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bludclot

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Everything posted by bludclot

  1. @dtobi I'm not saying nuclear engines fit into the shuttle engine pack... I just think nuclear engines with your design would improve my style points a lot. There is just one pretty nuclear engine mod out there (imo) but they don't fit your parts very well and I don't build SSTO without your parts any more :> I like to switch to a small nuclear engine to do orbital adjustments or circularizing or getting to and from the moons with my SSTO. I have honestly never thought of your pack as shuttle engines. Just awesome motors in handy sizes. I use them on everything from VTOL planes to ssto or even flying rovers or landers. And I use the smallest ones some times as retro rockets to enable short landings on cargo planes. Here is one example. I use your small double rockets as boost engines for my vtol. Their size and shape is just perfect!
  2. @ferram The way I see it the main benefit of using FAR is that lifting bodies is possible. Making these with KSP parts means having to use wing parts to sculpt fuselage parts. I would love if the disintegration would interact with the standard physics system so it would be possible to work around it with all the tools we have at our disposal. Our normal methods of reinforcement should work to this effect. Can you not use the same rouitines but instead apply the force to the existing physics model instead of adding arbitrary point of disintegration? Atm I feel like you are trying to force us to confirm to a single way of thinking when designing craft. I see where you are coming from with this and I totally agree. I just think the method is too simple for simulating the problem.
  3. Thank you ferram! I have not thought to look for it there. Also it is because of this scale thing I think things disintegrate a bit too easily. Specially since struts seem to have no impact on things breaking. I am having a hard time flying anything like I do in this video: . Not even that thing. The wing parts break off from the centre fuselage as soon as I pull back on the stick. I used to have it working wonderfully in 0.13 with deadly reentry being my Gforce limiter. Working on a complete rebuild though. @softweir That!
  4. Though I love the disintegration effect being added, I think it is WAY overkill how it is now. I never stall out get into a spin any more. Everything just disintegrates. I have no problem creating craft that compensate for this but when the settings are this overkill it just takes away all the fun of flying. At least give us an option to adjust it or remove it entirely. I am swapping back to the previous version.
  5. Run of the mill SSTO. Built cause I wanted to play around with the awesome engine from Clockheed Martian: http://forum.kerbalspaceprogram.com/threads/55985-0-23-5-20-Apr-Space-Shuttle-Engines-V1-3-New-FX-and-stackable-x0-OMS http://details.b0rg.com/kerbs/LUCIFER%20SSTO.craft <- Have at it hoss! http://details.b0rg.com/kerbs/LUCIFER%20SSTO%20NO%20GEAR.craft <- If you want to use a different mod for, or stock landing gear. REQUIRED MODS: Clockheed Martian, B9 Aerospace, Modular Multiwheels(optional craft file), Coffee Industries, Procedural wings and Mechjeb. Use Ferram Aerospace Research for a pleasant flight. Use Deadly Reentry too if you aren't afraid of killing a few kerbals. Quick and dirty How to orbit without problems or even having to touch the stick: Pre flight: Wheel brakes! B key Open utilities window in mech jeb: *limit to terminal velocity *prevent overheats *manage air intakes *soft throttle *prevent flameout RCS on ASAS on. 1. Hit 1 key to engage jets and let them build some thrust. B to disable brakes. Take off: 5-10 degrees at 150-200m/s Use smart A.S.S panel it mechjeb to lock heading and pitch after take off. 2. Climb at 20-30 degrees to 10km 3.Accelerate at 15 degrees to 1800m/s. Use TRIM and SAS to lock pitch. (alt key + W or S to adjust vertical trim) 4. When you reach 30km, you should be going at around 1800m/s and mechjeb will throttle down slowly until there is no more air. 5. When mechjeb starts throttling down to prevent jet flameout, Hit 2 key to engage engage the aerospike engine (leave jets running). 6. Hit 1 to kill the jets when you are no longer accelerating and then accelerate to needed orbital velocity (mechjeb will throttle up the aerospike again). 7. Circularize either manually or using mechjeb or coast until you re-enter. Have fun and please post screenshots and mission logs or any other things in this thread! ***FAR NOTE This does not disintegrate unless you do something stupid MORE PICS IN HERE!
  6. Thank you @ferram4! As long as I know this added destruction isn't a bug I am happy. Since I love everything else about FAR and it is kind of essential to my enjoying the game I decided to start of fresh any way with new designs.... This is my first one. It works great! Pics and .craft files up in here! http://imgur.com/gallery/BOPgk The upper atmosphere from 40- to 100km seems very different to me.... Is this right? I had an RTG fall off because of FAR at 90km.
  7. HELP! I installed new versions of stuff and now all my designs that flew awesome before just disintegrate soon as they leave the runway.. Game is unplayable for me.
  8. I am scared it will break my ship..... but yeah I will try. I updated latest FAR plugin and the above craft breaks up on takeoff... Scrapped the design and starting over.. YEY! I made a new one to test out the sexy aerospike though. More pictures in gallery: http://imgur.com/a/Yz1g3 I like the new FX on it. But there was something special about how it was before. Can you make it sort of a combination of the two? Honestly I prefer the old one. There is just something about the way the sprites clip into the nozzle geometry. I would not notice if it also had the plasma particles from the old one. Awesome work still! Also other than a nuclear engine. Can you make some smoke winders? I've been wanting wing smoke on my jets since forever. Craft files: http://forum.kerbalspaceprogram.com/threads/78799-Linear-Aerospike-SSTO-test-bed-%28FAR-B9-Clockheed-Martian%29?p=1135790#post1135790
  9. The aerospikes are now my Number one favourite space engines. I just love how they perform when you blend it with jets on the verge of flameout (low throttle 30km) Also their awesome looks can't be understated! I will no longer build any SSTO without them. I would like to request a nuclear engine though. Then I could get rid of some other mods.. Real aerospike video for those who might not know what they are: My most recent project using them. http://imgur.com/gallery/65eAj
  10. I believe it is the fuel tanks inside the engines that comes from KW rocketry.
  11. @Kateochi: Without fuel tanks it can get around the planet at least once at high altitude You can get to around Mach 5 with 5 degree pitch at around 30 km. It will get you into 50 km LKO with the tiny rocket on the back. (not pictured) Be careful with the thrust and use it parallel with the jets when you achieve near orbital velocity still in atmos. Do not pitch up too high or you will lose more velocity than gain. Just remem to take some oxidiser onboard (tanks can carry but doesn't come with fuel). You can also just add a second pair of drop tanks or even a longer fuel tank on pylon under the belly without altering center of mass. As it is now, draining or carrying fuel only alters responsiveness and take off speed. Also for carrying heavy payloads you should increase control surfaces by a fair amount. At about 100-120m/s you can take off light but expect 130+ when fully loaded. I will also add a full feature SSTO version that has a nuclear rocket engine in the tail between the jets and full RCS system and docking port. @everyone else: Thanks guys! Please post replies with pics of your alterations or how you use it! I'd love to see what people do with it!
  12. Dude you just made my day! I will keep you posted on what trouble if any I encounter with your mod and my setup. I plan to use F2 on the main window and Steam Gauges HUD on the other, oh how I wish that hud showed still when I press f2. Edit: Turns out it is only for the older versions.. I have TrackIR 5 >.<. SQUAD I beg of thee! bestow us please with TrackIR support!
  13. i7 4ghz, 12gb ram, GTX770 & 2560x1080 monitor. This mod May just be exactly what I've been having wet dreams about. Now I just need a mod that lets me use my TrackIR and then KSP is the only game I will ever play agin.
  14. http://imgur.com/gallery/WB6UH My first captured second largest type asteroid with station and SSTO. (tons of mods)
  15. Kerpolev Aeronoms SU-27/35! UPDATED AND IMPROVED! FEWER MODS REQUIRED! .C R A F T F I L E ! Note: Different configurations may require unspecified mods. Basic versions require only the following: (REQUIRES B9, Procedural Wings. FASA, Modular Multiwheels and Coffee Industries)(please notify me if I missed one!!!) Not tested without Ferram Aerospace Research. Edit: Removed Aviation Lights, KW Rocketry and Novapunch parts. ! USE AT YOUR OWN RISK ! EDIT: WARNING: this uses two parts from TT Modular MultiWheels These are the absolute very best wheels money can't buy for the game. If you can't find this mod or don't want it, I have also included a no gear version. Enjoy! su-37/su-33 versions coming. Mandatory crash video.
  16. Kerborusian Ku-35 Flan-kerb ENJOY B9 Aerospace and Procedural Wings
  17. After about 500 hours of KSP I was completely bored with the game until I installed FAR and Deadly Re-entry. That was 290 hours of play time and about 150 flights ago! FAR and the HUD from steamgauges is all I ever wanted in KSP and It makes planes behave more like I expect them to after 25 years of flight sims. THANK YOU VERY MUCH! The awesome of this plugin can't be exaggerated. My only complaint is I would like the interface to look as sexy as MJ panels do. But I never really use it when flying anyway so that is minor. Nowadays my only use for rockets is to accelerate from +/- 1700m/s to orbital velocities and for orbital maneuver. (unless I leave Kerbin orbit but I will still use SSTO to deliver modules for in orbit assembly)
  18. I love this! No more making strange looking Pulling rockets to get funky looking stuff into orbit! Not that this is really needed for that, it will make it a LOT easier.
  19. I second this. I miss using my trackir EVERY time I do EVA or landings in tight spaces or docking tight things, flying planes or driving rovers. Probably a million other uses. This would make me happer than anything else I am currently waiting for in the game. I have all my simulations set up with the same controls, except KSP. It is missing TrackIR only. I fly a lot of stuff and it kind of hurts not having the same view control. PLEASE add support for this underrated device.
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