JellyCubes
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Symmetry tags for different parts types are much harder to implement. When using the symmetry in the game, the wings rotate so the \'top\' faces in the opposite direction. The \'top\' of the wings of the Hope shuttle face in the same direction. One of the wings need to be rotated 180 degrees in Blender and the \'rot\' value needs to be manually edited.
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Just a couple of things I have discovered while manually editing .craft files. Instantaneous Geosynchronous Orbit Whenever a craft is launched, the game finds the part with the lowest height position and moves it to the level of the launchpad. Every other part is moved up accordingly. This is why a craft will still launch even if there are parts below the ground level in the VAB. A ship can be put in a geosychronous orbit immediately by exploiting this behaviour. Add a decoupler to the bottom of the ship and change its \'y\' \'pos\' value to -2868400. The game will automatically move the decoupler to the level of the launchpad and the rest of the ship will be moved 2,868,000 m in the air. The ship will inherit the angular velocity of Kerbin to give a geosychronous orbit. Manually Adding Ailerons Currently, ailerons only work if added to a ship in symmetry mode. This behaviour limits wings to having zero dihedral angle and limits ailerons to being the same part type. To manually add ailerons, find the parts in the .craft file to be linked and add \'sym =\' and then the name of the part it is being linked with. An unauthorised edit of sarkun\'s Hope shuttle that shows working ailerons despite the wings being different parts. Unlike parts, the game does not need to restarted if craft changes are made.
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Landing values are on the conservative side and rounded up. A sufficiently skilled pilot could probably do Low Mun Orbit <-> Mun in 0.6 km/s. Mun -> Mun Transfer Orbit includes the delta-v required to intersect Kerbin\'s atmosphere. Travelling at Munar escape velocity still requires a second burn.
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A rough delta-v map of the current solar system. Values may be on the low side due to the Oberth effect. Not a particularly large map since there\'s only two bodies to land on.
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JellyCubes Weaponry - Jupiter Class Ballistic Missile Submarine
JellyCubes replied to JellyCubes's topic in KSP1 Mod Releases
I had most of the submarine already modelled. I had messed around with buoyancy before, but put the project on hold since I couldn\'t figure out a good way to control depth. Your proof-of-concept was the \'missing link\'. -
Your dumbbell model is missing a collision mesh. From the blender tutorial: A collision mesh The collision mesh sets the shape the game uses to calculate collisions, and where parts are allowed to be connected. The game only uses one collision mesh per part, so only use one object in your model. Add a new object via 'Add:Mesh:' then selecting the shape of your choice (usually a cube or cylinder). Select the object (right mouse button by default) and then go to 'object' then rename it 'node_collider'. Remember to add a material and UV co-ordinates to this object also!
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JellyCubes Advanced Weapons R&D - Weapons and Other Miscellanea
JellyCubes replied to JellyCubes's topic in KSP1 Mod Releases
Finally stopped being so lazy and released the Modular Missile Pack. Gets around the issue of decoupler weight by having the main missile body act as a decoupler. Comes with a couple of different nose cones and some different fins. Allows for some variation in design so every missile won\'t look exactly the same. -
Inaugural Kerbal Air Race Championship
JellyCubes replied to JellyCubes's topic in KSP1 Challenges & Mission ideas
Implying that this is a beginner course. I would make an easier track but the 2km part size limit makes it difficult to create large, sweeping tracks. -
JellyCubes Weaponry - Jupiter Class Ballistic Missile Submarine
JellyCubes replied to JellyCubes's topic in KSP1 Mod Releases
Released a new version with some ridiculously strong struts that holds the parts together. Solves the part wobble problem. -
JellyCubes Weaponry - Jupiter Class Ballistic Missile Submarine
JellyCubes replied to JellyCubes's topic in KSP1 Mod Releases
The engine still gimbals even with the typo, it just changes to a smaller, default gimbal value. The current value works perfectly fine, so I don\'t think a change is really necessary. -
JellyCubes Advanced Weapons R&D - Weapons and Other Miscellanea
JellyCubes replied to JellyCubes's topic in KSP1 Mod Releases
Updated the first post with some stuff for use with the C7 flight pack. Forward swept wings with built in ailerons and a Mk2 hull bicoupler part. -
Is there a limit to the dimensions of a part's visible mesh?
JellyCubes replied to gabyalufix's topic in KSP1 Mod Development
While making that slalom course, I found that all the parts have to fit inside a 2,000 m cube with the centre at the origin. The game automatically scales down any parts larger. -
Is editing the .craft file so the wings have a positive angle of incidence considered cheating?
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The ultimate in weapons of mass destruction, the Jupiter class nuclear-powered ballistic missile submarine is highly moble, virtually undetectable and offers any country first strike, second strike and decapitation strike capabilities. Comes equipped with ICBMs. A roughly 1/4th scale of the US Ohio class nuclear ballistic missile submarine. Measures around 42 m tall and 4.3 m wide. Top speed is 40 knots (~20 m/s) with an endurance in excess of 1,000 days at maximum power thanks to its nuclear reactor. Usage notes: [list type=decimal] [li]Use the .craft files provided. Creating the sub from scratch in the VAB is sort of complicated. [/li][li]In the provided .craft file, there are two solid rockets in either the first or second stage. These are parts with a dry mass greater than its wet mass and serve to orient the submarine correctly in the ocean.[/li] [li]The RCS system is used as the ballast tanks. Press \'n\' to increase weight (to submerge) and \'h\' to decrease weight (to surface).[/li] [li]The conning tower acts as an advanced SAS unit.[/li] [li]To make it easier to get the submarine into the ocean, the diving planes generate a lot of lift and the submarine can be flown like an aircraft and all parts have high impact tolerance and can survive water impacts of >300 m/s.[/li] Jupiter Class SSBN V0.2 [li]Version 0.2 - Added struts to reduce wobbling[/li] Thanks to gabyalufix for their RCS ascent/descent method. :thumbup:
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Inaugural Kerbal Air Race Championship
JellyCubes replied to JellyCubes's topic in KSP1 Challenges & Mission ideas
While I don\'t doubt that flying a magic turbine requires skill, it\'s not really in the spirit of the competition. It looks like TheMattyPrince is winning the free section and WhiteOwl is leading the standard section by default. -
How many times can you use one craft.
JellyCubes replied to Evilchicken's topic in KSP1 Challenges & Mission ideas
Finally managed a 3 orbiter craft after several attempts. It has a total of 95 fuel tanks and 33 engines although further optimisation could reduce this number. I initially tried to design a craft that could land on solid ground but after seeing Technical Ben\'s water lander, I decided to go for three water landings instead. You don\'t have to worry about engines breaking off or finding flat ground to land on and the altimeter displays the exact height above the ocean. -
Challenge: Drag race to 100KM altitude
JellyCubes replied to erppa's topic in KSP1 Challenges & Mission ideas
Fastest... : -
How many times can you use one craft.
JellyCubes replied to Evilchicken's topic in KSP1 Challenges & Mission ideas
Might as well build the complete rocket on paper using only using delta-v: Third Stage [table] [tr][td] Part[/td][td]Amount[/td][/tr] [tr][td]FL-T500 Fuel Tank[/td][td] 5[/td][/tr] [tr][td]LV-T30 Liquid Fuel Engine[/td][td] 1[/td][/tr] [tr][td]Command Pod Mk1[/td][td] 1[/td][/tr] [/table] Delta-v: 7,027 m/s Thrust-to-weight ratio: 1.32 Second Stage [table] [tr][td] Part[/td][td]Amount[/td][/tr] [tr][td]FL-T500 Fuel Tank[/td][td] 28[/td][/tr] [tr][td]LV-T45 Liquid Fuel Engine[/td][td] 7[/td][/tr] [tr][td]TR-18A Stack Decoupler[/td][td] 1[/td][/tr] [tr][td]EAS-4 Strut Connector[/td][td] 6[/td][/tr] [/table] Delta-v: 5,384 m/s Thrust-to-weight ratio: 1.24 First Stage [table] [tr][td] Part[/td][td]Amount[/td][/tr] [tr][td]FL-T500 Fuel Tank[/td][td] 38[/td][/tr] [tr][td]LV-T45 Liquid Fuel Engine[/td][td] 19[/td][/tr] [tr][td]TR-18A Stack Decoupler[/td][td] 1[/td][/tr] [tr][td]EAS-4 Strut Connector[/td][td] 18[/td][/tr] [/table] Delta-v: 2,494 m/s Thrust-to-weight ratio: 1.44 Total Delta-v: 14,905 m/s Weight: 235.3 kerbalgrams Parts: 125 It is a large rocket, but most modern computers should be able to handle it. Landing would be the major problem and that is an exercise left for the reader. -
JellyCubes Advanced Weapons R&D - Weapons and Other Miscellanea
JellyCubes replied to JellyCubes's topic in KSP1 Mod Releases
Fixed it. Seems it only affected the \'right\' facing gun. Are building up a stack on another node before moving them to the gun? -
JellyCubes Advanced Weapons R&D - Weapons and Other Miscellanea
JellyCubes replied to JellyCubes's topic in KSP1 Mod Releases
Added some sideways firing guns, just for you. -
Good luck flying this thing. It has a tendency to fall apart on the launch pad and shake itself apart when airborne.
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JellyCubes Advanced Weapons R&D - Weapons and Other Miscellanea
JellyCubes replied to JellyCubes's topic in KSP1 Mod Releases
The problem is the weight of the standard radial decoupler. The decoupler stays attached to the missile so the missile\'s thrust isn\'t directly over the center of mass and that causes the missile to curve. Increasing the missile mass would help but that means less missiles can be carried. Increasing the lift generated by the fins would also work but that would unbalance your craft. Attach the missile to the decoupler near the nose of the missile so it pitches away from your aircraft when fired. -
Inaugural Kerbal Air Race Championship
JellyCubes replied to JellyCubes's topic in KSP1 Challenges & Mission ideas
Yep, crash into the VAB to finish. Videos aren\'t really necessary, but pictures would be nice. -
Inspired by the thread on KSP\'s most experienced pilot in General Discussion; what better way to separate the excellent pilots from the good pilots than with a race, so I present the inaugural Kerbal Air Race Championship. The winner will be crowned 'that guy who flies planes good'. Course map: Video of a lap completed on my crappy computer: http://youtu.be/g5Sz_tggtWw Leaderboards: Standard Use the craft provided to set the fastest lap time [table] [tr][td]Herra Tohtori[/td][td][/td][td]2:37[/td][/tr] [tr][td]TheMattyPrince[/td][td][/td][td]2:44[/td][/tr] [tr][td]White Owl[/td][td][/td][td]3:01[/td][/tr] [/table] Free Create your own racer and see if you can better the standard craft [table] [tr][td]TheMattyPrince[/td][td][/td][td]1:26[/td][/tr] [tr][td]White Owl[/td][td][/td][td]2:25[/td][/tr] [/table] Rules: [li]C-7 flight pack V2.16 required (no thrust vectoring!)[/li] [li]Finish the lap by crashing into the VAB for a reliable way stopping the mission timer.[/li] The course was originally an attachment to this post but the forum rearrangement must have deleted it. Added a new link for those who still want it. Download HERE