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Everything posted by Jakalth
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Yes, you can use decouplers. that is fine.
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Wheels being trolls.
Jakalth replied to Sharkman Briton's topic in KSP1 Technical Support (PC, unmodded installs)
Ah, this bug... I've had the same issue on several builds I've done. It makes building the craft take longer. In my case, it was tied to the part I'm trying to attach too being rotated . for some reason the axis of symmetry is turned as well. The biggest culprit is if you rotate the base part, it rotates the symmetry of all part attached to it. For example. I built a small rover for grinding science around ksc. I had the craft mostly built, but decided I needed to turn the cockpit(base part) 90 degrees so the hatch was on the side and accessible when I go eva. The cockpit I used was the mk1 capsule for cost reasons. After turning that part, I rotated the rest of the parts back to normal angle. When I tried attaching anything too the fuselage using mirror, it would mirror the parts to the top and bottom of the fuselage instead of the sides. This made it hard to get it mirrored correctly. The fix I used, was to rotate the capsule and fuselage back to the way they were when I placed them. Then I could attach the other parts mirrored just fine. I then rotated the capsule and fuselage again to where I wanted them and everything was fine. Odd bug that never used to be a problem before. Not sure when this started happening though... Was sometime after 1.0 -
[quote name='Ojimak']@Jakalth Nice to see someone taking the goliath spam to the max. What's the flighttime like with that many engines? Also, are you sure it can't grill meat? Those engines have a lot of oomph. About the single engine version, I feel like adding radiators may prevent overheating, but at 340 m/s I don't think overheating was really even a problem, so...yeah, maybe some creative clipping of a radiator into a storage bay would reduce the potential for overheating without increasing the drag so much (non-cooled version easily pushed to 600 m/s seconds before exploding), but I haven't read up at all on how overheat mechanics work, so idk for sure. If for some inexplicable reason you want to work with the version I used, [URL="http://www./download/31vp0o6peilp6i8/Goliath_Mk1.craft"]here it is (mediafire).[/URL] I don't think there was anything on the one engine version not shown in the picture, although I know that the three engine version required disabling roll for the rudders to prevent some off-center control issues.[/QUOTE] That machine can stay in the air for at least [FONT=comic sans ms][SIZE=1]15 minutes. Possibly longer[/SIZE].[/FONT](that's an incorrect statement... after some testing at full throttle, it's closer to 45+ minutes.) The goliaths may be monsters, but they are beautifully efficient. And no, it can not grill meat. The goliaths produce little heat on their own due to being high bypass engines. And they pretty much just blow the meat around instead of cooking it... I'll try using less radiators and see if I can clean up the aerodynamics a bit, on the single engine speeder. But the radiators seem to produce a bit of drag so I doubt it'll break 500m/s with any on the craft, unless I can hide them from the aerodynamics behind something else, like the engine. :edit: Even placing the radiators behind the engine, out of the aerodynamics, the craft still can't push past 380m/s. Guess the mass has more to do with it then the drag. Also, past 350m/s even 8 large radiator panels are not enough to cool the goliath. [quote name='Red Dwarf']Aww man, is that how many Goliaths it took to get that craft off the ground? Welp, there go my plans for a flying aircraft carrier...[/QUOTE] No, It'll take off with less then that many. Probably as few as 4, maybe even only 3. But I was making the clusters for something a lot bigger and wanted to test them.... So built the upsized Sky Hopper. With the 9 engines, it accelerates quite quickly and can move pretty fast. Ok, fast is a bit misleading. around 200m/s. :edit: confirmed. replacing the 3 triple goliath clusters with just 3 single engines and it still flies. So yeah, it's doable with far less engines. it's speed is dropped from 200m/s to a more stately 50m/s. but it's mass is also dropped from just shy of 100tons to a more respectable 68 tons.
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O_o, now someone needs to make a flying mega mouth shark that's also a submarine.
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Well, you can push the craft too full power with radiators attached. yes. But it does become a hindrance on it's top speed if you add too many too the craft, 8 for example. [IMG]http://i1346.photobucket.com/albums/p685/Jakalth/Kerbal%20Space%20Program/radiatorcooling1_zpsxe3f52ja.jpg[/IMG] It tops off at 340m/s but never overheats, at low altitude, no matter how long you push the craft. Gotta love the working radiators. btw: yeah, I did simply copy the design you had, using the picture. It is YOUR craft, Ojimak. As for playing around with my own designs. How about a vtol powered by clusters of Goliaths? Yes, I said Clusters of them. [IMG]http://i1346.photobucket.com/albums/p685/Jakalth/Kerbal%20Space%20Program/skyhoppermk41_zpsmltjimvi.jpg[/IMG] Can it vtol? yes. Can it fly forwards? yes, by tilting. Is it fast? well... (insert long explanation here) no. Can it land? ???(untested actually, other then a water landing that wasn't pretty) Dues it make bread, dice carrots, and grill meat? no... Can it aircraft? .........
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Well, ok, I do have a new larger vtol. It's an up sized variant of the Sky Hopper line. It's the [URL="https://www.dropbox.com/s/rb5g3ig0fuhgbdd/Sky%20Hopper%20MK_4%20Pounder.zip?dl=1"]Sky Hopper Mk.4 Pounder.[/URL] This craft is mostly to test the Triple Goliath vtol engine pod I'm planning on using on an even bigger vtol craft. We'll have to see what I end up doing with them. The engine pods themselves look pretty snazzy with how the attachment points of the Goliaths interact with the rest of the pod. Gives it a retro futuristic Buck Rogers look to them. The rest of the craft is all mk3 fuselage parts. Full throttle cruising speed is between 150 and 220 m/s. Top speed is over 250m/s. It handles pretty sluggishly compared to its smaller cousins, but that is due to its much larger bulk. It can carry a crew of 4 and 32 Kerbal passengers to anywhere on Kerbin. As long as that "anywhere" is within relatively short range of the KSC. It's top altitude varies, but stabilizes somewhere at around 8,500m. If the passenger fuselage parts were replaced with a cargo bay, it should be able to lift somewhere around 30 tons to about 7,000m or a range of 600km, but I may be wrong(and have been before). Anyways, here are some pics to look at. ;) The craft its self and a comparison to show how much bigger it is then the Mk.1 [IMG]http://i1346.photobucket.com/albums/p685/Jakalth/Kerbal%20Space%20Program/skyhoppermk41_zpsmltjimvi.jpg[/IMG] [IMG]http://i1346.photobucket.com/albums/p685/Jakalth/Kerbal%20Space%20Program/skyhoppermk42_zpsgpo1b4ac.jpg[/IMG] I know... I know... It needs moar boosters...
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Yeah, the mk.1 and mk2 sky hoppers can be found: [URL="http://forum.kerbalspaceprogram.com/threads/137507-Experimental-VTOL-Sea-Hopper-MK-1-and-it-s-land-only-cousin-Sky-Hopper?highlight=jakalth"]here[/URL] They were released a while ago. I consider them to be mostly trainers and test craft, but they can be fun to putz about in. I really need to test the amphibious varient to make sure it still floats... I've built some much larger craft that are vtol, but I lack a target to shoot for at the moment in making one...
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[SIZE=3][B]SPYGLASS [/B][/SIZE][SIZE=1]a division of Jak Airways. [SIZE=2][/SIZE] [/SIZE]We have finally released to the public our line of Personal Avionics & Propulsion Systems(PAPS) Jet packs. These "small" packs allow the user to fly about with the freedom unheard of with any other means of transportation. And for those urban agents, you'll be able to sneak into that perfect parking spot, unheard, over the roar of the jet engine(s). These packs are perfect for getting into those tight and hard to reach spots, like the gutters, and are "perfectly safe".(patent pending) [URL="https://www.dropbox.com/s/vj3kncg1kxikup9/paps.zip?dl=1"]Paps mk 1 and 2.[/URL] [IMG]http://i1346.photobucket.com/albums/p685/Jakalth/Kerbal%20Space%20Program/PAPS1_zpsh4bz8kvf.jpg[/IMG] They come in two styles. The MK.1 is ultra futuristic and comes with 2 engines for redundancy and extra lifting power. Its lateral facing intakes improve airflow into the engine no matter how it's flown. The MK.2 is a stripped down little pack with just the bare minimums needed for flight. It's much lighter weight allows it to reach higher speeds nearing supersonic. (not rated for speed reaching supersonic) Both versions come with safety features like emergence parachutes should the engines cut out. Landing stilts, to take the weight off the passanger. And crumple zones, to fail when not expected, I mean protect the pilot in case of odd angled descents. And to top it all off, they are so small! Kerbal's have an odd sense of small huh? [IMG]http://i1346.photobucket.com/albums/p685/Jakalth/Kerbal%20Space%20Program/PAPS2_zpspkijtsfa.jpg[/IMG] And for those Agents on the move, we also have this little vertajet scooter. It's a shrunk down version of the Sky Hopper series but it didn't loose any of it's abilities. In fact, this one is even faster. Great for those urban agents who need to get somewhere quickly, and still be able to park in the room. [URL="https://www.dropbox.com/s/jm1xwbkq8t5jknm/Sky%20hopper%20MK_3%20micro.zip?dl=1"]The new Sky Hopper mk.3 micro.[/URL] [IMG]http://i1346.photobucket.com/albums/p685/Jakalth/Kerbal%20Space%20Program/skyhoppermk3_zpsgqckcoa3.jpg[/IMG] This little guy is crazy maneuverable and can even roll over and play dead on command. It's a feature, honest. For size reasons... Sky Hoppers from left too right. Mk.3 micro, Mk.2 LT, Mk.1 [IMG]http://i1346.photobucket.com/albums/p685/Jakalth/Kerbal%20Space%20Program/skyhoppervariants1_zpsnt7rdvaa.jpg[/IMG] We hope you enjoy these little assault craft... I mean personal aviation systems.
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For the small drill, I actually attach the drill onto a small surface mount(not the folding ones) radiator. Placed the radiator first, then attached the drill onto the outside of it. This probably wasn't needed... Back too the point. The small drill runs at 500K(100% efficiency) constantly while it is running now. Without the radiator it would overheat. But this is as much as I've gotten tested so far. Haven't gotten the isru tested yet so no clue what it prefers for cooling yet...
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Well, this might not be a turbo shaft engine setup, but I just got a Juno powered tipjet Heli going in 1.05. The Heli its self is not all that great, barely capable of moving any direction but up, but the little bearing has proven quite tough. Uses a mk0 liquid fuel fuselage for it's central core(which spins surprisingly smoothly) and the 0.625m ---> 1.25m adaptors for the end caps. And the wheels are just the steerable small landing gear. [IMG]http://i1346.photobucket.com/albums/p685/Jakalth/Kerbal%20Space%20Program/jak115tripwire1_zpsnrvthlxo.jpg[/IMG] [IMG]http://i1346.photobucket.com/albums/p685/Jakalth/Kerbal%20Space%20Program/jak115tripwirebearing1_zpsfqtqh46p.jpg[/IMG] Now if we could only get some blowers to spin the bearing instead of using tipjets, this might end up being a much better design. :Edit: Kind of like this actually. [IMG]http://i1346.photobucket.com/albums/p685/Jakalth/Kerbal%20Space%20Program/12cyljunoblowerturbine1_zpslbteyr1h.jpg[/IMG] It's got 12 Junos pushing against a turbine made of 8 radial mount radiators. It weights a total of 9.5 tons. It can run at full throttle for extended periods of time. Its pretty tough and can handle some high rpms. It's fairly small, around the size of a rockomax fuel tank. But... It's not very powerful, has sadly little torque... But like Redshift OFT, it does work. Although his design is still far more effective. Found a few tricks that allow it to work. 1: the farther the engines are from the blades, the less they heat the blades. 2: Radiators are good for cooling the blades, heck, they actually make pretty decent blades themselves. 3: 3 Juno's push as hard as 1 Panther, in terms of turning a turbine blade. But the 3 juno's are easier to manage their heat then the Panther.
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@ ElMenduko Yep, I'd give that the full ssto marks. Was quite the amusing rocket to boot. :) plus payload to orbit, nicely done. beats my mostly failed attempts at making an ssto using 0.625m engines. And the landing, your pilot survived so full marks there. The rocket not quite surviving is mere details... heh Nicely done!
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I made a challenge to the community where one of the levels is to use only sepratrons to reach space(Size-0 to orbit). Well, I have done it. I present you all the "Sepratrons to Orbit 2". This craft has 180 parts, most of which are sepratrons. It is capable of lifting 1 ton of payload(it's final stage) to an 80Km suborbital flight. [IMG]http://i1346.photobucket.com/albums/p685/Jakalth/sepratrons%20to%20orbit/sepratrontoorbit1_zpstinuvwva.jpg[/IMG] She's quite ugly, but gets the job done. I thought you all might get a kick out of the sheer stupidity of this craft. heh ;) total mass 12.9 tons number of engines 158 practicality... 0 [URL="https://www.dropbox.com/s/f7nwm6475gcer1n/sepratrons%20to%20orbit%202.zip?dl=1"]Download yours today.[/URL] [IMG]http://i1346.photobucket.com/albums/p685/Jakalth/sepratrons%20to%20orbit/sepratrontoorbit11_zps7g2dxs0w.jpg[/IMG] [URL="http://s1346.photobucket.com/user/Jakalth/sepratrons%20to%20orbit/story"]The full story can be found here.[/URL]
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To prove it can be done, I've completed the Sepratron level challenge. I present the Sepratron to orbit 2. [IMG]http://i1346.photobucket.com/albums/p685/Jakalth/sepratrons%20to%20orbit/sepratrontoorbit1_zpstinuvwva.jpg[/IMG] This ugly craft is capable of reaching over 80,000m without even using it's final stage. It [U]MIGHT[/U] be possible to get this craft into a stable orbit using a gravity turn and the final stage, have not tried it yet. Not really needed for this challenge either. This craft has 180 total parts, most of which are sepratrons. It reached a max height of 80,345m using 9 out of 10 stages. Using the tenth stage would of dropped it's payload weight to under the 1 ton minimum. Stage 1 has 32 sepratrons. Stage 2 has 24 sepratrons. Stage 3 also has 24 sepratrons. Stage 4 has 24 sepratrons as well. Stage 5 has 16 sepratrons. Stage 6 has 12 sepratrons. Stage 7 also has 12 sepratrons. Stage 8 has 6 sepratrons. Stage 9 has 4 sepratrons. Stage 10 has another 4 sepratrons and a fully fueled mass of 1,010kg(1 ton), and a dry mass of around 700kg. [URL="http://s1346.photobucket.com/user/Jakalth/sepratrons%20to%20orbit/story"]The full flight of the Sepratrons to orbit 2 can be found here.[/URL] Info for the Sepratron level updated. kerbal not required for this one.
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Thanks for the suggestion. Grammar is one of my Banes though. No matter how hard I try I just can't get it all straitened out. Give me some time and a good calculator and I can calculate the orbit of 12 different object, but getting to and too correct... O_o Yeah, I can give your craft the level 4 rank. The last stage works as a tug so yeah. It's all good. :)
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@Aetharan Nice modded rocket! Clean and compact. And I love the way your lander top stage turned out. Looks good.
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The Lane1, my first KSP 1.0.5 creation!
Jakalth replied to He_162's topic in KSP1 The Spacecraft Exchange
Ony thing that could make it even more maneuverable would be to swap out the horizontal stabilizers you used on it's tail with standard or advanced canards. More movable surface means more maneuverability. Although I don't know if they will even make a noticeable difference at this point. -
Azimech's collection of slightly used squad cars.
Jakalth replied to Azimech's topic in KSP1 The Spacecraft Exchange
The fact that the video was taken offworld? That's not kerbin? It's too flat and the ground is wrong? -
@Vreivai That is a nice and simple two stage approach. Gets the job done nicely. Good job on it, and welcome too the KSP forums. We hope you enjoy your stay here. @Hotaru Beautifully overkill rocket you have there. Very Kerbal styled by piling on more booster engines, on the boosters. I like it. I'd consider the fourth stage, with the capsule, as an acceptable tug since you did most of your flying in orbit with the third stage. So level 4 it is. @Foxster And Foster with the cute little mini rocket. Nicely done. Did that reach orbit by chance or just pop up to space and return? Looks good either way.
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{AMRSD} Convair F2Y Sea Dart
Jakalth replied to Mad Rocket Scientist's topic in KSP1 The Spacecraft Exchange
Aah, the sea dart. It actually wasn't a failed aircraft, they eventually fixed all but one of it's issues. That issue being it was no longer needed due to the construction of the big aircraft carrier of the time. It's only flaw left at this point, was lack of Naval interest. If I remember right, it used Hydroskis for it's water landing gear. They acted like part water skis and part hydrofoil. As the aircraft gained speed, the skis would lift its buoyant body out of the water, greatly reducing drag and letting the craft reach the high takeoff speeds it required. They also allowed the aircraft to hit the water, hard, at high speeds during landing. Don't think any stock parts could fully simulate the Hydroskis though. Would look even better if you could add something to at least represent the hydroskis, since they were such a big part of the aircrafts looks. -
ah, thanks for that correction.
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Bill, Bob, and Jebadiah have been busy building their mission to Duna, but a small issue has arising closer too home. Due too the ambition of the trio, the KSP has been left without any of the usual larger engines in stock. And they need to launch a single kerbal to orbit to perform maintenance on their orbital communications up-link. They need you to build them a way to get this kerbal mechanic into space using only the engines they have in stock. The plan: Using no engines bigger then 0.625m scale(same size as the new mk0 liquid fuel fuselage), you need to build a craft capable of sending a single kerbal "into space". Yes, that is up too at least 70Km height. achieving orbit is a bonus. The rules: 1: No engines of a scale larger then 0.625m may be used. So the 48-7S Spark, J-20 Juno, or smaller engines... I'll accept the ion engine if you ask nicely. 2: You may use as many of each engine as you need to as long as they follow rule 1. 3: ANY(yes that means you can use mk3 and the 3.5m fuel tanks if you really want too) parts can be used to make the rocket part of the body and the kerbal doesn't need to be housed inside a cockpit. External control seat is acceptable. Any kind of staging is acceptable as well. 4: No solid rocket boosters, other then the sepratrons, can be used. Jeb took the rest with him to celebrate their Duna landing. 5: Mods are not allowed, to be un allowed. Any mods can be used as long as no engines larger then 0.625m scale are used. 6: Special Tweak Scale notice: Any engine can be Tweak Scaled down too 0.625m as long as they do not become too powerful or too broken. 7: Most Importantly!!! Have fun and be creative. Thinking outside the box is good, but thinking the box is made of cheese and kracken repellent is even better. Challenge level 1: Simply get to space. That simple. By any means you can come up with, within the rules, get your kerbal to space.(over 70,000m) Keeping him there is not required. Challenge level 2: It's not that simple son... Get your kerbal to space, and keep him there. So get your craft into a stable orbit. Challenge level 3: And they said there would be snacks... Bring some snacks up with your kerbal. So that's reach space, get into a stable orbit, and bring at least 0.5 tons of non fuel cargo(aka: snacks) with you. Challenge level 4: Everyone needs a little help. Bring a satellite or micro tug to help your Kerbal once they're in orbit. This craft need to come up with your kerbal, in the same craft, and be deployed once in orbit. The satellite only needs power, an engine, "some" fuel and a form of communication. OR The tug only needs to be capable of moving your kerbal around in orbit. SSTO..oh my level: And it all comes up with you. Not only do you need to reach space with your kerbal, but your entire craft needs to come with you, nothing is left behind. If your craft does not reach a stable orbit, then it all needs to come back down again and land. note: not everything needs to survive the landing, just your kerbal, because that's KSP for ya. If it does reach a stable orbit, then mission accomplished. Spaceplane level: More like space...pain... Can you get your kerbal into space using an aircraft? How about a spaceplane that does not have any of the normal spaceplane engines? How about one where all the engines are no bigger then 0.625m scale? Yep, Juno and spark... or smaller... Sepratron level: You want me to use this cellophane, with the sticky stuff on it, to fix things??? How high can you get using only sepratrons for engines? Can you reach space? Can you bring this container of snacks with you? That's it, is it possible, once again, to lift 1 ton of mass to over 70,000m using just sepratrons? I've seen it done once before, somewhere, using nearly 20 staging sequences, now can it be done again? Kerbal not required. Some pics or a short video would be appreciated, but are not really necessary. This challenge is open to those that simply want to challenge themselves as well as those that want to challenge each other. -------------------------------------------------------------------------------------------- My failures... I mean submissions: SSTO..oh my level: Built a simple craft using 8 spark and 8 Juno engines, mounted onto 2, stacked, fl-t800 fuel tanks. The sparks were clipped into the bottom of the tank using cubic octagonal struts. The Juno's were mounted radially on mk0 liquid fuel fuselages with a small intake on each. On top I had a mk1 command pod for the kerbal. This craft also had landing legs and 4 radially mounted parachutes for landing. The craft reached a height of only 4,200m before the engines failed and I aborted the mission. deployed the parachutes and used the juno's to slow the descent. The landing was nearly flawless, but it was not a good run, may have to try it again without the juno's though... Spaceplane level: Build a small spaceplane from a fl-t800 and fl-t400 fuel tank. I mounted 4 juno engine nacells, made from a juno, a mk0 fuel fuselage, and a circular intake, onto pylons and attached them to the rear of the craft. behind them, on the back of the fl-t400 I attached 6 spark rocket engines. I had a mk1 cockpit on the front for the pilot. This craft flew pretty well but had a hard time climbing under the power of the 4 juno engines. When it was all said and done, I once again failed to achieve orbit, but I was getting very close. 64,000m. So this challange is quite doable for someone more skilled with spaceplanes then me. A note: Juno's drop out on power pretty early, cutting out entirely well before 20km, so plan acordingly.
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1.0.5 is out!!!!! post your fist craft here.
Jakalth replied to soulreaver1981's topic in KSP1 The Spacecraft Exchange
Just a tiny test spaceplane. It's the smallest one I've ever made. Trying to make one that uses no engines bigger then 0.5m size. Using 3 Juno jet engines and 3 Spark rocket engines. So far I've gotten to 34Km with it. Got a long way to go yet before it can go orbital. Juno's drop out on too much power over 9Km though... Not really my first craft, but the first one I actually bothered to save. My first craft was a basic Lear Jet replica using 2 Juno's on pylons... Nothing fancy but it flew ok. -
No jet wash present
Jakalth replied to Azimech's topic in KSP1 Technical Support (PC, unmodded installs)
Yeah, I can confirm that the lack of "jet wash" on the wheesles and the goliath was quite dissapointing... I can understand the three turbojets causing the parts they hit to quickly heat up though. But the lack of jet wash on the two turbofans really makes me sad... They don't need to produce any heat, but the pressure exerted by the exhaust is kind of important for several designs. I was hoping to make a big airboat using the goliath, and use sets of standard canards to act as the air rudders. But without the jet wash to push against the rudders, the design is completely useless. No jet wash, no real stearing... Cause the exhaust from the goliath, if it produced a force on the canard surfaces, would of been able to push the back end of the airboat around. Now if I want to try doing it, I'll have to "cheat" the controls into working using lots of SAS modules... -
With the release of 1.0.5 it looks like the turboshaft design is once again dead. At least until someone can figure out how to get them working with the new changes. It also seems, that only the Wheasley and the new Huge turbofan engines can be used to make them. the other engines almost instantly cause the parts to heat up and explode... :\ Even the new little guy... So it looks like using the engines as "blowers" for spinning a stock propeller is on hold once again...