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CrisK

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Everything posted by CrisK

  1. B9 has a lot of dependencies that tend to stop working after each update. Your parts pack requires less dependencies.
  2. The new parts look great! I especially like the MK1 cockpit. Would you consider releasing a mk1 version of the new engines too? Edit: the multi-quote button didn't work.
  3. I agree that we should respect Fengist's wishes. He's the creator of this content, and he should have the final say in how it is distributed.
  4. That's not the only difference. The A/B models are heavier and have a range of 30-40nmi. The C has double the range (60nmi), and the D has at least triple the range (greater than 95nmi). The A-C missiles are mid range AA missiles. The D version is a long range AA missile. The USAF and USN use C models and they're adding D variants. The D version also has a ramjet variation that's not actually in service.
  5. Edit: Fengist does not want this mod to be continued on Github. The Github files have been removed.
  6. I'm just chiming in to say that the bug also affects Fengist's Maritime pack, as well as stock boats. It's an easy bug to reproduce: if you enter the physics range of a boat, the boat that's loaded in will be launched upwards with an explosive force. Light boats are launched into an escape velocity. In short, it's not a bug with Azimech's parts.
  7. PS: Here's a quick tip that will make your flying wing designs fly in FAR without engine gimbal or a clipped rudder. 1. Create at least 2 horizontal control surfaces with yaw control. 2. Set your pitch control surface to an AOA% of at least 100. 3. Set your roll control surface to an AOA% that's at least 50 degrees different. (50 or 150). 4. Set one of your yaw control surfaces to an AOA% of 150% or 200%. 5. Set your second yaw control surface to an AOA% of -100%, -150%, or -200% depending upon the stability of the design. You can fine tune it to reach a high degree of stability. Of course, the maneuverability is still low. I'm not sure how to solve that.
  8. Lockheed Martin released their conceptual design for 6 generation F-X fighter. They may also submit it for the FA-XX (Navy) competition: I think that it highly resembles Northrop Grumann's YF-23 design. I tried to replicate it using minimal mods: It's an exceptional AA fighter: out of 8 battles, I was only able to defeat it once due to AI stupidity. I copied the wing specifications from the wikipedia page, so its wing area and wing loading are comparable to Lockheed's conceptual model. Northrop Grumann's design for the FA-XX competiton looks identical to their existing small long range stealth bomber design. They won a contract (over Boeing and LM) to build bombers with this design for the air force. Their concept replaces the cannon with a high powered laser. So far I haven't been able to create a version of this design in KSP that is yaw stable at over 240m/s. Here's my attempt at replicating Northrop's design. It flies, but I wouldn't call it competitive. Anyone else want to give it a shot?
  9. Edit: Fengist does not want this mod to be continued on Github. The Github files have been removed.
  10. Here's a 130H Spectre replica with SXT + KAX. Lack, I really like what you've done with the IVAs for the Clyde and MK3 Marble.
  11. Edit: Fengist does not want this mod to be continued on Github. The Github files have been removed.
  12. Boris, I overlooked your update due to the forum switch. This continues to be one of the coolest mods out there!
  13. I'm cross-posting this here because I think it's a cool screenshot:
  14. Here's a quick retexture of the carrier hull parts. It's a bit tricky to add the deck lines and lights to the bow and stern. I may modify that a bit later and add 2-3 appropriately sized helicopter landing pad textures. I've also rescaled everything so that it's balanced to real-world sizes.
  15. I think that Fengist may have quit KSP for good. I may share my modified version on Github later today. I consolidated the carrier decks and hulls on my own install because the two pards have a tendency to collide and explode when two crafts enter the physics range. Here's a minimalist carrier that's 396m long (note: this does not use Tweakscale) and 306 tons. I should scale it down by 15%, but it's fun as is.
  16. I asked Fengist for permission to post them on Github.
  17. [quote name='Darren9']I don't think it'll be updated until it stops working, Zodius has been in the Rework thread recently with a couple of new parts in development. I'm not sure CKAN will allow it to be installed but it seems to be working fine :)[/QUOTE] Thank you for sharing! I will have to give it another look.:D
  18. Looking good, gentlemen! Darren9, I used IR in all of my old designs, but I stopped using it simply because it doesn't seem to be actively maintained.
  19. It did not take much effort to update the carrier parts to be compatible with 1.05. [IMG]http://i.imgur.com/PQnbf09.png[/IMG] [IMG]http://i.imgur.com/ISonHuY.png[/IMG] With a bit of tweaking, they'll perform better than they did pre-1.05. The floatation devices (I forget what the pack calls them) are no longer needed. Edit: Here's a screenshot of a few F-22s lined up on the deck. :D [IMG]http://i.imgur.com/NjBfbWL.png[/IMG] Takeoff! [img]http://i.imgur.com/VIqGHPV.png[/img]
  20. I copied the F-22 wings from my F-USAF design onto a new body built with BahamutoD's new [URL="http://forum.kerbalspaceprogram.com/threads/140460-1-0-5-BDynamics-Mk22-Cockpits-v1-0"]F-22 cockpit[/URL]. The result is a supermaneuverable fighter with a wave drag of 0.08m2. (Or 0.24m2 with bits an pieces added.) [img]http://i.imgur.com/GOoGgZg.png[/img] This cockpit seems to put the stock cockpits to shame in terms of aerodynamic design.
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