CitizenAerospace
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Everything posted by CitizenAerospace
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Yeah, reading this now, I'm totally convinced. I play 64k, and I love the increased difficulity, but the problems with planet rendering are pretty bad. Although, that problem with career is easily solved with Procedural parts, real fuels, Dmagic orbital science and KW rocketry. Doesn't make it a lot more complicated, but makes the game a lot more involving, immeserive and more of a challenge. That is just me however. Am thinking about starting a different save file with this however...
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Nice craft! How much DV does this thing have?
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You say lots of DV.... But how much does it actually have?
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Skorpion VTOL Trainer
CitizenAerospace replied to CitizenAerospace's topic in KSP1 The Spacecraft Exchange
Bump. No feedback? -
You should really link some Imgur photos/albums in your post... I'm interested, but I don't download unless I can see the craft first. You know the drill, no pics no clicks.
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Skorpion VTOL Trainer
CitizenAerospace replied to CitizenAerospace's topic in KSP1 The Spacecraft Exchange
Updated the craft, now includes better ground clearance and sky crane capabilities.... -
Skorpion VTOL Trainer
CitizenAerospace replied to CitizenAerospace's topic in KSP1 The Spacecraft Exchange
Haha thanks, got it working now! -
Skorpion VTOL Trainer This is a fun little VTOL I built, it uses Cupcake's rocket-assisted throttle lag control idea (RATL?) and is incredibly maneuverable and easy to fly. I have had a lot of fun flying this thing.... Flight Tips The impact tolerance for this thing is surprisingly high, being a horrible VTOL pilot i consistently land this thing with brutal force, most of my landings I stick at 10m/s or so. it doesn't have any emergency chutes or anything, but they really aren't needed; in the last photo, I had purposefully crashed the trainer in the ground at around 60m/s and the capsule still survived. If your really having trouble flying VTOL's, this thing is for sure your best bet at learning. If you really need to, putting infinity fuel on will allow you to abuse the RATL feature as much as you want. A hint for using this craft; make sure you make use of the interesting behavior of shutting and reactivating engines. Jet engines normally take a while to spool down, but by pressing 1 you can kill all thrust immediately. However, the engines continue to spool down in the background, meaning you can quickly reactivate it for almost the same thrust level as where you left off, meaning no spool up time! This is very helpful with landing; you can set it to full throttle and repetitively toggle the engines on and off in order to slow down your landing without the hassle of throttle lag. Also, don't forget your RATL! Action Groups: [1] Toggle the 4 jet engines. [2] Toggle the 4 rocket engines. Features: - Incredible Maneuverability - Can carry up to 10 tons to the old run way. - Unshifting COM - High TWR (IIRC, the engines have the thrust limit on 28.... Set it on 100 and I have no doubt that you'll be easily able to fly 20 ton payloads.) - Incorporates RATL (Thanks Cupcake!!) - Great training craft - Capable of flying to the old runway and back with ease (possibly multiple times in a row, haven't really tested it.) - High Impact Tolerance - Low Part Count: 31 Parts. It does have a little bit of part clipping, but hardly any (Two clipped in reaction wheels at the front, but the mk2 adapters have undervalued fuel storage so technically there should be some 'free space' in there). Nothing that uses the debug menu. This thing is also a little different from traditional VTOL Trainers; it also includes the capacity for sky-crane training and cargo transportation; the unshifting COM allows the addition of a docking port located at the bottom, and the exceptionally high TWR of the jet engines means this thing has payload capacity to boot. Up to 10 tons to the old run way, in fact! Got to admit I'm pretty happy with this little thing. If you guys want I'll link in a download, last craft I uploaded got no interest so I'll only post a download if there is interest this time.
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Modded 64k Career game UPDATE Year2 Day36 (09/05/2017)
CitizenAerospace replied to Shania_L's topic in KSP1 Mission Reports
Love the progression of your launchers and career! -
Very nice looking whats the DV on the two?
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My first proper SSTO that I am satisfied with.
CitizenAerospace replied to Solarapple's topic in KSP1 The Spacecraft Exchange
Embed the imgur album like this (No offense, but it took one google search very loosely worded to find this. A 5-second search never did anyone harm.): To embed your album, simply grab the ID of your imgur album, the following bold text - http://imgur.com/a/szz8j, and place that in imgur tags ( .Your welcome XD But besides that, nice first SSTO! Looks good, although I think the canards at the front are pretty ugly... getting rid of those would improve the aesthetics a lot. -
Deep Diver Challenge!
CitizenAerospace replied to Red Dwarf's topic in KSP1 Challenges & Mission ideas
wow! Thats amazing! -
That version of KSP looks really old... what version is it?
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1.25m Engine Lift Tests!
CitizenAerospace replied to SlabGizor117's topic in KSP1 The Spacecraft Exchange
Thanks! You should do comparisons between 1.25m clusters and 2.5m single engines. -
Deep Diver Challenge!
CitizenAerospace replied to Red Dwarf's topic in KSP1 Challenges & Mission ideas
As I found out, not really... The wings throw of the center of buoyancy (Cos thats a thing now) and so you have to offset the downwards thrust to account for this otherwise some weird stuff starts happening. -
Deep Diver Challenge!
CitizenAerospace replied to Red Dwarf's topic in KSP1 Challenges & Mission ideas
Do we get any bonus points if it can fly like a plane -
Well, I just found out that submarines as it turns out, are really easy to make.... Here is the SuperNut 1 (Don't know where the SuperNut came from, maybe because the idea of a flying submarine rover is super nuts?). After you wait for the engines to spool up, it manages a rather nice 8 or so m/s downwards. I use Stock Revamp for the graphics, but besides that its 100% stock .' Right now, the only way to actually get it to the water is with HyperEdit... SuperNut 1.1 is going to get that 'rover' part of the project done. SuperNut 1.2 should then be a submarine plane rover, and finally SuperNut 1.3 should be a more refined version for public release. That is of course, assuming that I don't go nuts (Pun intended) trying to get SuperNut 1.2 working. The easy part is out of the way, now the hard part. Once I add wings to this sucker, I have a really bad feeling Im gonna get a case of moar boosters.
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Modded 64k Career game UPDATE Year2 Day36 (09/05/2017)
CitizenAerospace replied to Shania_L's topic in KSP1 Mission Reports
Thanks for all the help, that makes sense.