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Everything posted by FlipNascar
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To help you in your quest to slay the radiator demon I shall proffer a suggestion... Have you tried creating it as "separate" sections? I had a very quick stab and using two large panels as parents mirrored to be the top sides, attached to that are small panels, and a single large to be the bottom. Yes, needs tweaking, but the shape doesn't seem that far off? Edit: Don't forget to mix and match the radiator panels! That will be the key... In fact, I would actually just attach each section to the first ibeam, and then run the panels along each other once I had a definitive direction for the shape. Craft file = https://www.dropbox.com/s/0dnyotzry7e1kr3/MEbody.craft?dl=0
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Excellent stuff! Congratulations on showing off your clock. I also love the fact that you actually flew it there, I presume you'll be landing one of these on every planet in the Kerbol System??
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What Are Things You've Heard That Made You Facepalm?
FlipNascar replied to michaelsteele3's topic in The Lounge
There was a case of I think it was a Bristow chopper doing the North Sea oil runs that went down because of a lightning strike. Golden BB and all that... But more to the point. I was taking the ferry from Dover to Calais and while chomping down on lunch I overheard: "Nah he's not that sort of skinny jean wearing queer. He's more normal queer. You wouldn't know he was queer..." -
KME - kerbal mechanical engineering department.
FlipNascar replied to erasmusguy's topic in KSP1 The Spacecraft Exchange
I had the same problem, well mine would only manage one swing on account of it not being that heavy. That pendulum will now however, theoretically, swing until the fuel runs out. Reality, the teeth stick, and it gets all jammed up quite easily. -
'Inexorable' - a pint-sized Star Destroyer
FlipNascar replied to FlipNascar's topic in KSP1 The Spacecraft Exchange
Hah you funny guy... Do you have any idea how long it took to do the Eve burn? Neither do I... After something like 10 apo kicks I got bored and hyperedited them there.... -
As is customary, I am of course busy trying to create my own entry. As proof that it is very much a WIP.
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KME - kerbal mechanical engineering department.
FlipNascar replied to erasmusguy's topic in KSP1 The Spacecraft Exchange
And the pendulum works. Kind of... Jet engines spin the big wheels (so that they're kept in sync). Those are attached to shafts with a single tooth that intersects with the pendulum's bearing in order to "help" it up. Gets stuck too easily though... But it's getting there. Take that Space. Who goes to Space anyway? -
I'm going to play with this. But before I do, and before I then deconstruct it for giggles... Steering. What if you were to steer it like a skateboard? Have the wheels joined together on a sort suspended truck and then by adding in "roll" from the main craft (maybe add some more torque wheels) that would then force that side to compress, thus bringing the two wheels closer together, and bam. Steering. Of course, that may just be my beer logic... Anyhoos.
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totm june 2018 Work-in-Progress [WIP] Design Thread
FlipNascar replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
So because it seemed like a good idea I started a build a clock challenge. Note to self, next time you start an obscure construction challenge, make sure you've already built one... In the quest to build a Grandfather Clock I've spent too long trying to get this to work. Question for the more sagely builders - am I naively chasing a pipe dream trying to get this to perpetually run smoothly? Doesn't matter how many teeth I use on the shafts that connect with the pendulum's shaft, it gets stuck eventually. I realise I'm Clarkson-esque because it's either Full Power or No Power... It gets stuck right about when the gif ends. Sometimes wiggle the landing gear (I forgot to disable steering) can dislodge it. I have to assume that its a poorly constructed gearing mechanism. But I've also spent too long staring at it, so would welcome a glance from a fresh set of eyes to see if its glaringly obvious as to what I've mucked up. 100% stock of course... Craft file: https://www.dropbox.com/s/gnksskxr46lc2as/GPop%20Clock%20I_1-2.craft?dl=0 just stage and er apply power. May need to adjust throttle. -
KME - kerbal mechanical engineering department.
FlipNascar replied to erasmusguy's topic in KSP1 The Spacecraft Exchange
I trust you'll actually be building a clock? I just got... er I'm presuming that when I reload KSP after it crashed that I just got the pendulum to work properly on my Grandfather Clock... Dude, you can make them with very few parts. Depending on what it needs to do, you can get away with as few as five or six parts... As for stock stuff... Ferris Wheel (download in sig) A bunch of Turrets (download in sig) Don't know what to call this, other than it's supposed to be an SSTO that incorporates a turret that works. It works. You can spin around all day long. But it can't handle anything attached to it. Kerbals survive the trip up in the command seat! And I also have a couple of really ugly and badly performing helicopters. And some trucks with articulated trailers in varying stages of disrepair. And some other weird contraptions in varying states... -
Simple really, partly aesthetics, but it also makes it much easier to align thrust with centre of mass for when you're in the vacuum. That way you can have both. At least that's why I do that sort of thing. If you don't use the Alt+F12 menu, you still pay the drag penalty, but you get a (subjectively) prettier look.
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To clarify you can do and use whatever you like to help build your clock. The only caveat, physical parts used to construct the clock must be stock parts, so that anybody can load and use your clock, or interpretation of a time keeping, or time telling device. You can use as many of the stability enhancers as you like in place of struts etc. If you use KJR, you just need to validate that it works on an install that doesn't have KJR. Hangar Extender - no probs. Hyperedit. No probs. Any other tool, no probs. Heck, if you want to use FAR so you can see how your clock would behave at Mach 5 - go for it. If you want to hack gravity or power your clock by whack-a-kerbal, go for it. As for the 6 hour days, don't forget the rules are very liberal. You can invent your own units of time. It's supposed to be very open and just to see what comes about. If you want to make a clock that only tells you when it's Booster o' Clock. So be it. If it works and really does tell me when it's Booster o' Clock ie the big hand points to "Booster" and the little hand points to "o' Clock" (or vice-versa) then you have done well. No rules define where your clock must be. Heck a valid entry would be a rock (ie a Class A asteroid) attached to something with the explanation: "This device tells you whether it is Night Time or Day Time. If there is shadow visible it is day time. If you cannot see the 'rock' or its shadow it is night time or there is zero visibility". Basic, but it does tell me the time, day time or night time.... You can make and enter as many clocks as you like. You can also mix n match to combine elements of time devices you like together. I'd love to see a cuckoo sun dial... Sorry for the wall of text, but hopefully that'll set you off in some ludicrous direction. In the meantime, I shall continue to bang my head against the wall while I try and build a grandfather clock...
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If you use KJR, then it'll count as a Cheaty McCheater entry. Stock bearings are possible - you can make them out of almost anything, but the small landing gear (the ones without suspension) are good for that sort of thing. Have a poke around KerbalX or The Spacecraft Exchange you can see plenty of craft that use them, and also a lot of different ways in which they are built.
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That's right, time to get your clocks out. Clocks are getting a lot of attention lately. I challenge you to build a clock. And show it off to the world. It can tell whatever time you wish. If you want to invent a time, then so be it. Personally some of my favourite times are: beer o' clock, wheelie time, and 06:13. Rules Stock Parts only. Informational and visual mods are fine. Do what you want, so long as it's stock parts. However, if you must use part mods, then so be it. However, I reserve the right to poke fun at you for it. I will however acquiesce and add you to the board of Cheaters. Alt+f12 is encouraged. Post pics, videos, and craft files. But if you do use any of these hacks, make sure to let us know so that if we try your clock... We know that we need to cheat the world out of gravity. Although I can't see how hacking gravity will help make a clock, but this is Kerbal so I look forward to retracting that statement. /Rules Tools that might help with your construction: No Offset Limits, Editor Extensions, Part Angle Display. Categories A timeless object of beauty It ticks, and it tocks, and it ticks but does it tock for long? Who cares, "It works!" Overcomplicated. CPU Friendly - Sub 100 parts! Clocks? Pfft, I made a Rube Goldberg machine instead of a clock. If you can't find a category, feel free to create your own category and I will gladly add it. Scoring Did you build a clock? If yes +1 Does it look like a clock? If yes +1 if no +2 Did you use part mods? If yes you are only entitled to: n*42/1,000,000,000. Where n = part count. Again, feel free to add your own scoring system with your clock. However, you must be able to validate it with pictures or an epic explanation. The only scoring rule is that it cannot award more than +2 points, and everybody can retroactively tally up their scores if they so wish. Scores will not be kept track off by me. I don't have time for that because I don't have a clock! The idea is not so much to score points. Build a clock, and have fun doing it. Because there's one thing KSP needs. More clocks. The only limit is your imagination. Possible goals: An actually working device that can do "time" - a stopwatch will suffice. Stretch goal - working digital clock Wrist watch attached to a giant hand A water clock An egg timer A sandtimer (does not have to use sand) Kerboldial? A jet powered piston engine that ignites a rocket engine that kicks a SRB over to tell you that it's SRB's Fallen over time. Participants Stock StanK - With a self-transporting sundial Leibniz - With four unique sundial designs adjusted for different latitudes FlipNascar - With a Grandfather Clock that ticks and tocks, or does it? ExaltedToast - Decided that Eve would be the clockface with his sneaky use of orbital mechanics and the map view. Cheaty McCheaters
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I ran the numbers. We'll use X for Life. x = Change (I have 37 cents in my pocket)* time (it's currently 1351Z). That gives you a change 49 o'clock.98 minutes to the power 7 seconds. If you had more change, you'd have more life. Because Time = Money. Lots of Change = Money. So clearly for more Life, we need more Time. Because more Time gives more Money. If Barry has 36 pineapples, 1 litre of white rum, 2 litres of capn' morgan. How many friends does Barry have?
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I should really read more of the other forums this thread is filled with amazing stuff.... Only fair that I add to it in the spirit of things. I (and my flatmates well more them I was working a lot) [re]built my '77 Honda XL125 a few years ago, tore it to pieces, refurbed, bare metal repsray in the garage, put it back together again.... Never did manage to solve some of its inherent electrical issues, and parts can be either non-existent or way too expensive for NOS. But got to do a "bit o' brapping" on it.
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totm june 2018 Work-in-Progress [WIP] Design Thread
FlipNascar replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
I call her "TurboBox IIIa-11 - Hopenook IIa". She fugly, but she can fly. Flight time measured in seconds. Oh, and did I mention its less than 180 parts? Has had no optimisations whatsoever, yet. Has some issues... I really got learn how to do this things properly so I can make the rotors less fugly. -
The answer is also in that thread you linked... In the first post... You should try the smaller landing gear. The non-retractable stuff. Because it has no suspension it's reliable. Just can be a bit finicky with alignment. Rover wheels still work. But of course 1.1 may break everything with the wheel updates... Bonne chance!
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Engine Failure on Takeoff (V1 Cut) (1.0.4)
FlipNascar replied to RexKramer's topic in KSP1 Challenges & Mission ideas
I stretched the Twister II's legs quickly. Plenty more in her... Claiming: 27,111m Altitude, 1,116m/s Speed. Craft file -
totm june 2018 Work-in-Progress [WIP] Design Thread
FlipNascar replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
New altitude record for the uglycopter... I think this design has now run its course. The more altitude and speed I expose it to, the more its inherent design flaw inefficiencies show through. Given the lack of a reliable enough driveshaft (to get rid of the jet engine and use a real tail rotor), this design will never become practically viable... The lateral thrust just causes chaos with the handling. Although I have managed no less than 40m/s in forward flight, it should do 30+ sustained. The issue is that when it then torques itself out of "straight and level"... Well it just causes chaos in the bearing. Every now and then a section of the floor explodes and falls away. Could probably add some wheels to the underside of the decoupler to help keep it in a bit better, but it's only a problem when you're abusing it, or its getting away from you, so always. Still, it could be worse, I could have gone to space... Holler if you want the craft file. It currently runs on infinite fuel and infinite RCS -
Engine Failure on Takeoff (V1 Cut) (1.0.4)
FlipNascar replied to RexKramer's topic in KSP1 Challenges & Mission ideas
Fixed it...