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Everything posted by pTrevTrevs
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It worked fine for me at first, but when I tried to rotate a part while fixing my Fokker triplane, I accidentally chose offset, and even when I switched it to rotate the offset slider remained visible (it appeared to be centered on the root part for some reason) and I wasn't able to drag the rotate slider at all. I wasn't able to get the offset slider to disappear until I rebooted the entire game.
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What is it, my precious? Is it stealable? Can we duplicate it, precious? No, no, we mustn't! Must come up with our own design, precious. No! We must steal it, making an original design is too difficult! But stealing is wrong, we must make our own. It's only wrong if they catches us, precious... Is the no offset limits mod updated for 1.1 yet? I know Editor Extensions allows no offset limits, but when I tried to use it it would break the offset and rotation tools entirely, so I had to remove it.
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totm june 2018 Work-in-Progress [WIP] Design Thread
pTrevTrevs replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
I think your wings look a little long to me, although I can't back it up with models or orthographics at this time. -
I've been using the 3.75 meter tanks for the Ares V, just because I'm not as focused on scale as getting a good amount of detail without sacrificing the part count. I've already used six Vector engines for the first stage and one more (with the thrust limited) for the second. I haven't actually used any other liquid fueled motor in this pack because of how versatile the Vector is. EDIT: Pictures of my first test flight. The payload was a bunch of ore tanks weighing 70 tons in total. This I believe was the Ares V's intended payload to LEO in real life, so I guess my Ares performs similar to how the real one would have. This does mean that i will have weight limitations for the Duna landers if I ever get around to them, but 70 tons is quite a lot to work with.
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Does anyone have a reliable souce on th engine configurations on the Ares V? I've found depictions which show both five and six (and I think even four) engines on the first stage, as well as models with one, two, or three J-2X engines on the second stage. Is there a definite configuration for the rocket or do we just have to guess?
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Trebucket, It's pronounced bouquet
pTrevTrevs replied to Moesly_Armlis's topic in KSP1 The Spacecraft Exchange
In case you were wondering, the ratios I typically use when building a trebuchet are as follows: Throwing arm length/counterweight arm: 5:1 (although I've heard that 4:1 is also used) Projectile weight/counterweight... weight(?): 1:133. Sounds like a lot, but if you clip a bunch of ore tanks or fuel tanks together you can get that ratio or an even greater one. Sling length: 80% of throwing arm length. There are other small things you can do like adding wheels to allow the entire frame to rock back and forth as the counterweight swings, it further negates any energy wasted in fighting inertia. -
Trebucket, It's pronounced bouquet
pTrevTrevs replied to Moesly_Armlis's topic in KSP1 The Spacecraft Exchange
Unfortunately a stock trebuchet simply will not perform as well as a modded one. I tried to keep it as mod free as possible (even the finished version only has two modded parts, only onw of which is actually on the machine itself). You may consider the extra features such as the counterweight hinge and sling as frivolous, unnecessary, or simply not worth the effort, but they are essential parts to making the most efficient trebuchet possible. The hinge relieves stress on the throwing arm and reduces the amount of energy wasted overcoming the weight's inertia. The sling is possibly even more important, as it transfers as much energy as possible to the projectile itself, increases the velocity of the projectile at the time of release, and allows you to release the projectile at just the right time, allowing for the desired release angle and maximum velocity. Real trebuchets need slings because that's the most efficient way to get a reliable, consistent release without using some sort of computer or having a person pull a trigger. The beautiful part about building trebuchets is that the ideal length and weight ratios have already been figured out. Trebs have been around since the 4th century BC (in the form of the traction trebuchet) in China, and I think they came to Western Europe around the 1100s AD (also around the time counterwight trebuchets were invented). Considering how widely there were used, it only makes sense for their construction to have been narrowed down to a science. Once you figure it out, it's pretty easy to repeat it. Sorry for the long post to answer such a short question, but if you're going to build a trebuchet, you'll want know the reasons for the different parts of one. -
Trebucket, It's pronounced bouquet
pTrevTrevs replied to Moesly_Armlis's topic in KSP1 The Spacecraft Exchange
You might want to take a look at mine: The bearings aren't fancy, but they work and don't add to many parts. It's got a working hinge and a sling (although it requires KAS). It can launch a Stayputnik probe core several hundred meters. -
I'm seeing some good suggestions here, like using an ore tank for the ascent stage. I'll get to work on Altair as soon as possible, but it looks like I'm going to be busy this afternoon. Any time I do get will probably have to be dedicated to Medieval II, I'm planning on running an experiment to determine whether siege towers or ladders are more effective in battles to prove to my friend that the game does in fact involve risk/reward and is balanced.
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Does anyone have any advice on how to build Altair? I'm primarily confused about how to fit three seats in such a small area in the ascent stage, whether I should base it on the early models with the horizontal cylinder or the later version with the vertical cylinder. I'm also not sure what the best way to do the descent stage's exposed fuel tanks (I guess that's what they are?).
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I haven't done any other parts yet. I decided to do Ares I and Orion first because it would be one of the hardest parts to do (I'm only doing this Lunar mission for now). Ares V seems fairly straightforward once I get the SRBs working. Altair may be a problem, I don't know how I'm going to squeeze three Kerbals in a space the size of a 1.25m ore tank and still have it be light enough for ascent and carry enough fuel to rendezvous with Orion. I guess I'll also need a cargo version of Altair with two rovers and some science experiments...
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Bah, who needs free time anyway? Ares I WIP. Still needs the abort system adjusted, and I need to increase the burn time and TWR of the SRB slightly. Orion is also built, but i haven't tested it yet because the faring refuses to jettison unless you put it in its own special action group (so prideful over nothing, fairings are still worthless). Once I get Ares I done I think I'll just recycle the SRB for use on Ares V.
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I sent this craft to one of my friends so he would have a good plane to learn to fly in KSP, but he found out that one of the updates along the way broke it. This may not be my most well known craft, but it's my favorite so i decided to update it for 1.1 and upload the new version. Maybe it needs some tweaking, I tried to do one of the most famous maneuvers done by Fokker pilots; climb straight up and do a hammerhead turn right as the plane stalls, but it turns out that I can actually just continue climbing straight up with it
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I think I have a great uncle who fought on Guadalcanal and Peleliu during World War II, but I don't know anything about him, except that he probably had bad PTSD from the war. My father flew UH-60s in Desert Storm, but the most interesting story I've ever heard from him about his time in the army was from when he was in Germany. He and his friends casme back from town one night and one of them was so drunk that he felt the urge to climb to the top of the base's water tower and take a leak, all while shouting very, very loudly. My father and the others with him tried to stop him, but he got through in the end and was elated when he climbed down, although I bet he got in big trouble the next day. Lesson learned: German beer is extremely potent.
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I think the Bismarck at least carried a seaplane. I remember reading a written account of the hunt, and it said that the ship's captain attempted to get the logbooks back to France by launching them with the Bismarck's seaplane on a one way journey. Unfortunately for them, the catapult malfunctioned when they tried launching the plane, so this plan never came to fruition.
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totm june 2018 Work-in-Progress [WIP] Design Thread
pTrevTrevs replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Fairey Swordfish for @SaturnianBlue's Denmark Strait pack. Still needs the landing gear, torpedo, and a possible revision of the tail section. I will also need to go over it and make sure to remove any unnecessary parts because even in 1.1 trying to hit the Bismarck with this is going to be tough on almost any computer. I remember @selfish_meme made a Swordfish one time, any advice for when I make the landing gear? -
Swordfish WIP fuselage here. It's 80 parts already, so I may need to go over it and eliminate any uneeeded decorations. EDIT: Got the wing struts and bracing wires done and removed a few cockpit instruments and the navigator's map table to save on part count. I'm a little stymied on the landing gear, as the stock gear is either too small or retractable, leaving rover wheels the only option I can think of. Does anyone know how rover wheels work with landing a slow moving biplane? Need to fix the tail too, it just looks ugly.
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totm june 2018 Work-in-Progress [WIP] Design Thread
pTrevTrevs replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Shackleton? I would be careful naming it that, your crew might find themselves walking across Duna with no food, little water, no heat, and a small chance of survival. Just saying, Shackleton's luck may rub off. -
Alright, apparently Silent Hunter 4 does have the King George V class battleship in the museum, so here's a load of screenshots. If the ship's camouflage looks ugly, I can always go and take pictures of the one in SH3 instead. More or less isometric view. More or less isometric again, but viewing the stern this time. Close up of the superstructure and fore turrets. Superstructure again, but from the other side. You can see the funnels more easily and see the floatplane's position (probably not accurate, Silent Hunter isn't known for its good looking/accurate planes). Bow of the ship. The ship as it appears in the game's recognition manual.
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I believe I've spoken with you before about making Swordfish for the pack. I have the fuselage of one nearly done, if you want them in this pack I can get to work on finishing them. I could also do the Bf-109 and Spitfire if you like, although it looks like other people have already offered to do those. If I can figure out how to take a screenshot in Silent Hunter 4, I can load it up and take a few pictures of the KGV class in the museum. I don't remember if SH4 has it but I know SH3 does.
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Maybe. If I keep having problems I'll maybe take a look at messaging the mod's maintainer. So, on to HMS Prince of Wales next! Can't wait to see what they mighty KGV class is going to look like!
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totm june 2018 Work-in-Progress [WIP] Design Thread
pTrevTrevs replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Darn, I hoped someone was finally giving some love to the lesser known bombers of the war.