine does not cause any problem. I tried putting struts and stuff. I've also readjusted the wheels a couple of times and it did not work. The engine problem, maybe?
  12. Perhaps your design is a falcon 9v1.0? -Rdivine
  13. Hello ladies and gentleman! Behold my creation, the Falcon Heavy! The lifter can launch more than 52 tons of mass[KSP] into low earth orbit[100km] without using fuel from the payload. 52 tons of mass is equivalent to + + +. I am trying to imitate the real life Falcon Heavy by spaceX. Falcon Heavy is a lifter from spaceX which is capable of delivering 53 metric tons of payload into low earth orbit. [RL] falcon heavy stats FALCON HEAVY Mass to LEO (200 km, 28.5 deg): 53,000 kg (117,000 lb) Overall Length: 69.2 m (227 ft) Width (body): 3.6 m (12 ft) x 11.6 m (38 ft) Width (fairing): 5.2 m (17 ft) Thrust on liftoff: 17 MN (3,800,000 lbf) This is quite an awesome lifter. It boasts 27 merlin 1C engines which help to lift the payload into orbit. In my imitation, i will try to recreate this awesome lifter. (Spoilers didn't work, i beg your pardon ) VAB pictures Starting spacecraft module This is the payload being sent to low earth orbit Subassembly saver would help alot. What the launcher looks like Boasting its 20 booster engines and 7 vectoring engines. Sideways view[iphone style] Launch sequences album: http://goo.gl/Stmdd Launch sequence: 1. 10 seconds to launch. Throttle up and enable SAS using T. 2. Liftoff! Remain throttle at max power until speed reaches 97m/s or altitute reaches 1km. 3. Follow the optimum ascend speed. This saves most fuel. Altitute Velocity 1km 110m/s 2km 120m/s 3km 130m/s 4km 145m/s 5km 160m/s 6km 178m/s 7km 196m/s 8km 215m/s 9km 238m/s 10km 260m/s 4. Remain throttle from 10 to 15km. tilt to your inclination at a deg. of 5. 5. When twin boosters run out of fuel, jettison, wait for 3 seconds then throttle up to maximum power. 6. Now tilt directly to 45degrees and remain until apoapsis reaches 100km. 7. Circularise your orbit, then jettison the lifter. 8. Congratulations! You are now in space! Spacecraft download: http://goo.gl/M06XW Thank you, happy Kerballing! -Rdivine
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