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SasquatchM

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Everything posted by SasquatchM

  1. I have yet another idea for an addition to the pack. Pieces, much like the struts, where the shaft rotates.
  2. I am currently on my sixth or seventh attempt, but I think I can do it with my latest one. More updates tomorrow after I sleep.
  3. Very nice, Semo! I really like your lift device as well. more like a sieve in operation than a claw.
  4. LOTS of control surfaces, and [KILL ROT] on MechJeb
  5. What can I say? I want a challenge to be challenging.
  6. The link to the thread with all my .craft files is in my sig.
  7. The explosion is just the decoupler that held the plane up getting fried by the exhaust, the rest of the frame seems to stay intact.
  8. Our MechJeb controlled LKO Probe has had a landing computer failure and plashed down in the middle of the ocean. We need you to build a retrieval craft and get the probe back to KSC as quickly as possible. Rules: Any mods you want to use are allowed, other than the blatant 'cheat' type mods. You must have at least MechJeb for the target probe itself. You can make any type of vehicle you want. Rockets, planes, helicopters, boats... whatever. The probe must be brought to at least the beach east of the KSC, you will receive a 5% time bonus if you bring the probe all the way to the launch tower, or a 2.5% bonus if you get it to the runway. Only the MechJeb unit has to survive out of the probe craft; however, all of your pilot kerbals must survive. You must use the attached persistence file, MAKE SURE TO BACK YOURS UP FIRST! The fastest modified time wins. Screenshots required. The most creative ship will receive the coveted 'Nifty' award based on my discretion. 1) superD, modified time of 0:37:41:01 2) SasquatchM, modified time of 0:56:57 3) Semo, modified time of 3:04:56 4) 5) NIFTY! ---->
  9. Here are the parts if you want to try them.. remember wip
  10. I decided to start teaching myself blender and these are the results I still need to figure out attachment nodes
  11. I stumbled upon the wiki that has the modeling guidelines, and it helped clear up a lot of stuff for me. I do, however; thank you for your help.
  12. This is about wings in particular. 1)Does the shape of the model affect lift and performance in game? 2) does the shape / size of the model affect lift or is it just the cfg? 3) I looked at some of the cfgs in the older C7 packs, and realized that I had no idea what some of the stuff meant. // --- standard part parameters --- mass = 0.01 dragModelType = override maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 5 <---- what is this? crashTolerance = 12 maxTemp = 3400 explosionPotential = 0.1 fuelCrossFeed = True // --- winglet parameters --- // dragCoeff will override the maximum_drag value dragCoeff = 0.4 <--------------???? deflectionLiftCoeff = 2.8 <---------------??? any help would be greatly appreciated.
  13. how about putting an in-game solution for psckaging .craft files thst automatically packages any non-stock part. probably not going to hsppen, but it\'d be nifty.
  14. Damned Robotics 1.2 If you follow the link in my sig to the craft files, I have a bunch of modified DR parts as well that I have found useful making folding / moving parts.
  15. there is a link in my sig to all my stuff.
  16. Very, very carefully. I usually pick a reference point to work from and position them that way. The large hinges you can use mirror symmetry, but then have to use the rotate function in the DamnedRobotics GUI to realign the part that is bending the wrong way.
  17. JellyCubes Advanced Weapons R&D - Weapons and Other Miscellanea
  18. as far as I know it is not, that stage is then considered debrisand eventually, if in the atmosphere, crash.
  19. perhaps I will polish it up a bit and then release it. the heli is just slapped together quickly and not particularly well designed.
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