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TronX33

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Posts posted by TronX33

  1. So, I made this for this request (http://forum.kerbalspaceprogram.com/threads/101827-Request-Looking-for-a-B-52), and I thought, why not publish it?

    So I did.

    Coming in at only 273 parts (very few compared to the other replica, at 800, and right in line with most other replicas), it has a junior docking port above the cockpit, allowing for mid-air refueling, 4 "nuclear" bombs (they may partially explode by hitting parts of the plane) and a rear gunner seat, with antenna "guns".

    Warning: Do not stage past the first stage. It will destroy the craft!

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    DL:https://www.dropbox.com/s/h2gtu874tj...ess.craft?dl=0

  2. Are you sure you were controlling from the cupola module? It works fine for me.

    If you click on other views, however, that screws the controls up, so you have to click back to the main cupola module to keep the "control from here" position straight.

    http://i.imgur.com/SKK9OJj.png

    Thanks for the reply, but if you look at your image, you are in the cupola view. The tiny control-ball thingy is telling you that the cupola is pointing about 5 degrees to the left from prograde. That is what I am experiencing, with no movement of the prograde marker closer the where the cupola is pointing.. Any, it's an easy enough fix, i just translated and rotated the cupola in the SPH.

  3. Presenting, The KX (Kerbal Experimental)-05 (Fifth in my weird, wacky, and cool looking ships, but others sucked) Forward Swept Testbed.

    It only has 1 jet fuel tank per engine, so don't expect to go far. It's mainly designed for flying around the KSC. Sporting 2 Whiplash Turbo-Ramjet engines, you will have all the speed you need. It's not the most maneuverable, but its still good, and it's impossible to pitch too hard! Prograde is always, at most, 5 degrees behind your directional marker. Any feedback would be appreciated! :D

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    DL:https://www.dropbox.com/s/pu32sekesdg0lxz/X-05.craft?dl=0

  4. Yeah mate, it is broken by the 1.0+ updates. It will not work in the current version of the game, sorry man. I don't know what you mean by the head thing. She was a beauty, just watch the video!

    Thanks for commenting, I will add a message saying its outdated.

    Cheers.

    - - - Updated - - -

    I mean that here is a this intake thing? overhanging the ladder into the cockpit, so my kerbal can't get within range to get into the seat.

  5. This looks amazing. Rep for you. I saw another B-17 up, and it pales in comparison to this one. Does anyone know where I can find a B-29 Superfortress replica? Been wanting one to drop an atomic bomb (BDArmory add-on) on those bastards in the R&D facility who can't do anything without me busting my [CENSORED] off to get science.

    BTW, where can I find a tutorial on making bearings?

  6. It's been broken by updates.

    At the time of 0.90 when this craft was done the ion engines used to function at 100% efficiency inside the atmosphere.

    Now it's 5% efficiency and also the new aero model gives less lift at low speed.

    goddammit. It looked like a really cool ship. Oh well.

  7. As I said, sticking to a common decent profile really helps in reaching a specific landing zone, but what you use is up to you.

    A Pe of 45 km works well because there is a noticeable increase in drag at 50 km. Without additional thrust, anything that dips that low is going down somewhere near Pe with correct flight profile. Spend too long too high and variances make it hard to predict landing site. I also strongly recommend keeping it above 36 km. That's about the height where lift starts to work. You want to linger there so let drag, not orbital momentum, take you there. Anything at our below 20 km is crazy. You are getting to the danger zone on orbital momentum alone and not allowing drag to do much work for you.

    For fun, the extended mission for one of my cheap probes was a radial return from Minmus orbit. I added 500 m/s at the start to target KSC directly and another 1 km/s before reentry. I think it popped without any heat guages at about 36 km. It was relatively fine until that point.

    Thanks for the tidbit about the atmosphere and lift! It will greatly help me in the future.

    Part of why angling up is helpful, other than bleeding off speed, is it keeps your altitude from dropping as quickly. Therefore you stay in thinner atmosphere and have more time to lose speed before dropping to thicker atmosphere.

    There's kind of a sweet spot as burges points out. In thinner upper atmosphere it is a very high angle of 30-40, but around 20km altitude you'd be pointed just above the horizon a few degrees. You can watch the little dial at the top that shows your vertical drop rate, and try to find the angle that minimizes that(keeps it as close to the 0 marker as possible, although you won't be able to get it very close to 0 descent rate, just that you are trying to find the angle where you aren't dropping as quickly).

    Also, when you drop your 170km orbit periapsis down into the atmosphere, don't drop it very deep or you will come in too steeply and reach thick atmosphere too quickly.

    I usually don't drop my periapsis below 55k, but if I'm coming in really hot from a high apoapsis, I'll only do 60 or 65k. In those cases it might happen that it takes multiple orbits skimming the atmosphere to slow down.

    Ah, ok, so have to let it slow down gradually high in the atmosphere. I was applying what I knew for planning capsule re-entries to space-plane re-entries.

    Rep for you, ajburges, and pretty much everyone else who responded :)

  8. So, i had a Space Shuttle replica made by Naito up in orbit in a 170km x 170km orbit, about to land at KSC. However, during reentry, my wings exploded due to overheating, as well as the cargo bay, and mono-propellant tanks. The craft says that it's compatible with KSP 1.0.4. Should I just set ignore max temperature and unbreakable joints? Should I go in like the real shuttle, or go in nose first?

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