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Posts posted by Wabbit
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59 minutes ago, SpaceCommanderNemo said:
AoA Tech also has an F-18 cockpit (though not in-line). It's a more polished mod IMO.
Yeah, I've looked into AoA. Though it doesn't seem to be updated for the most recent version.
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38 minutes ago, Red Iron Crown said:
I just put two inline cockpits, er, inline with each other and offset them together, no need for cubic octagonals.
In the meantime, this mod has a nice tandem inline cockpit (along with a few others). Edit: I might have messed that up, the tandem looks like it's not inline.
Thanks, that mod looks cool. Even if it's not inline, I'm sure I can use it .
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Ok, maybe I should clarify. I'm here to see about single-piece two-seater cockpits that don't look like crap. And by "makeshifting it with cubic struts", I meant attaching a second cockpit behind the first with cubic struts as mounting points to make it more flush than just laying them out in a line. So, for me they really don't "fill the role jsut fine".
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Are there any mods which include decent two-seater cockpits suitable for training/reconaissance craft? I'd love to have something that looks decent and has a shared IVA, as I'm getting a little tired of makeshifting it with cubic struts and offset.
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Post pictures of your aircraft involving moving parts from Infernal Robotics. To start us off, here's a neat little naval fighter I whipped up today:
Its wings fold upward for storage and downward for flight, and lock in both positions for stability.
This should help save a lot of space inside hangars or carriers.
Flies just fine!
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Seems like my aircraft all bend like crazy and lose quite a bit of efficiency under any sort of time-warp over around 2x.
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I finished returning my Minmus expedition crew and created a Concorde-like supersonic passenger jet.
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This kind of reasoning has driven me to create dedicated launch-escape systems, or at least effective safety features, in nearly all of my air and spacecraft. I do love to have certain kerbals that I go back to, with "reputations" and whatnot. After all, role-playing is the best playing.
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His palms are sweaty, joints weak, payload's heavy,
There's LF on the launchpad already, Kerb spaghetti,
He's nervous, but on the surface he looks calm and ready,
To hit launch, but he keeps on forgetting the staging,
The launchpad goes so loud, he opens the hatch but the crew can't come out,
It's broken now, everything is broken now,
The Kraken's up, the rocket goes ka-pow!
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I've been playing around with aircraft over the past couple days, only to find that no matter how low I set the pitch authority, they tumble and crash at the slightest hold of the "S" key. Is there any way to reliably fix this? Also, I would like to know how I can tweak my aircraft to make them smooth at the controls. Thanks for any answers!
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Man, this is really interesting to watch. Can't wait to see more compact, more efficient, and more stable designs coming out. Maybe as SQUAD introduce new parts we'll see the oppurtunity for more tech like this?
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@PeteWasEre & @Freshmeat ah, thanks for clearing that up. Also, is that a dry-erase board for the action group center? That's awesome!
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3 hours ago, Fearless Son said:
Two quick thoughts on what would improve rovers for me:
- Allow us to set a "cruising" speed tweakable on rover wheels. Once the rover is moving forward beyond that speed, the torque on the wheels scales back to maintain it, scaling back up once we drop below that forward speed. Have a button that can be held down to override that speed limiter when we accelerate, like the shift key. It segues nicely with the walk/run system we are already used to with on-foot Kerbals and gives keyboard users more finesse that they would normally have to go to a gamepad to get. It would be like a very simplified gearing system.
- I realize this might need some new parts, but adjustable hydraulics on wheels would be an incredible asset for surface bases. Refueling tankers could dock with ports at slightly different elevations without requiring some kind of finicky thrusters or forced compression with excessive reaction wheels. Or a little ground carriage tug could go low to the ground to get under a base module, then raise up to dock with it and push it off the ground so it can carry it around to a new position.
I hope we get adjustable suspension + the earlier mentioned track idea. Then I can put together a sick Stridsvagn 103.
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5 minutes ago, TwinKerbal said:
Wow!
Really cool! Those fighters look like gen 4 fighters. I especially like the Stormwind Mk II. It's really cute!
On a side note, do you have a BD Armory variant I can duel? It'd be really fun to see if I could destroy it with my fighter.
I could probably put together a BDarmory one. Thing is, for the next few weeks I'm restricted to my old laptop. 4 GB of RAM plus using this for Chrome means not a lot of mod room.
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I'm just tired of having to make my Kerbin rovers teeny-tiny. I want a fuselage system (5m?) that can carry a decent sized land vehicle. Maybe some more actual reward from exploring Kerbin, or exploring other planets in general.
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This is awesome! I wish I had the patience to build something like this. Also, are the built-in controls as easy to use? Seems like spaced-out switches aren't as ideal as WASD, but I don't know.
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@Rocket In My PocketSince all of these seem to be related to causing random havoc on-mission, I might suggest the mod "Entropy". Basically, it adds a chance of random failures to your vessel, such as fuel leaks, engine malfunctions, etc. While it may not provide space-weather, it's probably a step in the direction you're trying to go.
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All these pictures have got me itchin' to do some good old Kerbin exploring. Maybe I'll try some island hopping in the morning!
Anyway, keep up the good work. Looking forward to some more natural wonders!
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Ladies & Gentlemen, introducing the Stormwind fighter series. These crafts are long-range multirole fighters, quite reminiscent of the F-15, that can fit into almost any task, whether on the battlefield or fulfilling contracts.
Stormwind Mk. 2
Especially when fitted with droptanks, this craft is quite long-range. Its large wings allow it to cruise at pretty high efficiency. While not as fast as the Stormwind II, this original variant is more efficient, slightly cheaper, and easier to use. Though it has some good traits, it also has stability problems, and will easily spin out if pushed too hard, although it is easy to recover due to its large wings and control surfaces.
Stormwind Mk. 2 T (Two-seater/Trainer variant)
This version of the aircraft is useful for pilot training, or missions where an extra crew member might come in handy. The addition of an extra cockpit has some serious impacts on the maneuverability of the aircraft, but it still flies quite well.
Stormwind II Mk. 1
Now on to the second aircraft in the series, the Stormwind II. This plane is fast, boasting top speeds of over 1,000 m/s @ 10,000 meters altitude. Although it pays for this in reduced fuel efficiency (Read: This thing guzzles jet fuel like a champion chugger guzzles beer), it can still make it a significant distance if the operator holds back on the throttle and stays at altitude. In the second picture, you can see its interesting wing shape and canard layout.
.craft files
Stormwind Mk. II
https://kerbalx.com/Wabbit/PA-Stormwind-Mk-2
Stormwind Mk. II T
https://kerbalx.com/Wabbit/PA-Stormwind-Mk-2-T
Stormwind II Mk. 1
https://kerbalx.com/Wabbit/PA-Stormwind-II-Mk-1
So, there are Pancake Aerospace's brand-new, top-of-the-line military craft. I hope you enjoyed, and I'd love to hear what you think, as well as tips on how these designs can be tweaked/improved.
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Welcome to the forums, and great work on the spaceplane! My patience always seems to run out with all the tweaking that goes in to making one
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I optimized the layout and control surface sensitivity for my new "Stormwind" series of long-range multirole fighters. Now they fly like a dream, especially with fine controls.
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It seems like Danny has a magic way with utterly destroying crafts/kerbals/planets/the physics engine. He has a unique ability to take any part in the catalog, and make it into something that performs mass murder.
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Just now, FullMetalMachinist said:
The wheel-blocking problem isn't a problem, it's a fix to an even worse problem. The version of Unity that Squad is using for this update fixes the worse problem, so I assume that the wheel-blocking will just go away.
Ah, thanks.
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Any word on a fix for the incredibly annoying wheel-blocking problem?
Inline 1.25m two-seater jet cockpits?
in KSP1 Mods Discussions
Posted
Thanks, I've seen QuizTech before. Maybe I'll give it a try!