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epicfacecanada

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Everything posted by epicfacecanada

  1. that does work though I have found that binding RPM limit instead of torque to the main throttle works better as it will gives you finer lift control than just using the blade authority controls
  2. I was so hopeful about under water bases;.; My Sub went to about 870 meters below sea level before it hit the ocean floor. It could've probably gone further If i can find a deeper spot out in the ocean but I haven't tested it further than that.
  3. This is my First successful submarine in version 1.0.5 it is very basic and only uses one Weesley engine but is capable of goin up to ~45 m/s underwater. I'm Planning on making a submarine that capable of launching a rocket from it while underwater and possibly using the Klaw(aka Advanced Grabber Unit) to make an under water base.
  4. There appears to be the revamped canards as well as the Delta-Deluxe winglet has the animation for them reversed yet the wings aerodynamics behaves as if it wasn't reversed? Here are a few pictures of the Aeris 3A with the front winglets replaced with various canards to show you what I mean.(note the control Inputs in the corner) Normaly it should behaves like this.
  5. Here I present to you with the Kuran Orbiter and Launch System It is a Reusable Buran/Space Shuttle inspired craft which uses a winged orbiter along with one central and two radial liquid fuel booster which make up the launch vehicle. the orbiter and the central booster are both fully recoverable in stock but in order to recover the two radial boosters you will need to have a mod which will prevent it from being lost when it unloads from the game such as FMRS(Not a dependency if you don't mind losing the radial boosters). If flown well the Kuran is capable of reaching a circular 250 km orbit and returning while carrying 3 metric tons of payload. It has not been tested with a paylod heavier than 3 tons as that is as much mass I could reasonably fit inside the short cargo bay of the orbiter. It is also capable of flying completely unmanned Like the real life Buran.I advise that you to do your gravity turn in the craft towards the east as the is more landmass to the east which makes aborting a more viable option and presents more area for the boosters to land. Action Groups 1- Toggles maneuvering engine on the orbiter 2- Toggles cargo bay 0- lowers landing legs on the boosters Abort- Detaches the orbiter From the boosters and deactivates all of the engines Flight Instructions Launch 1. Activate SAS and stage. 2. Hold an upward attitude(It will have a tendency to pitch forward initially which is slightly stronger than the on board SAS). 3. At approx 5 km the radial booster will run out at which point you hit 0 and stage. 4. At 7-10 km depending on your payload you will begin a gravity turn by pitching it onto it's back. 5. once the desired apoapsis is reached or the central booster runs out you stage again which will separate the booster. 6. activate maneuvering engines on orbiter and circularize orbit. 7. switch back to central booster then stage it and deploy the landing legs 8. Wait for it to land and hope it landed on solid ground:) Returning very similar to landing most other space planes although do note that it is not the most maneuverable plane by any means. I would also recommend using Kerbal engineer or a similar mod in order to see your apoapsis in the fight view. some pics of the Kuran. Download I do plan on eventually make a larger version of this with the mk3 parts as well as a plane launched version and a mini version.
  6. are you planning on eventually making procedural submarines?
  7. Yeah. There is a mod for these but it is outdated and the download isn't there anymore.
  8. do you think you could add a radial separator to the SRP?
  9. But why is it that the mass of the aircraft goes so towards the rear of the air craft when the heli rotor is on top
  10. Why do the fire spitter helicopter rotors have there mass offset behind the rotor?
  11. do the followers throttle there engines to keep relative velocity?
  12. I absolutely adore this mod not for making it easier to see but to make the night darker and therefore 1000x more amazing and imersive and proven by these pics.
  13. I tried to EVA via the crew hatch menu but it crashed. here is the crash log https://docs.google.com/file/d/0Bx_nxCSNU7i3Vjc4dFZaYnNfWjA
  14. I read the logs and it seems that I had active memory reduction installed and it is conflicting with it. can you pls fix this as soon as you can.
  15. Same here and I also couldn't stage nor could I revert my flight. Btw i am using Ksp .23.5 with b9(obviously) and all the b9 23.5 patches. Is this not updated for .23.5
  16. When I open the b9 aerospace shielded docking port it doesn't have a node for me to connect another port to it
  17. kethane, KAS and the citylights/clouds mod work fine in my experience with them
  18. I would be nice to have a tweakable with your guns to activate "control this" in the editor
  19. Thanks. I hope you can do this soon as I have to use an on screen keyboard to aim the turreted guns because I don't have the numpad on my lab top ( the arrow keys could work though)
  20. But just think about minecraft. It's about mining and building yet lots of people add in things like nuclear reactors, magic wands, rockets, computers, etc. through mods
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