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mrmcp1

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Everything posted by mrmcp1

  1. Just open the craft file and change the version number from 1.2.1 to 1.2.0. That space station is truly awesome
  2. Manged at 3:30 lap, the car likes to draft a lot if I can get that sorted a 3 minute lap should be possible
  3. It looked better with the front wing parts still attached
  4. Drove my hovercraft up a small mountain only lost 3 parts
  5. I made a small jet booster for some of my small rockets which is capable of landing Using the early jets is a bit tricky as they loose thrust at higher altitude. When you get the panther or whiplash engine they are probably a bit more viable. They can make a nice cheap alternative to SSTO's
  6. It is quite slow but it tends to role if a turn is made above 30m/s. Your car seems to have a lot of radiators (might be mistaken) aren't those of similar mass? I will attempt a run this weekend
  7. And I'm 100% sure those numbers don't add up . I wonder what caused that, did someone overfill the administration building pool?
  8. Now working on a king class car (my smaller one's have too many weird issues)
  9. I think I have an idea for a new class, large trucks with trailers Taking inspiration from your new thread I have built a jet powered truck It tends to crash very easily
  10. Have you tried setting the friction control to manual? I have had better results using that. I tend to set the rear wheels to 1.7 and the front to about 1.2 Unfortunately both of my cars have weird issue (one just randomly just turns left and right at speed creating a fishtail effect and the other pulls to the right on the straights)
  11. Those are really cool. Where are the engines on the trucks (I can't see them in the pictures). You should add these as a new class in your racing challenge
  12. I got it into a 120km by 120km orbit with large amount of fuel left, don't know how much delta v it had left as I haven't installed kerbal engineer yet. Might give it a test later
  13. The SAS is mainly for stability (the car has some weird handling characteristics) but I do use them to help with corners. It might be best to impose a limit on the amount of modules (I can remove the SAS if you want). The downforce creating jet seems to make rolling impossible
  14. Built a new class 2 entry It has a down force creating jet and a selective boost flap like on @borbalf's car. @Azimech I assume we can enter multiple classes
  15. Your wheels are so well clipped I assumed you where using 8 wheels. Is your car class 2? If will alter it to meet the other class as well
  16. Thanks. Also what would you suggest I use to make the video (never attempted one before)
  17. I have finished my car for class 3 Now I just need to remember the track
  18. Don't see why not. I would suggest you put a list of the mods used at the end though
  19. Are flying rover allowed? Got the wing angle the wrong way round Also when you say free aerodynamics I assume you mean fixed spoilers?
  20. It does the same job. You may want to look at some of the other creations on the forum for inspiration
  21. You basically need to land something with even more fuel than the sls Orion on the surface unfortunately. It is possible in one launch but very difficult. I look forward to seeing your creation. If you use the mod kerbal engineer you will need about 6000m/s of delta v I think.
  22. The lander needs to be even bigger than a rocket you would use to get into orbit of kerbin. Due to the thick atmosphere you will also need to chose your engines carefully
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