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Everything posted by boomchacle
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How's it going. @linuxgurugamer, I found a bug with the EEX mod. The current autostrut viewer does not take into account the gain of weight by physics less parts, and this can cause problems with diagnosing bend tech. The viewer will point towards the currently heaviest part, but if a part has a lot of physics less parts attached to it, that can cause the overall mass of that part to be larger after the game loads it and the autostrut will switch to the heavier part before you make any changes in game. Here is a video demonstrating how to replicate the glitch.
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totm feb 2020 Bendy Tech - stock mechanics in a new era
boomchacle replied to Servo's topic in KSP1 The Spacecraft Exchange
What's up guys. I have stumbled across a new glitch which removes the need for a spring of ant engines and thought I'd post it here. HB Stratos coined the phrase "ghost tech" and it sounds cool so that's what we're going with for this specific tech. It works very similar to bendy tech except that there's basically no limits to how far you can push objects. As in you can break the game by overflowing the floating point system by launching a rocket connected to a ground based craft. This is a simple tech demonstrator: https://kerbalx.com/Boomchacle/Ghost-tech-Glitch-demonstration Tip jet synchrocopter without any extra crafts https://kerbalx.com/Boomchacle/Helicopter-Syn-tipjet Double revolver guided missile launcher. https://kerbalx.com/Boomchacle/ATGM-carrier-Heavy-turreted-mk2V2 -
KerbalX.com - Craft & Mission Sharing
boomchacle replied to katateochi's topic in KSP1 The Spacecraft Exchange
I couldn't remember if that's the exact craft but it's the same craft basically. It's pretty huge which might be the problem -
KerbalX.com - Craft & Mission Sharing
boomchacle replied to katateochi's topic in KSP1 The Spacecraft Exchange
Ah crap I may have crashed the site by uploading a very large craft -
KerbalX.com - Craft & Mission Sharing
boomchacle replied to katateochi's topic in KSP1 The Spacecraft Exchange
Hey this is boomchacle. I'm trying to upload a 2000 + part pile of engines and a fuel tank which is capable of launching a kerbal into space within a single frame. Something's going on with the website and it's not working. I'm just letting you know. -
totm feb 2020 Bendy Tech - stock mechanics in a new era
boomchacle replied to Servo's topic in KSP1 The Spacecraft Exchange
Here's a cute little thing. It's an outboard motor for boats, and it has a few degrees of angling which it can handle. -
drain valve altitude record.
boomchacle replied to Flying dutchman's topic in KSP1 Challenges & Mission ideas
When I was filming that rocket, I felt like I was playing one of those build a rocket flash games lol -
drain valve altitude record.
boomchacle replied to Flying dutchman's topic in KSP1 Challenges & Mission ideas
https://gfycat.com/grotesquegregariousdaddylonglegs -
I hope you've all seen Scot manley's video about getting in to orbit using just drains. Now, About the speed record. There's a few categories I am going to propose. There's going to be the Fastest air speed record, land speed record, and then boat speed record. The main rules: No cheats or infinite fuel please, and no modded or craft file edited parts. Because it's all screenshot based, there's no way to prove any of these, so just be honest. Air speed record rules; You must get 100 percent of your thrust from drains connected to air intakes, with no modded parts. It's also measured in orbital velocity, because that's what the game automatically tries to put you in at these speeds and altitudes. Land speed record rules: You must get 100 percent of your thrust from drains, but they do not need to be connected to air intakes, with no modded parts. Boat speed record rules: You must get 100 percent of your thrust from drains, and they don't need to be connected to air intakes, with no modded parts. Multi stage creations are perfectly fine, and the only reason I say they must be connected to air intakes for the air speed record is that otherwise, they're essentially rocket engines, and you can fly at 69999 meters and say that it's technically an air speed record. I'll start it off with my submission, a very light plane with 30 of the drains, one small intake, and one cone intake. Max speed achieved was 3051 meters per second. You will find that once drains get up to extreme altitudes, and speeds, they actually begin to outperform jet engines! *edit* I just realised that I measured the speed in orbital speed. I guess you all should do that as well. (lol an air speed record measured in orbital velociy!) Leaderboard Pds314, with an incredible 3843.5 meters per second! Boomchacle, with 3050.1 meters per second. Klond, with 2914.7 meters per second
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totm feb 2020 Bendy Tech - stock mechanics in a new era
boomchacle replied to Servo's topic in KSP1 The Spacecraft Exchange
I've made a big ass Engine gimbal. A trick for making such large and heavy parts is to use a dumpling fuel tank as a joint held in place using inter craft collisions, otherwise the whole thing will wobble around way too much. It's already a bit wobbly as is, but it is actually useable. You can make parts without the tweakable to collide within craft do it anyways by using action groups, so these solar panels have it set to stage. This engine cluster has a vector engine because this ship is meant to be used as a ferry between a planet and moon, and it needs the extra thrust when the ship is low in the gravity well. the joint *edit. I can't make the gif any bigger for some reason, so you'll have to full screen it... weird. -
Yeah sure, so essentially, I'd recommend you get Editor extensions redux, a mod which lets you place any part radially if you press T, but if you dont want to get any mods, just hold shift and use that to move the jet engines super far away, and move the struts to a place where they are not in view, and then move the jets back to where they were. It takes a bit of practice, but it's very powerful and very useful to get used to the translate and rotate tool. If you make it so the attachment mode is smooth, not angley, you can also rotate parts smoothly.
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I've got a bit of advice. There's no reason to have the air intakes facing outwards, as an air intake facing forwards gets more air in it, and it also reduces the size of the engine to not have those with the engine itself. You can translate the jet engines outwards so you don't need to have struts directly connected to them, or you could translate them into the struts, whatever you prefer, as it'll make them more compact. Using DLC parts for spinning is actually less stable than legacy bearings, and legacy bearings are considered "better" for performance if you dont care about the extra part count, as they're lighter and can achieve ridiculous rpms, but if you dont want to do that, you wont have to.