Bob_Saget54
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Weekly Aircraft Development Competition
Bob_Saget54 replied to MiffedStarfish's topic in KSP1 Challenges & Mission ideas
Go for it @Joseph Kerman, make it a good one -
Weekly Aircraft Development Competition
Bob_Saget54 replied to MiffedStarfish's topic in KSP1 Challenges & Mission ideas
Considering how it is @MiffedStarfish's thread, I think if public support is sufficient, he can change the competition to whatever everyone approves of. -
Weekly Aircraft Development Competition
Bob_Saget54 replied to MiffedStarfish's topic in KSP1 Challenges & Mission ideas
Introducing the Falcon Mk. I! The first entry into the glider category, this little beast weighs in at 2 tons and costs only 12,000 Kerb-bucks (Minus rocket cart*) * - Rocket Cart not necessary to take off, just makes it faster and more fun to do so A nice image of the glider and the cart both in effect, Jeb approves of this take off tactic. The cart propels the glider to a speed of ~100 meters/sec before detaching and coasting to a stop to be used again, the glider continues on as normal. Just a picture showing that even though there is an engine, she can actually glide quite well. Buzzing the R&D Building. The Falcon landed next to the propulsion cart. The craft is dangerously quite agile, and Saget Aerospace Industries takes no blame for any injuries/burns caused by this device -
Kerbal Express Airlines - Regional Jet Challenge
Bob_Saget54 replied to keptin's topic in KSP1 Challenges & Mission ideas
Saget Aerospace Industries Proudly Presents... THE SAI VULTURE Mk. I The perfect aircraft for airlines looking to intimidate eliminate the competition. With a luxurious cabin fitting 40 passengers in quite stylish comfort, everyone is treated equal on this craft with first class accommodations for all. Unfortunately, this slightly impacts the aircraft's cost, bringing the grand total for this plane up to $39,020,000 Kerbo-Bucks per machine. This aircraft uses the bent wing technology and a tail-wheel design to improve landing and take off characteristics from short and unpaved runways, and the suspension ensures that the passengers and pilots don't feel a thing! The aircraft's wing design, along with the fuel storage tanks situated right off of the aircraft's passenger bays result in an almost unprecedented range from the stock variant of the aircraft, with the range being well over 25,000 Kerbo-Meters while at its optimal cruise speed and altitude. Specifications: 74 Parts New UnTested Wing Design Tail-Wheel design for shorter take offs and landings Ladder Quite responsive on most control surfaces Plush interiors leave customers happy and satisfied Unprecedented range for a light aircraft of it's class (25,000 Kerbo-Meters) Space for 40 Passengers/1 Pilot Weight of 32 Tons Cruising Altitude of ~8000 Km Cruising Speed of 230-240 m/s Take off speed of ~70 m/s without flaps deployed Price Tag of $39,020,000 Kerbo-Bucks Known Issues: Do Not deploy flaps on landing or for long periods of time after take off without sufficient Pitch Control Variants: Due to the aircraft's stock model meeting and exceeding all requirements set in the class, we at SAI believe that variant models are not needed, however, we are able and willing to construct one should the need arive While the aircraft's price tag may turn off potential buyers, the aircraft's sleek style, performance, and cruising range make it a strong contender for multiple Airlines throughout Kerbin. Purchasing Link: https://kerbalx.com/Bob_Saget54/SAI-Vulture-Mk-I -
Does being able to fly without SAS mean without cockpit torque or without SAS in general? I know from experience that some bombers back in WWII did have a rudimentary autopilot feature (B-17, B-29)
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Are Procedural parts allowed?
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BDArmory can work in 1.2.2, you just have to do some digging to find the proper download link https://mods.curse.com/ksp-mods/kerbal/248173-bdarmorycontinued On the topic of BDArmory, here's another interesting pack that I used that should add some more variation for weaponry:
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The Problem is that for my case, BDArmory doesn't even register in my 1.2.2 save
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I was in 1.2.2, but I'm backdating as I type. I will have planes for you shortly
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The problem is, like I've stated before, I can't get BDArmory to load properly in my save file. Would it be OK if I sent the planes to you and then you could add weapons to your liking?
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Alright, any preference to the type of fighter (Early biplanes, monoplanes, bombers, the like)?
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Would the use of a few mods (Propeller engines, Procedural parts/wings) be OK? Also, the craft will not come with weapons because I cannot get BDArmory to load on my KSP. Whoops
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BDAc Challenges: GDJ's Top Gun Extreme Tournament
Bob_Saget54 replied to GDJ's topic in KSP1 Challenges & Mission ideas
That's exactly what I meant. I'll play around with it tonight and submit it again before the next round starts -
BDAc Challenges: GDJ's Top Gun Extreme Tournament
Bob_Saget54 replied to GDJ's topic in KSP1 Challenges & Mission ideas
Congrats to the victors, and may those who didn't make it see victory in the next battle. Also, @GDJ, can I submit an updated craft that doesn't destroy itself on takeoff? -
BDAc Challenges: GDJ's Top Gun Extreme Tournament
Bob_Saget54 replied to GDJ's topic in KSP1 Challenges & Mission ideas
@GDJ As well as what @drtricky said, the Shrike Mk. III will be my submission (The wonky looking one with the downwards rudder) -
BDAc Challenges: GDJ's Top Gun Extreme Tournament
Bob_Saget54 replied to GDJ's topic in KSP1 Challenges & Mission ideas
I would say no for the most part, since the bullets are travelling much faster than the plane, but the real danger lies in the gun fumes that are sucked back in and starve the engine of oxygen. The Russians first figured this out with their Mig-9. 37mm cannon between the intakes? Might have been a good idea if the engines didn't cut out every time it fired... -
BDAc Challenges: GDJ's Top Gun Extreme Tournament
Bob_Saget54 replied to GDJ's topic in KSP1 Challenges & Mission ideas
Shhhh... Jeb doesn't know that yet... -
BDAc Challenges: GDJ's Top Gun Extreme Tournament
Bob_Saget54 replied to GDJ's topic in KSP1 Challenges & Mission ideas
Well, considering how we are getting another chance to revise our planes, I'll take this opportunity to introduce the Shrike Mk. III https://kerbalx.com/crafts/21243/edit This craft fixes some of the teething problems with the Mk. II, mainly the poor acceleration, TWR, and poor armament of the original craft -
BDAc Challenges: GDJ's Top Gun Extreme Tournament
Bob_Saget54 replied to GDJ's topic in KSP1 Challenges & Mission ideas
The sad thing is that it probably won't get fast enough for those forces to get too extreme -
BDAc Challenges: GDJ's Top Gun Extreme Tournament
Bob_Saget54 replied to GDJ's topic in KSP1 Challenges & Mission ideas
I present my entry into this challenge! Introducing the Shrike Mk. Ib - A multirole fighter based off my earlier Mosquito variants, but with less parts and only 1 30mm cannon instead of 2. https://kerbalx.com/Bob_Saget54/SAI-Shrike-Mk-Ib This craft is easily capable of handling up to >30 G forces without ripping the wings, and while it may seem a bit slow, don't let that fool you into thinking it's an easy opponent -
totm june 2018 Work-in-Progress [WIP] Design Thread
Bob_Saget54 replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
@pTrevTrevs Is that the bow of a German U-boot I see? -
Forgot to mention, I may be using a different version of ProceduralParts and B9ProceduralWings, so if any errors occur with downloading just let me know and I'll upload the files from my GameData for download
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After taking a small bit of inspiration from @JollyGreenGI's prototype, I present to you all the Mosquito Mk. I 4 Props, 10 x 20mm cannons and one Jebidiah https://kerbalx.com/Bob_Saget54/Mosquito-Mk-I