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Work-in-Progress [WIP] Design Thread


GusTurbo

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Suspension Bridge Update

First I would like to mention the previous Bridge and Mobile Lift will be completed as part of this project. The plans are to route this Floating Suspension Bridge as shown in the example below, this route is likely to change depending if the system lags too much. The foundations on each end along with the small land crossing of the bridge have not been constructed, these will be custom designed. I picked this location because of it's obvious short distance of travel for construction and also for a scenic route.

Would this be the first Floating Bridge made in KSP? I would like to wear that T-Shirt :cool:

Construction Begins

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Alignment

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Refueling

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The preferred Route

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New SSTO in development. Comfortably made 160 x 160 with about a 6.5t dummy xenon payload.YtVkJVy.png

dummy payload - about 6.5t

I was delighted until final approach, when KSP decided that the front landing gear was inside the cargo bay and therefore couldn't deploy. Needless to say, I panicked and fluffed the landing a little. Still, everyone survived!

Y U NO FRONT LANDING GEAR?!

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Will post craft, etc., when I've ironed out the bugs. Please excuse the pretentious craft name: The KSS Choral Soliloquy.

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Well i think ive just outdone myself...

A fully functional SR-1 Normandy replica with a detailed interior.  I modeled every single room, from CIC to engineering (although enghineering isnt quite as large as it outta be).  Aside from that, the bloody thing is under 600 parts (yeah its laggy and terrible but given its size and full interior i cannot complain), aerodynamically stable (draggy as hell but it flies no worse then a very heavy jet fighter), capable of air-dropping vehicles (yet to make a decent mako for it but at least it works in theory), and unlike every one of my older attempts, the hull shape is fairly close to the original and the only really visual issue is the engines which i cant quite get 100% look good because of the fact it must be aerodynamically stable and SSTO capable.  Ohh and in case you were wondering it is SSTO capable (albeit very bad efficiency since its incredibly draggy).  I need to improve it so it isnt 1000t heavy on the pad (dont ask how the hell i got it off the runway :)), and perhaps upgrade it so its a little bit more efficient as right now its literally a brute force SSTO rocket (it flies like 1 too) so while it can fly like plane it isnt exactly going very far cause dragfest.

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Open spolier for more images and interior, wont take up 10 pages...

Spoiler

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Whoever designed the mass effect ships should never apply to become an aerospace engineer, engines below the craft requires way too many wings and those super high gimbal engines to fly...

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38568FFF7DBB4B95095041A19A14F5528CD11E45

 

This is the AAC Porco Rosso, an SSTO spaceplane currently undergoing its first orbital test flight. Originally scheduled for suborbital trials, CMDR Jebediah Kerman was given permission to perform orbital insertion after powered ascent far exceeded design expectations. Mission Specialist Jiji Kerman and Payload Specialist Bob Kerman are preparing for EVA to examine the spacecraft after the next sunrise.

Edited by Samniss Arandeen
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I've designed a cooling system for my piston engines mod, will be used for a future Star Trek mod as well (warp core cooling through the warp nacelles). It works by actively pumping fluid around in a closed circuit. Programmed using stock modules.

And now this. Sometimes things are better in wireframe.

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After seeking heavy inspiration, by simply roaming around the forums now and then, what seemed to draw my attention was the electric bearings for props. Through some trial and error, and some occlusion bugs :( I was able to not only make the bearing, I've went forth to develop a twin vertical rotor aircraft (similar to that of the Osprey). I'm planning on actually modeling a DJI Phantom 4 drone out of this in the future... If I can prevent bearing wobble as I am currently attempting to fix. A couple of tips wont hurt one bit (including aesthetic tips because it looks ugly.... but then again, ugly is subjective to the viewer...)

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Suspension Bridge Update
Plan B Shut Down

During the construction of the Bridge I figured as most of us probably did.System lag from so many parts being used is bringing me to the decision of shutting down Plan B. The first design was undergoing structural damages caused by the reentry from a save or from switching craft. I do realize this is not what the game is design for and the challenge is more difficult but yet more fun at the same time. I love KSP for this reason, it's more than Rocketry for me. Plan B was a new connector giving the Bridge better structural strength but also at the cost of having more parts causing system lag. My idea for Plan C will be to reduce the part count by going back to the first design, lower the Bridge height and add more structural strength to the design.

Plan A

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The Systems Structural Testing

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Plan B
New Connector

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System Structural Testing
Plan B is Working!!!

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Plan B
Shut Down

With the Entrance and six sections both designs were failing

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Edited by Castille7
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Here's an update on my concept craft. Development is currently on hold because my computer just tanked, but I wanted some name suggestions that communicate the power of this craft: 

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Looking forward to hearing from you all! Also if you see something glaring (other than the lack of radar) please do mention it. 

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I've gotten my ships all in working order in 1.1.3, although this sadly doesn't mean much because of Kerbapint not working on OS X. However, today I decided to do a not too serious (as in not cramming in every bit of detail and precision) build of a F2H Banshee. I used stock parts (Tweakscaled engines), and BDA. While I did have a version with Juno engines, it was way to weak for any weapons (Even this setup has some trouble). It manages around 250 M/s. It's around 60 parts with all the equipment.

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Battleship sighted! (My Bismarck in 1.1.3).

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Bombs hit!  (Unfortunately the Texture Replacer Kerbal head textures were a bit messed up at the time).

Tell me what you think, I might try to optimize it for release.

Also, for the near-future I may work on fixing my Galileo-Space Shuttle project that has been sadly put away for months in 1.0.5. I may even try to start my next (planned) naval project, Kormoran Vs Sydney. (I did consider Sinking of PoW and Repulse, but considering how complicated it would be to handle so many aircraft and especially the fact that I might have to rebuild the PoW's hull make it seem somewhat unenticing.)

Edited by SaturnianBlue
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Suspension Bridge Update
Plan C

The first span is not the distance I would have liked but it is coming together. Also I was able to make use of an Aqua Tram I built, Jeb used it for some construction adjustments and inspections. I added some lamps to the bridge which are working well and took Rover 7 for a ride down the bridge for testing and its working great.

I think I can start a second span far enough away for the system not to generate both spans at the same time, so the part count will not be so high at one time in the playing field. This is in theory because I noticed when heading towards a large object the system seems to generate that object into the playing field as you approach it. Not sure if I am explaining this correctly but I think some of us understand how this works. Below is the first span nearly complete and not sure if there will be another until I prove my theory.

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Messed around with my space shuttle+Galileo creation, and it exploded on the pad... However I turned on unbreakable struts and once it actually worked fairly well except the gravity turn was too quick. Even with warship struts the ship seems to really flop around... I'll probably check the no Galileo version to see if it is flawed. tvziypq.png

Flop, flop...

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Suspension Bridge Update
Plan D

Can I get a Plan Z? :D........ After many complications with stuff floating on the water I decided to leave floating alone and going with just the Suspension Bridge on Piers. The plan is to have two supporting Piers, after getting a good foundation I will then attach to the Piers. Also the Mobile Bridge Lift is complete and dropping small bridges all around Mission Control.

Pier Idea for Plan D

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Pier Testing

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Floating Suspension Complications Still

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More Photos

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After  getting distracted with other games (seriously, Tropico 4 was free on Humble Bundle last week!), I've forced myself back into KSP to gear up for the 1.2 update. The U-boat is making some progress. It still has problems, but it's still on track for a late September release date, assuming it doesn't get screwed over by 1.2.

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I'm still working on getting that crew cabin's hatch to work. I had the same arrangement when I did the Gato, but it just doesn't work this time. I had to spawn these three Kerbals in using Vessel Mover just to check if the Conning tower had room for them. It does, but the front edge is too high and the AA gun is too far forward to allow Kerbals to easily access the rear portion of the tower.

Oh yeah, there's a deck gun now too.

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While testing the LY-01 and LY-05 landing gear in 1.2 prerelease I ended up putting together a series of light aircraft in various configurations. Some final tweaks to do but Im actually considering releasing these as packs, Im that happy with them.

Design constraints were for a single pilot, with the Mk1 variants put together using only the Aviation node & below in the tech tree, and Mk 2 is largely cosmetic updates from other nearby nodes as things like struts become available, with part counts under 30. The Mk 1s have between 23 - 25 parts, and the Mk 2 between 25 - 28 parts.

The 4 designs are as follows:

Mk 1 on left, Mk 2 on right

Gopher - a single engined (Juno), low wing aircraft (taildragger)

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Moth - a single engined (Juno), biplane (taildragger)

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Solo - a single engined (Juno), high wing aircraft (taildragger)

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Award - Twin Engined, high wing aircraft (tricycle)

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And finally, when you upgrade the SPH you get:

Moth Mk 2a Stuntplane:

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Edited by Kryten 2X4B 523P
Posted too early!
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I've started a new project up over the weekend, and its another warship replica! The name is currently a secret, anyone mind guessing what ship it is? (Title on top is a clue...)VqM250r.pngHere it is in the SPH in 1.0.5, the front is on the right. Unfortunately the ship seems to just straight up fall apart, which is why I am using KSP 1.1.3 in the test shot.9c6s2UD.png

Edited by SaturnianBlue
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On 9/9/2016 at 8:11 PM, Mycroft said:

Here's an update on my concept craft. Development is currently on hold because my computer just tanked, but I wanted some name suggestions that communicate the power of this craft: 

 

gN24eKn.jpg 

 Looking forward to hearing from you all! Also if you see something glaring (other than the lack of radar) please do mention it. 

Call it The Narada and plant an Alcubierre Drive inside. :wink:

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