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boomchacle

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Everything posted by boomchacle

  1. 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
  2. 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
  3. Ah crap I may have crashed the site by uploading a very large craft
  4. 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.
  5. 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.
  6. Holy crap klond, I didn't realise how insane that stuff can get. Also, about your first plane. Those small intakes have a ridiculous amount of drag compared to how much intake air they produce. it's almost absurd how bad they are.
  7. That is quite true, however at 38000 meters, thermodynamics allow you to go much faster than you'd expect. Drag begins to be one of the leading forces against you instead of thermodynamics, but overheating will also be a problem. Hopefully not
  8. When I was filming that rocket, I felt like I was playing one of those build a rocket flash games lol
  9. https://gfycat.com/grotesquegregariousdaddylonglegs
  10. 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
  11. 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.
  12. 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.
  13. 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.
  14. Could you send me a link? I've been trying to find another stock one since I started this but I was unable to. This is my first ever stock turbo shaft. This was before I really knew how the physics engine works and I was just winging it by adding more boosters lol
  15. Wow that's nice. I also happen to be working on a Reaction wheel less stock helicopter but it does not use a swash plate
  16. Idk azimech, it seems to be having torque problems. When I adjust the pitch, it tends to slow its rotation down a lot. Do I need to bring them in closer?
  17. So I've been trying to make a stock XP-55 replica, and despite having 8 juno engines, This thing cannot seem to get past 30 meters per second. Any tips?
  18. I've let a stock bearing spin down with no wings attached and it lasted for over 10 minutes so Idk how much drag there really is. I'm pretty sure most of the drag comes from the aerodynamics of the actual wingtips in the propeller
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