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TheMattyPrince

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Everything posted by TheMattyPrince

  1. Here is one I made, you can take off and land on it, Video:
  2. Ignore my above comment now I guess, I have new entries, one for the default plane with a time of 2.44: Video: and an entry for a new plane of my own with a time of 1.26. Video:
  3. Will you accept a plane that uses C7 hardpoints for wing placement? And some stock struts? If so, I have a plane that I can beat it in 1:41
  4. I know I am kind of digging this up a bit, but I have an entry, I managed to beat white owl (sorry dude). Entry is for the build-your-own part. My time is 2 minutes flat. Video: Just a thanks to JellyCubes for this, the course is perfect for when I want to test a fighter type plane.
  5. Sorry yeah, i forgot about some parts, You also need c7 hardline and novapunch pack I think thats all, I forget quite often because I like to have lots of mods
  6. The thing is is that it isn\'t meant to break apart, but does because of how the game works, I have 2 decouplers see, and the carrier is joined at the back and be struts. But when you eject the game severs all the struts so the carrier breaks in 2. I didnt really want it to need 2 decouplers, but beacuse of the way the dropship is made, it made the most sense for stability reasons. I dont think you should be giving up Flixx, because both our ships are made for carrying different size and weight vehicles, whats the point in something that can carry 10tonnes carrying 10 kilograms? So its down to efficiently and fuel tbh, I would use your szelet over the AT7 for my smaller vehicles anyday.
  7. Its not really meant to be that effective at anything other than a quick orbital drop. The use of them in the films was essentially to carry the mobile infantry as quickly as possible from orbiting ships to the planet surface, essentially that is what this can do, if you get it into orbit and then retro thrust it can happily freefall and then with a nice blast of RCS slow down enough to land. (Softly, not like my terrible landing in the video, I have many a times landed it very softly)
  8. Ok so I was recently trying to recreate the troop dropship in starship troopers and the AT45 dropship was what I came up with. It is a ship that will fly 100% on rcs and only requires the jet engine to be firing to take off or if you want to travel faster over land. Pretty much with this you need precision control on and then just tilt in the direction you want to go and thrust down with rcs, careful though when you have low horizontal speed she likes to tilt her nose up. This ship is capable of dropping down from a high orbit, maintaining control the whole way and then landing softly. The AT7 is a carrier for dropship and is capable of flying at low thrust at 5k altitude all the way to kersica, and sometimes further (depending on how much fuel is burnt on take off) this ship needs care when flying and is very tail heavy. When releasing the dropship you need to put the carrier verticle, then put asas and rcs on, thrust down with rcs and release to the next stage. Video: Thanks Required packs: C7 flight pack, KW Challenger Pack, Tiberdyne aerospace shuttle asas and rcs nose modules, Novapunch pack, C7 hardlines
  9. I dont think I missed any parts, I will have another look later when I get back onto my desktop and double check for you
  10. That makes sense, but its something that is difficult to overcome without shortening the craft, and doing this will also reduce max speed I think due to it not being as stable with the skids. Ill have a bit of a play around and see if I can come up with a better design. But I am still trying to do the hovering parts, which works with rcs, but very consuming of rcs fuel. I think winglets will work, but you would need to get up to speed to do this.
  11. I know, I lol\'d too, I was rather annoyed when I updated KSP and lost some spaceplanes I had only just managed to make that I could land happily, I decided to check the craft files to see if any parts were missing, because thats what it said at the savename when trying to load crafts, then saw the version number when doing this and decided to try it, it worked, I lol\'d, I\'m happy
  12. You say this, but I got all mine to work in the new version by changing the version number in the craft file to 0.13.0
  13. I saw this post the other day: http://kerbalspaceprogram.com/forum/index.php?topic=5253.0 and saw Tim_Barrett say the plane looked like a podracer. I agree it does, but it got me thinking, could I make a podracer type vehicle in KSP. So here you are, this is just my concept test, and I am going to make more I hope, I want to try and make one that at least has the pod or engines hovering, but we will see. Video: It will travel up to about 100m/s happily, any faster, well watch the video. Instructions to get it off pad: Use E to rotate it and then tap W a few times to set it down, when going down the KSP ramp, make sure you hold W while thrusting until off the ramp. This is because the ramp likes to hold the forward skis to the ground and flip you upside down (Kerbal engineering eh?). I will admit to a little cheating here, as this was a test I was using an edited rcs tank which has 250000 fuel, In my later ones I wont use this, but I only used it for testing purposes. I have included this as an attachment. Have fun guys! p.s You need C7 flight pack, C7 Hardpoints. NovaPunch remix pack. KW challenger Pack ---------------- Here is another for you, it doesn\'t need rcs to turn, but has a very small turning circle so the RCS is used for sharper turns. Slightly different deployment, see the video for a how to. It has a higher max speed (I have got it to 140 m/s in testing) and it only seems to break when hitting a bump. Video: The new one requires lander legs from the probodyne kit
  14. Could you now make a wheels on and axle as a decoupler that fits between two holes that it can freely rotate in, making all these on max possible impact tolerence?
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