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[1.10.x] Mark IV Spaceplane System (August 3)


Nertea

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These are very good. I would like some bigger wing parts if possible though. they added mk 3 parts but wings are totaly worthless unless you keep combining them, which is a tedious and allready outdated way to play ksp.

Also these mk4 parts look and appears to function way better than the new mk3 add ons. Yes the parts are nice but we lack the parts to suppport them (bigger wings,stronger landing gear, ugly adapters,huge amounts of fuel and heavy parts that cant be used simply with engines and wings. you also need to spam engins everywhere now)unless we go mod grinding, which is something i am not a fan off.

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These are very good. I would like some bigger wing parts if possible though. they added mk 3 parts but wings are totaly worthless unless you keep combining them, which is a tedious and allready outdated way to play ksp.

Also these mk4 parts look and appears to function way better than the new mk3 add ons. Yes the parts are nice but we lack the parts to suppport them (bigger wings,stronger landing gear, ugly adapters,huge amounts of fuel and heavy parts that cant be used simply with engines and wings. you also need to spam engins everywhere now)unless we go mod grinding, which is something i am not a fan off.

The SCIMITAR engines have the increased power you seek. Far as bigger engines, be patient. One key thing about Nertea is he works at his own pace and plan; I believe more jet engine options are on the to-do list which means they will get done Soon. Quite franky if thats what keeps him from burning out, then I'm more than happy to wait. I've seen too many modders burn out and their mods fall to anonymity. These mods are way too good for that.

As for wings, check these out: http://forum.kerbalspaceprogram.com/threads/104966

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Nertea, just thought I'd let you know - those VTOL engines helped me complete Thunderbird 1. :D

My version of Thunderbird 1, despite being an excellent SSTO, had some nagging problems. like the inability to land properly without exploding even WITH the "extendo-gear".(I use IR Robotics pistons to extend a set of Adjustable landing gear so that they clear the engines and fins in the back).

That landing problem... Damn... just not working. I had to land at high speeds because of the aerodynamics and no matter how gently I angled in for landing, no matter that I tried to use B9 Airbrakes to slow me down quickly, once the gear touched down, the plane wobbled and tipped over to crash.

It was stable getting OFF the runway taking off, but it was looking like I'd only ever be able to land vertically on the tail.

Until I decided to try the VTOL aspect again. I'd given it up as a lost cause early on. But I decided to take another look at it. The Mk 4 Yellowjacket engines seemed like the most likely solution. I decided to add those in and see if I could imitate the original TB-1's horizontal VTOL capability.

Not... quite. But GOOD ENOUGH!

My TB-1 cannot lift off vertically with a full fuel load.

But like the British Harrier jump jet - once about half the fuel is depleted... it DOES lift! :D

Not only that, but between the RCS, airbrakes and the VTOL engines, I can FINALLY land this thing properly in both modes! By the time TB-1 comes back from orbit or a long flight, it'll be light enough to the point where the VTOLs can work beautifully to set down light as a feather!

BTW - I was already using the big MK 4 Intakes on this design. They still rock.

So now I'm DONE. This thing is COMPLETED now. And ready for posting for you guys to play with! Have fun! :D

THUNDERBIRD 1Craft File

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Holy crap I want it :|

What other mods are in there?

I didnt build it but from the screenies, I can see B9, KW Rocketry, OPT plane pack, and Infernal Robotics. Now I also see a winglet I don't recognize from any of those mods, so Logan would need to confirm if I nailed it or not.

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So I noticed a 'quirk' today. I cant call it a bug, since nothing is really wrong, but it is definitely a mild nuisance.

A 2.5m stack with rover wheels on it (in my case the ruggedized wheels) cannot get out of the tail ramp. I have to design the thing with a super compact wheel-base to fit in the bay so most of my normal designs are out from the get-go and on exit, they don't have enough ground clearance to leave the bay. They get stuck.

I'm not sure if being unable to transport such things is intended or not. Either way, its a bit frustrating. Also, Nert when you get a chance, some of the crafts seen in the pics would be amazing. My attempted recreations thereof are flipping out, not lifting, etc. Various plane probs, so I want to pick apart the originals and find out why mine won't tick.

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  • 2 weeks later...
I didnt build it but from the screenies, I can see B9, KW Rocketry, OPT plane pack, and Infernal Robotics. Now I also see a winglet I don't recognize from any of those mods, so Logan would need to confirm if I nailed it or not.

You pretty much did. :D

The Winglet is also from the KW pack, so you won't have to get another mod to get it.

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The probe core needs to be changed to prevent it from blocking the doorway to the cockpit from the cargo bay. I was thinking it could be integrated into the section with the mono-propellant tanks so that it is to one side leaving a gap to climb the ladder and that would also have a point that you could "mount" cargo. Another option would be to have two of the probe cores and move them to the sides and leave the middle open.

Another idea is to have a large cargo bay (as long as the longest Mk 3) but have it open on the bottom. You may be wondering why but it is simple. You have a large cargo plane carry a rocket up high and then drop it out of the cargo bay (decoupler would be mounted on the ceiling pointing down to the top of the rocket). After it clears the aircraft you can ignite the rocket. Kinda like the old rocket X planes such as the Bell X-1.

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The probe core needs to be changed to prevent it from blocking the doorway to the cockpit from the cargo bay. I was thinking it could be integrated into the section with the mono-propellant tanks so that it is to one side leaving a gap to climb the ladder and that would also have a point that you could "mount" cargo. Another option would be to have two of the probe cores and move them to the sides and leave the middle open.

Another idea is to have a large cargo bay (as long as the longest Mk 3) but have it open on the bottom. You may be wondering why but it is simple. You have a large cargo plane carry a rocket up high and then drop it out of the cargo bay (decoupler would be mounted on the ceiling pointing down to the top of the rocket). After it clears the aircraft you can ignite the rocket. Kinda like the old rocket X planes such as the Bell X-1.

I like both of these ideas a lot.

- - - Updated - - -

BTW - something else I just made with the Mk 4 parts - a little more original than my last project.

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Cockpit is Lack Luster Labs. I will warn you that you WILL need to address memory usage after installing. You can run very little in parallel with LLL without inducing mem crashing.

Uhh.. Not really?

My most current Gamedata folder...



Directory: D:\ksp.90b\gamedata


Mode LastWriteTime Length Name
---- ------------- ------ ----
d---- 1/14/2015 12:06 PM 000_FilterExtensions
da--- 1/11/2015 9:19 PM 000_Toolbar
d---- 1/12/2015 8:38 PM 000_USITools
da--- 1/13/2015 5:17 PM ActiveTextureManagement
d---- 1/11/2015 8:58 PM AIES_Aerospace
d---- 1/12/2015 8:38 PM ART
d---- 1/11/2015 9:10 PM Asimov
d---- 1/16/2015 3:30 PM AtomicAge
d---- 1/12/2015 8:33 PM B9_Aerospace
d---- 1/14/2015 10:31 AM BahaSP
d---- 1/11/2015 7:48 PM blackheart
d---- 1/18/2015 1:37 AM BoulderCo
d---- 1/18/2015 2:26 AM BoxSat alpha
d---- 1/17/2015 3:23 PM BoxSat prototypes
da--- 1/17/2015 10:13 PM CactEye
d---- 1/13/2015 12:44 PM Chatterer
d---- 1/13/2015 4:25 PM CIT
d---- 1/13/2015 4:26 PM CommunityResourcePack
d---- 1/11/2015 9:18 PM Contracts Window
da--- 1/12/2015 8:30 PM CrossFeedEnabler
d---- 1/18/2015 1:40 AM DDSLoader
d---- 1/11/2015 9:13 PM DeadlyReentry
d---- 1/17/2015 9:53 AM Diazo
d---- 1/11/2015 9:26 PM DMagic Orbital Science
d---- 1/14/2015 10:31 AM Electrical
d---- 1/18/2015 1:37 AM EnvironmentalVisualEnhancements
d---- 1/13/2015 4:10 PM FASA
d---- 1/13/2015 12:28 AM FerramAerospaceResearch
d---- 1/18/2015 3:14 AM Firespitter
d---- 1/13/2015 11:44 AM ftmn_new
d---- 1/13/2015 11:46 AM FusTek
d---- 1/14/2015 10:37 AM JFJohnny5
d---- 1/12/2015 8:34 PM JoolianDiscovery
d---- 1/12/2015 8:30 PM JSI
d---- 1/11/2015 9:25 PM KAS
d---- 1/18/2015 2:40 AM KAX
d---- 1/18/2015 5:13 AM KerbalEngineer
d---- 1/11/2015 9:06 PM KerbalFoundries
d---- 1/12/2015 8:30 PM KineTechAnimation
d---- 1/12/2015 8:30 PM Klockheed_Martian_Gimbal
d---- 1/12/2015 8:33 PM KSPAPIExt
d---- 1/12/2015 8:34 PM LLL
d---- 1/13/2015 12:17 PM MagicSmokeIndustries
d---- 1/18/2015 4:47 AM MainSailor
d---- 1/18/2015 2:35 AM MarkIVSystem
d---- 1/13/2015 4:25 PM MissionControllerEC
d---- 1/17/2015 3:24 PM MMs
d---- 1/14/2015 11:49 AM ModRocketSys
d---- 1/14/2015 12:04 PM MovieTime
d---- 1/12/2015 8:30 PM MP_Nazari
d---- 1/11/2015 7:44 PM NASAmission
da--- 1/11/2015 9:24 PM NearFutureConstruction
d---- 1/11/2015 9:21 PM NearFutureProps
da--- 1/11/2015 9:22 PM NearFutureSolar
d---- 1/13/2015 11:43 AM NearFutureSpacecraft
d---- 1/11/2015 9:20 PM Nereid
d---- 1/12/2015 8:40 PM OblivionAerospace
d---- 1/11/2015 9:08 PM OPT
d---- 1/18/2015 1:30 AM PlanetShine
da--- 1/11/2015 9:18 PM PreciseNode
d---- 1/11/2015 7:55 PM ProceduralFairings
d---- 1/11/2015 7:47 PM ProceduralParts
d---- 1/14/2015 10:31 AM R&SCapsuledyne
d---- 1/11/2015 9:15 PM RCSBuildAid
d---- 1/11/2015 9:16 PM RealChute
d---- 1/18/2015 1:40 AM RealSolarSystem
d---- 1/12/2015 8:38 PM Regolith
d---- 1/15/2015 10:28 AM RemoteTech
d---- 1/12/2015 8:30 PM ResGen
d---- 1/13/2015 1:11 PM SCANsat
d---- 1/12/2015 8:30 PM SmokeScreen
d---- 1/13/2015 11:45 AM SPD
d---- 1/13/2015 11:57 AM Squad
d---- 1/11/2015 9:21 PM StationPartsExpansion
d---- 1/18/2015 4:47 AM StretchySNTextures
d---- 1/16/2015 3:33 PM Tantares
d---- 1/18/2015 1:38 AM TextureReplacer
d---- 1/16/2015 3:31 PM ThrottleControlledAvionics
d---- 1/13/2015 12:17 PM ToadicusTools
d---- 1/13/2015 11:46 AM TriggerTech
d---- 1/13/2015 12:17 PM TweakableEverything
d---- 1/11/2015 9:02 PM TweakScale
d---- 1/18/2015 2:50 AM UmbraSpaceIndustries
d---- 1/18/2015 12:17 AM UniversalStorage
d---- 1/13/2015 11:54 AM VenStockRevamp
d---- 1/12/2015 8:30 PM Virgin Kalactic
-a--- 1/18/2015 5:22 AM 463 FinalFrontier.dat
-a--- 1/11/2015 7:47 PM 49664 ModuleManager.2.5.8.dll
-a--- 1/18/2015 4:51 AM 4217730 ModuleManager.ConfigCache
-a--- 1/18/2015 4:51 AM 122 ModuleManager.ConfigSHA
-a--- 1/18/2015 1:40 AM 1398248 sun_flare.tex.dds
-a--- 1/18/2015 5:22 AM 1428 toolbar-settings.dat

Climbs to 2.8-3.1 gb during gameplay. So its borderline but hey i think thats a preety big list.

Not sure what you consider very little or very much but i dont feel LLL was ever constraining me.

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Uhh.. Not really?

My most current Gamedata folder...

-snip-

Climbs to 2.8-3.1 gb during gameplay. So its borderline but hey i think thats a preety big list.

Not sure what you consider very little or very much but i dont feel LLL was ever constraining me.

Are you running ATM on basic or aggressive? I was basing my statement off past experience with LLL but I was not using ATM then.

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- DDS Loader and Encoder

- Active Texture Management

- Run KSP via OpenGL

Learn it, live it, love it!

My heaviest mod install will still not run on 32 bit KSP even with that. Fortunately I am graced with a 64 bit that has never had a game-breaking bug, ever. So 64 bit I go with my 5.5GB of mods loaded (I'm running the high res version of Astronomer's Visual Pack).

Anything keeping this from being declared .90 compatible?

Not that I can find. This is a pure parts pack with no plugin dependency, ergo there should be nothing that broke in the latest version. Theoretically, its possible that something broke but the statistical odds of that are extremely low.

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Greetings!

These parts look really nice! And even though the MK3 Parts are awesome, they are quite unfinished and somehow, well, useless. At least for me.

I look at the pictures and see how few wings these crafts have. Do the parts have lift? If so, how much? I would really like to build a big SSTO that can carry my rovers around to all celestial bodys. With the current MK3 Parts I am really stuck at how much lift everything needs and they just don't have anything :(

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Are you running ATM on basic or aggressive? I was basing my statement off past experience with LLL but I was not using ATM then.

It's fair, without ATM LLL chews up a whole load of memory, roughly 500-600Mb (when on full-res textures, drops a lot on half). It's the fault of the .tga loader I believe, with ATM it drops down to almost nothing (by comparison). Anyway, I've been working on dropping down the usage by switching to .mbm and cutting out a few duplicate textures.

Edited by Lack
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