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Everything posted by borbalf
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Do you mean at 2:25? I had to take the scenic route or I would have crashed into the big dish does it disqualify my entry?
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Here's my entry: King class, with 4 junos (boost flaps linked to RCS), no SAS, 4 seats, front and braking lights Time: 3:19
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Update! Thanks to your suggestions I managed a 3:42 in the king class with my hummer, but i lost some... pieces... along the way I keep trying!
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I'll try my car with your suggestions! At the moment I'm working on a Hummer replica, king class
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I'm using max traction control, max damper and the rest is default... but i tried various combinations and this was the best one
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I'm having lots of problems with my car... i need too many aero surfaces to keep it on the track that it goes 30m/s at max speed... and even then if I turn too much (and that's not that much) it spins aout of control unless i use the jet boost to shut down the thrust until it stops... wheels settings? too much power? I'm just using 2 junos
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I use SAS too mainly for stability, but if you want I can remove it! So downforce jets are a different category?
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I just managed a 2:56 but I didn't record it =( here's the car: Class 3, with selective Boost Flaps (so that i can toggle left/right or both jets) Top speed is about 73m/s
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I have a new plane, this time it can reach 118m/s! in the album you can see the DoubleHeart Mk IV (the first prototype to fly at over 100 m/s) and then the DoubleHeart Mk VI, my fastest turboprop so far! I decided to place the double engine in the center of the plane, so that it would generate less torque. The engine is made of two bearings, one rotating clockwise and the other counter-clockwise, each with 4 blowers (J-404s "Panther" in wet mode) and 6 vanes at 50° (static). The main differences between Mk IV and MK VI are one less pair of wings and the structure above the plane to redice wobble It takes off pretty easily at about 50m/s, but I suggest waiting until it reaches 65m/s to gently pull up; then it started slowly rolling clockwise, but nothing that couldn't be easily compensated with SAS Craft file: https://kerbalx.com/borbalf/LAC-DoubleHeart-Mk-VI Now I have to make the prop pitch adjustable and maybe solve the bearing failure (always the landing gear overstressing, any ideas?)
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Hi all! After lurking this thread for a long time I've finally decided to try and build a working helicopter! At first hinges were the problem, but after some research and reverse engineering I managed to get airborne my LAC Galerider Mk VI! There she is, and now some specs: Weight @ takeoff: 53.736kg Liquid Fuel: 4000 Engines: 2x LAC Valor Mk 22 Parts: 204 Mods: none Recomended Mods: Take Command Pilots: 2 (+drone core for kerbal-less flying) Action Groups: -0: detach rotors -1: toggle engines -2: toggle power boost Cruise Speed: 20 m/s Top Speed Recorded: 30.9 m/s For her engines i took inspiration from EpicSpaceTroll139 's Titan Mk 2, but I built them myself (learning a lot in the process btw), and as hinges I used Majorjim's thermometer hinge (this one too built from the ground up). She's still not perfect (far from that) but I'm having so much fun building and flying around
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here's my entry craft name: ESE VTOL Talon II vertical engines: 4x J-33 Wheesley horizontal engines: 2x J-X4 Whiplash crew: 1 pilot, up to 6 passengers in the cargo area liquid fuel: 1960 oxidizer: 44 generator: small fuel cell mods: stock (i used KER for TWR) aero: stock category: Division 1 - Basic Certification description: I use this craft to recover stranded kerbals around the KSC continent, up to 6 in normal operations and up to 7 in emergency (flying using the probe core). fully fueled, its max speed is about 185 m/s, with a TWR using vertical engines of about 1.2, quite manouvrable and it can go up to 4x physic warp without problems. a couple of notes: - I did this in career mode, but I forgot I had not upgraged the administration building, I still had level 1, without helipad... as you can see in the last shots I tried to gently land on the square building but the craft destroyed it - I deleted the screenshot with F3 if you want I can retry the challenge in sandbox trying not to delete the F3 screenshot
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I'm having some problems with repulsors again... since last mod update, as soon as i stage the pylons some random repulsors wil shut off saying "Low charge" and obviously my pod crashed to the ground... do you know what might cause this? I have more than 2 generator per repulsor, each engine nacelle has its own batteries and generators, and the resource panel always shows lot of EC stored... even strager is that after a repulsor shut down, I can sometimes set its height to 100 again (it goes to 0) and when I press "Apply" it revives for a few seconds before dying again
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Here's my checklist and my pod racer, i put it online so anyone can try it, modify it and beat my time download: https://drive.google.com/open?id=0BwGbL1Yu8fUCaWxHMFJJeWRIYVk 1) EVA our brave (and stupid ) pilot 2) switch back to the pod racer 3) stage (jettison capsule) 4) switch to pilot 5) link both nacelles with winches 6) board the pod 7) throttle to zero (X) and stage twice (jettison central frame, quantum struts will power off) 8) right-click on a winch, open GUI 9) switch both winches to docked mode (quantum struts should auto-activate) and set lenght to 6 10) stage (release clamps) 11) right-click on a probe core on a nacelle and control from there (it helps when engaging SAS while airborne) 12) set desidered height right-clicking on any repulsor 13) drive! a few tips while flying: 1) while it flies well with SAS on, i prefer turning it off while on the ground, and activate it only while airborne 2) this pod racer will take off every small hill, so be ready to pull up before landing 3) use roll to keep the pod stable, it won't affect nacelles while on the ground, but it will while airborne
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Here's my entry! http://youtu.be/qPL0Kpsx4IU starting line: 1:39 - end line 8:49 - net time 7 mins 10 secs from tomorrow to august 9th i won't be able to check the forums i think, but when i'll come back i'd like some new challengers (and maybe someone who'll go faster than me:P) good luck to all the pod-racers!
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I already had a separate install just for this challenge, but i forgot the old unused mods i had in my normal install! Here you are my new pod racer, the "Wasp MK VII" (some photos are from MK VI, then i added the cockpit and 4 new generators). It's much more manouvrable then my old "DoublePod" while maintaining the same top speed (MK VI reached 311,6 m/s, while sadly MK VII only 272,0 m/s because of the cockpit and the generators), and it can jump (that's kind of useless for this challenge, but quite fun). Now, the album: tomorrow i'll try to do the real challenge and i'll post a video (i already finished the track but without timestamps or recording)
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Hey all! I just built a pod racer for this challenge - the "DoublePod MK IX"! As you can see in the album i'm still testing it, but i have a problem... my repulsors don't work in water they just ignore it, keeping me floating over the sand but still underwater... what can i do? not being able to float is a little big problem for this challenge!
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Hi all, that's my first post on the forums! Even if i've been around here for almost and year, i never posted any craft... but i liked this one so much that i decided to show it:cool: I'm proud to show you... the BKSA Exodus Class Mothership! And now, some specifics: Pre-launch tonnage: 657,68 T Crew capacity: 11 (cupola, Mk2 cockpit, 2x Mk2 crew cabin) Fully fueled dv: 5973 m/s Engines: 7x Kerbodyne KR-2L Advanced Engine Total thrust: 17500 kN Kerbin TWR: 2.71 (max 13.45) Main cargo bay: Mk3 Long cargo bay with sr docking port Service cargo bay: 8x Z-400 Rechargeable Battery, 6x RTG Docking ports: 3 sr docking ports (2 on front, one in Main cargo bay), 2 standard docking ports (left and right), 2 small docking ports (under the cupola pod) Monoprop: 1025 units With a semi-random ascent profile i reached an 85x72 km LKO and more than 1200dv left, but i guess you could squeeze some more following a better ascent profile. I had 4653+5687 LFO and all the monoprop (4T) left, so about 1.6 orange tanks, so it can deliver ~55T to LKO (putting them into the cargo bay and using all the fuel). Here's the dropbox link: https://www.dropbox.com/s/m08chzwriqyrp8x/Exodus%20Mothership.craft?dl=0 Put it inside your SPH folder, not the VAB! Hope you like it, Borbalf
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I think you are referring to Kerbal Attachment System (KAS) http://www.curse.com/ksp-mods/kerbal/223900-kerbal-attachment-system-kas let us know if that's the mod you were lokking for!