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On September 22, 2016 at 0:49 AM, FTWG4M3RS said:

Hey 8bit... I mean PastaRasta... I mean Lord Pasta bud. I got two crafts for you, both of them I have made Timelapses for on my Channel and was wondering if you could review them for me.

 

First up the United Kerbal Navy Corps Exploration Class Cruiser: The Spirit of Autumn

Timelapse:

Download Link: https://www.mediafire.com/?z03ic4r2y2zva99

 

Next up is the United Kerbal Navy Corps Fighter Division: Merlin Fighter

Timelapse:

Download Link: https://www.mediafire.com/?676d8u338rt2a3r

 

Both are pure stock as always, thanks in advanced :)

I finished the review. I'll get to the other craft over the weekend.

Enjoy!

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I have tried to make a car, a couple actually...

(Sorry for the bad image quality)

c.pngb.pnga.png

I'd like to know what you think about some of my more recent attempts at producing vehicles in KSP

Attached is the LR-ARX E and F variants and LR-LMBX

The ARX is meant to be more of a fast buggy meant for... whatever you do with a buggy... The LMBX is more of an attempt to make a good looking sportscar like vehicle.

I would like to hear some feedback and what you overall think of these crafts and what I can do to make better ones in the future.
Just letting you know, the ARX F will probably require unlimited fuel so activating infinite propellant will probably be necessary.

(Press one [1] to activate each craft's onboard power supply.)

https://drive.google.com/open?id=0B7Q5NPUcsUYkTUJFbG4yRHFHLTQ
https://drive.google.com/open?id=0B7Q5NPUcsUYkZ0pPdFZKaWQ1Nk0
https://drive.google.com/open?id=0B7Q5NPUcsUYkOGVjWkRyM1BpcVk

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7 minutes ago, Abraxsas said:

I have tried to make a car, a couple actually...

(Sorry for the bad image quality)

c.pngb.pnga.png

I'd like to know what you think about some of my more recent attempts at producing vehicles in KSP

Attached is the LR-ARX E and F variants and LR-LMBX

The ARX is meant to be more of a fast buggy meant for... whatever you do with a buggy... The LMBX is more of an attempt to make a good looking sportscar like vehicle.

I would like to hear some feedback and what you overall think of these crafts and what I can do to make better ones in the future.
Just letting you know, the ARX F will probably require unlimited fuel so activating infinite propellant will probably be necessary.

(Press one [1] to activate each craft's onboard power supply.)

https://drive.google.com/open?id=0B7Q5NPUcsUYkTUJFbG4yRHFHLTQ
https://drive.google.com/open?id=0B7Q5NPUcsUYkZ0pPdFZKaWQ1Nk0
https://drive.google.com/open?id=0B7Q5NPUcsUYkOGVjWkRyM1BpcVk

Those are awesome!!

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12 hours ago, Abraxsas said:

I have tried to make a car, a couple actually...

(Sorry for the bad image quality)

c.pngb.pnga.png

I'd like to know what you think about some of my more recent attempts at producing vehicles in KSP

Attached is the LR-ARX E and F variants and LR-LMBX

The ARX is meant to be more of a fast buggy meant for... whatever you do with a buggy... The LMBX is more of an attempt to make a good looking sportscar like vehicle.

I would like to hear some feedback and what you overall think of these crafts and what I can do to make better ones in the future.
Just letting you know, the ARX F will probably require unlimited fuel so activating infinite propellant will probably be necessary.

(Press one [1] to activate each craft's onboard power supply.)

https://drive.google.com/open?id=0B7Q5NPUcsUYkTUJFbG4yRHFHLTQ
https://drive.google.com/open?id=0B7Q5NPUcsUYkZ0pPdFZKaWQ1Nk0
https://drive.google.com/open?id=0B7Q5NPUcsUYkOGVjWkRyM1BpcVk

I'll take a look at these soon!

here is my previous review on a different craft:

 

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In addition to the other craft I sent, I have one more...

unknown.png

This is my first try at constructing a compact, and aesthetically appealing ship constructed with MK3 parts without sacrificing effectiveness.

I'm also trying out some new compact and high velocity torpedoes, and I would like to see how effective they are.

It's 343 parts
weighs about 125 tonnes
I don't know the Delta V ISP or TWR (No kerbal engineer for 1.2 yet)
and is... big...

I know it doesn't really focus on armour but I would like to see it take a few hits and see if it does need armor.
I'm pretty sure you already have a lot of craft on the list but see if you can do this one... soon-ish...

https://drive.google.com/open?id=0B7Q5NPUcsUYkVFBTb0Z4Y192ZG8

Edited by Abraxsas
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On 9/25/2016 at 11:08 PM, Abraxsas said:

In addition to the other craft I sent, I have one more...

unknown.png

This is my first try at constructing a compact, and aesthetically appealing ship constructed with MK3 parts without sacrificing effectiveness.

I'm also trying out some new compact and high velocity torpedos, and I would like to see how effective they are.

It's 343 parts
weighs about 125 tonnes
I don't know the Delta V ISP or TWR (No kerbal engineer for 1.2 yet)
and is... big...

I know it doesn't really focus on armour but I would like to see it take a few hits and see if it does need armor.
I'm pretty sure you already have a lot of craft on the list but see if you can do this one... soon-ish...

https://drive.google.com/open?id=0B7Q5NPUcsUYkVFBTb0Z4Y192ZG8

this seems cool. I'll definitely get to it soon.

 

On 9/24/2016 at 7:05 PM, Abraxsas said:

I have tried to make a car, a couple actually...

(Sorry for the bad image quality)

c.pngb.pnga.png

I'd like to know what you think about some of my more recent attempts at producing vehicles in KSP

Attached is the LR-ARX E and F variants and LR-LMBX

The ARX is meant to be more of a fast buggy meant for... whatever you do with a buggy... The LMBX is more of an attempt to make a good looking sportscar like vehicle.

I would like to hear some feedback and what you overall think of these crafts and what I can do to make better ones in the future.
Just letting you know, the ARX F will probably require unlimited fuel so activating infinite propellant will probably be necessary.

(Press one [1] to activate each craft's onboard power supply.)

https://drive.google.com/open?id=0B7Q5NPUcsUYkTUJFbG4yRHFHLTQ
https://drive.google.com/open?id=0B7Q5NPUcsUYkZ0pPdFZKaWQ1Nk0
https://drive.google.com/open?id=0B7Q5NPUcsUYkOGVjWkRyM1BpcVk

Also, for some reason I cannot load these crafts. I saved them as craft files, but it says that they have invalid parts when I attempt to load them. If it wasn't for that reason, I would have more videos out.

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On 9/27/2016 at 3:55 PM, 8bitgammers said:

this seems cool. I'll definitely get to it soon.

 

Also, for some reason I cannot load these crafts. I saved them as craft files, but it says that they have invalid parts when I attempt to load them. If it wasn't for that reason, I would have more videos out.

Edit: Am I correct in assuming that you do not run the 1.2 beta version of KSP?

Sorry, completely forgot about them being in 1.2! A few of them were built in the currently experimental version of KSP which is causing compatibility issues between craft files in different versions. Vaos asked for help and he found a way to transition them, I can see if I would be able to do that as well, but the easiest solution is to just use the 1.2 beta version of KSP. Right now it's just a propertys' selection in steam (platform that I use) and I think it is available through the startup menu or downloadable on the KSP download page. Again, sorry for them being built in the beta version, but seeing as though they are completely stock they should be easy to run with the new 1.3 install.

I'll see what I can do to get them to be compatible with 1.1, but see if you can get these crafts running with the 1.3 beta install, it should be easier that way.

Edit: By beta I mean pre-release 

Edit: Seeing as though many people are testing out the 1.2 beta, it would be wise to switch yourself with all of the new features, even if they are buggy.

PS: (Haha, buggy, see what I did there? Get it? Buggy because of the buggy that I submitted... heh... I'll show myself out now...)

Edited by Abraxsas
JOKES!
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On 9/25/2016 at 8:08 PM, Abraxsas said:

In addition to the other craft I sent, I have one more...

unknown.png

This is my first try at constructing a compact, and aesthetically appealing ship constructed with MK3 parts without sacrificing effectiveness.

I'm also trying out some new compact and high velocity torpedoes, and I would like to see how effective they are.

It's 343 parts
weighs about 125 tonnes
I don't know the Delta V ISP or TWR (No kerbal engineer for 1.2 yet)
and is... big...

I know it doesn't really focus on armour but I would like to see it take a few hits and see if it does need armor.
I'm pretty sure you already have a lot of craft on the list but see if you can do this one... soon-ish...

https://drive.google.com/open?id=0B7Q5NPUcsUYkVFBTb0Z4Y192ZG8

Well I have made an SSTO variant of this craft...

unknown.pngunknown.png

It is pretty much the same craft just renamed to invention and given an assortment of Ram engines rapiers and a pair of nuclear engines.
This thing is one of the hardest crafts I have ever flown into orbit and i'm unsure if flown is the right verb in this case...

Anyways, A large problem is its TWR after disengaging ramjets and running out of oxidiser for the rapiers. I was wondering if you could give me any advice or maybe a design solution into what I can do to get this behemoth into orbit

Another issue is its armament, if you have any suggestions into where I can mount extra weapons, i'm all ears.
weighs about 180 tonnes 
runs with 1.2 prerelease version of KSP

https://drive.google.com/open?id=0B7Q5NPUcsUYkTEVzOEgyNnZoV0E

Edit: I have a revamped version with added thrusters and simplified fuselage 
Generally, the same statistics apply.

https://drive.google.com/open?id=0B7Q5NPUcsUYkUWI2SUxIcnVGa1k

Edit: Alright, a new, new version is done that is just better in everyway.
I've added more thrusters, and have tried to spread the load of engines around the craft so TWR isn't as much of an issue.
The issue of armament for the craft still remains still being very underpowered for its side.

https://drive.google.com/open?id=0B7Q5NPUcsUYkUWI2SUxIcnV1kGa

https://drive.google.com/open?id=0B7Q5NPUcsUYkeHZPa1BNa1E0R0U

Edited by Abraxsas
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Not much, but here's a nice little fighter that's the 7th of its line. The picture shows the complete modded and armed version, but the link is a stock one.

e8B6nC3.png

https://www.dropbox.com/s/s06hapynpsnx0zd/AL F-2G STOCK.craft?dl=0

I tried imitating Wargame's Su-27PU armory image.

latest?cb=20140107072020

Edited by NotAnAimbot
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Not a great looking aircraft but I think it's the best all rounder I've made.       Can carry a light ISRU setup direct to Minmus and go on to explore Duna, Laythe etc.     Has Vernier lift engines in the belly to land horizontally on Minmus flats by translating "up".     Can land horizontally on Duna at a nice safe speed.    Is as about as free from handling vices as anything you can build in KSP.

https://kerbalx.com/AeroGav/PENTA-STAR-REDUX

20161005115839_1_zpsljxfq1aj.jpg

I'd appreciate your thoughts on this,  is it a genuinely useful spaceplane, worth the effort (compared to just single launch rocket with moar boosters) ,  how does it compare to other spaceplanes?

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I have a very special Craft for you.

unknown.pngunknown.pngunknown.png

This craft is my first real attempt at a fully Ion powered design. I was wondering if you could give me some insight towards its combat effectiveness.

This craft boasts an impressive power pack, 112 RTGs paired up with 6 Solar arrays and 4 Large Fuel cell arrays to power 28 Ion engines. In total, energy output is ~300 electric charge per second.
Based off of my standard corvette chassis, modified to support this engine configuration. 

Armament consists of 4 standard torpedoes and 2 re-fire missiles for both designs

Action groups

1. Atomic engine toggle (only present on Phalanx class)
2. Ion engine toggle
3. Solar array deploy
4. Fuel cell array toggle

https://drive.google.com/open?id=0B7Q5NPUcsUYkWTB2YWY4U2tDNjQ

There is also the counterpart to this craft, the Phalanx class which utilizes atomic engines taking advantage of the stock, liquid fuel capacity of the corvette chassis of the craft making a long distance hybrid, Ion engine reliant craft.

unknown.png

https://drive.google.com/open?id=0B7Q5NPUcsUYkUXVuSklJYTgxTnc

I would appreciate any feedback you could give me and tell me if there is anyway I can refine these crafts.

-Abraxsas

 

Edited by Abraxsas
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On 10/13/2016 at 1:26 AM, Abraxsas said:

I have a very special Craft for you.

unknown.pngunknown.pngunknown.png

This craft is my first real attempt at a fully Ion powered design. I was wondering if you could give me some insight towards its combat effectiveness.

This craft boasts an impressive power pack, 112 RTGs paired up with 6 Solar arrays and 4 Large Fuel cell arrays to power 28 Ion engines. In total, energy output is ~300 electric charge per second.
Based off of my standard corvette chassis, modified to support this engine configuration. 

Armament consists of 4 standard torpedoes and 2 re-fire missiles for both designs

Action groups

1. Atomic engine toggle (only present on Phalanx class)
2. Ion engine toggle
3. Solar array deploy
4. Fuel cell array toggle

https://drive.google.com/open?id=0B7Q5NPUcsUYkWTB2YWY4U2tDNjQ

There is also the counterpart to this craft, the Phalanx class which utilizes atomic engines taking advantage of the stock, liquid fuel capacity of the corvette chassis of the craft making a long distance hybrid, Ion engine reliant craft.

unknown.png

https://drive.google.com/open?id=0B7Q5NPUcsUYkUXVuSklJYTgxTnc

I would appreciate any feedback you could give me and tell me if there is anyway I can refine these crafts.

-Abraxsas

 

I can actually give you a few tips with ions (since ive kinda switched over from nukes to ions a few months back).

First of all 100+ RTGs is a VERY bad idea...  Your best bet is to have more batteries then RTGs since all you need is enough EC to accomplish the absolute longest burn you ever expect to need to pull off.  My own designs are roughly designed with ~1500-2000dV on batteries alone in mind.  You dont actually need to have more then that because interplanetary timewarp (even if you have but 1 RTG) will recharge your entire battery capacity and RTGs are incredibly heavy compared to batteries.  Also, ions tend to have such long burns that you dont care about teh oberth effect as much as with other engines, so you can afford to do two separate burns to a far away planet (my smaller ion craft can do ~1500dV, then do a 500 or so dV burn once in solar orbit when the few RTGs have recharged the batteries, its not as efficient on fuel but with ions being so insanely fuel efficient anyways it more then compensates.

Another tip (although you didnt do bad in this regard with ur ship) is to spread the ions out as much as possible.  Ions are unaffected by objects behind them (they will always provide thrust even if inside a cargo bay pointing at the back wall), so in terms of survivability you are better off spreading out the fuel/engines/batteries as much as possible like how my modern ships do it.  Best to have no more then 3 ion engines connected to 1 part so a direct hit to any part of your ship will be unable to actually knock out your engines.

9fNx8Nd.png

This thing uses the whole spread out internalized ion layout.  Ions are attached in groups of 1-2 to a 650 ibeam, and those ibeams are attached all around the skeleton frame one after the other.  While its far from a perfect design, extremely bad luck aside, you will survive 10+ shots with this thing and still retain mobility.

All in all, your new ion thing looks incredible, especially that rear wing layout.  Not quite exceptional in armor or firepower, but it looks good enough that that doesnt matter :D.  The only thing id do is get rid of all but ~10 RTGs and add enough batteries to allow for a ~1000-2000dV burn before requiring a recharge...

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On 10/14/2016 at 7:34 PM, panzer1b said:

I can actually give you a few tips with ions (since ive kinda switched over from nukes to ions a few months back).

First of all 100+ RTGs is a VERY bad idea...  Your best bet is to have more batteries then RTGs since all you need is enough EC to accomplish the absolute longest burn you ever expect to need to pull off.  My own designs are roughly designed with ~1500-2000dV on batteries alone in mind.  You dont actually need to have more then that because interplanetary timewarp (even if you have but 1 RTG) will recharge your entire battery capacity and RTGs are incredibly heavy compared to batteries.  Also, ions tend to have such long burns that you dont care about teh oberth effect as much as with other engines, so you can afford to do two separate burns to a far away planet (my smaller ion craft can do ~1500dV, then do a 500 or so dV burn once in solar orbit when the few RTGs have recharged the batteries, its not as efficient on fuel but with ions being so insanely fuel efficient anyways it more then compensates.

Another tip (although you didnt do bad in this regard with ur ship) is to spread the ions out as much as possible.  Ions are unaffected by objects behind them (they will always provide thrust even if inside a cargo bay pointing at the back wall), so in terms of survivability you are better off spreading out the fuel/engines/batteries as much as possible like how my modern ships do it.  Best to have no more then 3 ion engines connected to 1 part so a direct hit to any part of your ship will be unable to actually knock out your engines.

9fNx8Nd.png

This thing uses the whole spread out internalized ion layout.  Ions are attached in groups of 1-2 to a 650 ibeam, and those ibeams are attached all around the skeleton frame one after the other.  While its far from a perfect design, extremely bad luck aside, you will survive 10+ shots with this thing and still retain mobility.

All in all, your new ion thing looks incredible, especially that rear wing layout.  Not quite exceptional in armor or firepower, but it looks good enough that that doesnt matter :D.  The only thing id do is get rid of all but ~10 RTGs and add enough batteries to allow for a ~1000-2000dV burn before requiring a recharge...

I've been trying to develop more Ion driven craft and I really do appreciate the feedback. 

What I (stupidly) thought of for the Roundel was to have a Ion powered craft built off of an existing prefab chassis that could operate in day or night conditions. The corvette chassis I built it off of was also very complex, but somewhat lightweight, and easy to build off of and modify to a point, I thought it would be an okay choice. I wasn't willing to redesign it though, seeing as though many of the parts are rooted off of many Mk.1 Liquid fuel tanks, and not wanting to sacrifice looks for the xenon tanks, I just kept them there unfilled wasting space and weight. 

Since I wanted to have the ability to operate without the sun as powerd I needed a reliable, large source of power for it. Since I didn't have much space to put LFO tanks (unless I replaced the RTGs which I can totally do) I didn't make it dependant off of fuel cells, leaving RTGs as the other choice. Looking back on it though I can probably remove the RTGs altogether and replace them with LFO tanks and a larger battery pack because of the RTGs being heavier like you mentioned.

If I could go back and do it all over again I would probably split up the space used by the RTGs and replace it with additional xenon tanks, LFO tanks for more fuel cells and battery packs to increase the available power should I need it if I lose Fuel cells or solar panels in combat. In the end I think the craft is a bunch of compromises I made for the heavy and weak RTGs. 

One advantage a largely RTG reliant craft has over others is its (almost) constant charge output. Coupled with fuel cells and some radiators, I can get the same efficiency using Cells and RTGs  on Eeloo as I would at Kerbin. Another advantage is with the additional Solar panels, I think this craft could take a beating but still be able to output normal Ion thrust without draining its energy supply.

Screw that noise ^  You are right with using a larger battery bank and just being able to use whatever i need from a pool is better. My only concern is that if it gets damaged to the point where it can't hold much charge it loses its mobility. What I tried to do hear is have a ready at all times craft that can accelerate indefinitely.

Another thing you mentioned, putting Ion engines effectively on top of each other seems kinda chaetsy for me so I do it "the hard way" with one layer of Ion engines powering it. 

I think that The atomic variation of the Roundel, the Phalanx brings much more to the table being able to use the atomic engines with the normal chassis. I think both desperately need a redesign looking back on them if they are going to be viable alternatives to the existing atomic corvettes that I use.

Thanks for the compliment on the rear tail boom :)

Edit: Is there anything else that you can suggest I do for Ion powered craft?

Best regards (wrote this at 12:38 AM so i'm probably going to completely revise this)
-Abraxsas

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