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kapteenipirk

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Everything posted by kapteenipirk

  1. Just taught id let you know im going to a break from KSP projects. I started this massive paper-model project, witch i really really want to get done. Im really exited to begin, but im also pretty sure im gonna have issues with motivation as the model will have about 1600 parts over 50-60 pages . To help with motivation, i disconnected my monitors, keyboard and mouse, chucked them away in another room and basically turned my computer desk into a workbench. So, no distractions till it's done. I will likely post some shot's once it's done...if it ever gets done. This time im a little more hopeful tough. But before i go dark for the next 2-3 weeks, i taught id show you some more progress on the UCS BF-109 I was gonna save the pilot and the paint-job as a little surprise at the end, but i just couldn't help myself.
  2. Wasn't exactly today. I was watching some Bond movies again and felt the need to replicate a little something from one of the earlier movies... ...You only live twice to be exact. I taught it would be fun to see if it was possible to make fully working version of Little Nellie, the little auto-giro James Bond uses to scout the volcano and shoot down the baddie helicopters. It's quite good fun to fly and is pretty well stocked in the armament side of things with machine-guns, rockets and missiles. I even taught of adding some smoke, flare and chaff dispensers in the rear tubes, unfortunately they would have stuck out like a sore thumb, so i dropped them.
  3. Decided to bring back something i was meaning to bring back a loong loong time ago. I was supposed to go for some new racing truck, or some new tank, but i decided to go for this instead. KMCC-11200 Mammoth Cuz bigger is better right With the addition of the large crane, it also has rotating hazard lights and custom suspension. It has a million different moving bits that require more "manual" operation (operate from the part menu), as-well as patience. Unfortunately i didn't have KIS/KAS installed, so there's no way to actually lift anything. But considering i was expecting the thing to brake under it's own weight, im pretty happy anyways. I also tested the mobility of the crane before and after the crane was installed on the truck, and it's surprisingly capable and pretty fun to drive...unfortunately tough, the wheels tend to flip 180 around the pivot when going up and down hills, and the "springs" (the MK0 fuel-tank axles) tend to explode if you corner too hard. And just for reference, here's a couple shots of my original mobile-crane from over 2-3 years ago. It was a part of the KBM-300 ICBM launch-system project. It was added in more for the sake of why not. KMCC-704 Fully functional through the power of Infernal robotics. If only i put a bigger counter-weight i could have lifted it. You can see that the new crane has a lot of the same construction techniques in use. The only major changes are the addition of the counter-weights on the boom/jib itself, and the suspension stuff. It's kinda funny how i intended to make the new crane a LOT bigger than the old 4-axle one, but instead only manages make it slightly bigger, witch you can best see by comparing the length of the main boom/jib...it's 7 small panels long on both cranes.
  4. It's been far too long since i made any progress with the huge naval aircraft pack as i have had a million other projects going on. Finally i was able to get at-least a little further to show that the project is not dead yet. Introducing the Seafortress-B, the upgraded version of the Seafortress i showed some time ago. It wasn't supposed to be part of this project, but i liked it far too much and decided to upgrade it instead. It has overall larger dimensions and overall better performance in every area, except armaments witch are little toned down (3 turrets and under-wing pylons removed) to make it more realistic. It is basically my replacement for the PB4Y-2 Privateer, witch was one of the naval-bombers i wanted to build for the pack. I also wanted to make at-least something new as-well. So here is my version of the Lockheed PV-1 Ventura. I decided for the fun of it to give it some historical camo. I also have a B-25 Mitchell ready to go, but it feels a little off in too many ways, so im going to do a little rebuilding on it.
  5. Air transport wing Allied navy expansion Our newest arrival to the allied side is Japan, with some naval and air-transportation support. I figured the series could use some cargo/transport aircraft, so i made a few of them. Prop powered planes where something i wanted to do since the moment i started this, and this time i couldn't help myself. So, you will need airplane+ to use the transport aircraft. I mentioned in an earlier post i wanted to build them, and now i built them. The French La fayette and the JMSDF Kongo.
  6. K.S.S Fissouri (Block III) If you've been following my stuff, you would know that i love Infernal Robotic, so you can probably guess i was pretty darn exited when they announced that we are getting stock robotics related parts. I had ton's of different ideas i wanted to try out, or should i say a lot of tried and tested bits of tech that i want to transfer to stock, like suspension stuff, mobile ICBM launcher's...etc. In the end the thing i wanted to try out the most, was to try and upgrade one of my navy ships. As i had recently finally acquired myself the Iowa in WoWs, i decided to choose the Fissouri to be my test-bed for all the bit's of tech that should make the ship a lot more exiting. And here is a video showing off the different features. And here they are listed and explained so you can try creating them yourself. 1. Custom build servo powered turrets with rangefinders and gun-directors. Perhaps the most important feature in any navy ship. You can make them by basically just plonking down the largest servo available, then building the turret structure on top and adding the gun-barrels (BD-armory howitzers). Then you go to the axis group you want to use (in my case yaw for front turrets, and roll for rear turrets) (in the action groups tab) and select the servo and assign "Target angle" to that group. Range finders/gun-directors use the exact same servos/specks/groups as the turrets to allow them to stay perfectly synced with the turrets. The big minus of having these custom servo powered turrets, is that the BD-armory AI will not be able to use them. 2. Rotating crane For the sole purpose of clearing an obstacle blocking the heli-deck. Done the same way as the turrets. 3. Realistically waving flags. I know, a bit of a weird detail, but i like it a lot. It is basically just a series of unpowerd hinges with a + and minus - 45 movement limit, and small wing panels. 4. propellers Such a small and well hidden detail that even i forget about it's existence. I basically wanted to try and see if i could make the KAL-1000 work. These again use servos. Just got to the action-groups tab and select the KAL-1000 controller (need to place one), then select the servors and bind the "target angle" to the controller. After that just one by one select the servo in the KAL-1000 editor screen and put the front arrow of the little line/wave thing to the top, the rear one to the bottom, and then use the little orange blob that appears when you select the arrows to straighten out the line as much as possible, as otherwise the animation loop will include a slowdown of each propeller before the next loop. You can put the animation a loop by selecting the symbol with the two arrows in the KAL-1000 editor and changing it into loop mode. And as for speed of the propellers, just change the time per loop (in my case 0.6 sec). As i sad on the video, this new even more upgraded version has over 300 extra parts. I decided that as-well as including all the robotic powered bit's, i should also add in a little more detail overall to make it that extra bit special. Here are some comparison picks of all the versions, so you can get an idea of just what has changed. Technical specs: Armaments: 9x Howitzer in 3 turrets, 4x Goalkeeper CIWS MK3, 1x Patriot system with 16 intercept missiles, 16x cruise missile in custom launchers. Top speed: 34 m/s Length: 173.8m Width: 17.2m Height: 33.4m Mass: 1,967 tons Parts: 932 As per usual, range shouldn't be a problem as it carries more than a few tons of fuel. Mod used: BD-armory Download link: https://www.dropbox.com/s/np5ewn9nvq137k8/K_S_S Fissouri (Block III).craft?dl=0 And there it is for you, a nice new upgrade to a well proven veteran of the Kerbal fleet. I hope you enjoy it .
  7. While i was struggling to get sleep last night, i came up with and idea that i had to try out ASAP, as i taught it might finally crack the secret to atmospheric capable Star Trek ships, witch is something ive tried in the past multiple times with varying success. My JJ-prise for instance didn't really fly anywhere and had to be cheated in to orbit, while the U.S.S Franklin flew barely with the power of about 40/50 vernor engines keeping it level. The idea i got was to sort of "mix things up a bit". Basically, instead of making the entire saucer section from wings like it's usually done, it instead is about 50% wings and 50% structural panels to give the thing lift, while at the same time keeping the COM as far forward as possible. I also built a big chunk of the nacelles using wings as-well, this time in a way that wouldn't throw the COL out of whack. Basically the back half of the saucer would the aircraft's main wings, while the nacelles would be the elevators and rudders, or something along those lines. Because of this design choice, there is a noticeable change in shade on the saucer, and the wing built bits on the nacelle's are a bit too open and blocky, But i think it still turned out pretty good. I think it's propably pretty evident to most of you that why i chose the Stargazer as the basis for my design...well, one of the reasons anyways. 1. even thrust. I remember with the JJ-prise i had a lot of troubles trying to keep it straight while flying in space, so to fix that i had to add extra engines on the hull to make the thrust a little more even. 2. The second main reason why i chose the Stargazer (Captain Jean Luc Picard's first command), is it's saucer/hull, it's very thick and has a lot of door's in it, so i taught i might be able to add a little functionality to the ship by having a large T-shaped cargo-bay in it. Unfortunately the ship still ain't perfect. 1. the methods described above do definitely help a lot, but not enough. Pretty much all of the tanks behind the COM are totally empty, and if the front tanks get empty, the COM will shift behind the COL. So, infinite propellant is needed to keep the ship in the sky. 2. Unfortunately the thing doesn't have the lift for it to reach in to space. So best to just warp it there straight from the runway. I think the max altitude is somewhere around 4000-5000m. 3. Due to the ships design, once you takeoff, you cannot land again, as the front landing.gears are meant to be thrown away after takeoff. And here is the ship itself (thankfully in this screenshot the textures weren't going haywire) You can see that ive added some stock lighting, some dummy guns, escape-pod hatches, and windows to give the ship a little more detail. The black stripe at the front is where the ships name/registration would go. 16 Shuttle engines represent the main thrusters, while 4 poodle engines represent the impulse engines. The rudders are represented by control-surfaces on the engine exhaust ports at the ends of the engine-nacelles. Elevators/ailerons are represented by Big-S control surfaces at the back of the engine mounts, and canards located just forward of the side cargobay's. (you can see the front landing-gears going bye-bye) I decided to leave the lower section of the saucer flat to save some time and effort, and hopefully a few parts. Technical specks: Top speed: (in atmosphere) about 220m/s Length: 87.4m Width: 38.1m Height: 27.2m Mass: 1,107.673 tons Parts: 1139 And there it is for you, an atmospheric capable starfleet vessel. As i said, it's still not perfect, but i hope it'll help anyone who wants to build these kinds of ship themselves. I hope you enjoyed looking at it .
  8. KHB-2500 Skyfall Decided it was time to include something a little bigger and more original to the mix. In this case a bit of a "what if you took the TU-95 and AN225 and mixed them together" style super-bomber, or doomsday-bomber as i like to call it. I wanted the bomber to have heavy defensive armaments, and a secondary command/AWACS aircraft capability. It has a wingspan of over 80m and a length of over 70m. And don't worry, i plan on removing the turboprops (airplane+) and replacing them with inverted wheesleys on the one i send you...unless of-course you want me to keep them there. And here are a few more picks of the aircraft
  9. KF-01 Harrier Remember when i said that landing on the Nimitz was a bit challenging...well, no need to worry about that anymore. The harrier has good maneuverability/stability on normal and hover modes, and is quite fast as-well.
  10. Yea, weight was also an issue for me. only the landing-gear doors where IR-powered, the gears themselves where just up-scaled stock ones. Wait, i just got an idea... I know, not the most accurate, but it would fill in the last blank. Yeah, C-9 to be exact .
  11. If you do get into 3D-printing, i would suggest a couple things you check out. First there is a little something i just got printed/built/painted...well, minus the railings. It took ages to print, and was a bit of a pain to assemble in a few places, but it was SO worth it in the end . The lovely 1:32 scale SW-1500 by Daniel Noree, with Flexicoil trucks by raby and custom stickers and cab interior by me. It's part of the Open Railway project. You can find it on Thingiverse and My Mini Factory, and propably other places as-well. Like raby, i decided to go for Nasa color's on my SW-1500. It was used by Nasa to pull the SRB transport train, that as the name might suggest, was used to transport recoverd Solid Rocket Boosters by rail in 6 segments (nose, engine and 4 fuel-tanks) on 5 specialized 8-axle flatcars. The train would usually also have a couple spacer-cars (empty flat-cars) on front, a clearance-car behind them (a standard box-car with roll-bar thingy's on it) and box-cars between every special flat-car. Here's a few more picks of the model. Secondly, i would suggest you check out OS-railway on thingiverse. The project contains a bunch of locomotives that are meant to be motorized and fitted with an ARDUINO thingy to control the thing with your phone or something. There are also some traincars and track so you can basically print all the needed stuff for a full set.. Oh, and thirdly, if you're planning on designing your own stuff, i highly suggest Fusion 360, it's professional and it's free if you fill the criteria (details on the website. Can be a bit hard to find, but it's there). And as a bonus for everyone, here are a few picks from my last haul before the doors closed for good. Yes, i was supposed to show these much earlier, but i forgot. If you guys are wondering about the current state of my main layout, it's currently still in winter storage. I could probably set it up right now if i wanted to, but since i will likely be moving away soon, i don't want to go trough the trouble of putting it up and possibly having to tear it down like 2 weeks later.
  12. Glad to see i was able to inspire at-least someone . That P-47 is looking pretty fine btw, and i like how you've been able to make all the stuff that was powered by IR in the Hurricane stock. Speaking of UCS stuff. I'll let you guys guess what this belongs to. It's been far too long, but ive finally found the motivation for it. It may take a while to complete, as there is still a whole bunch of stuff that i need to build for @ZooNamedGames YouTube project and that takes bigger priority right now. Just wanted to get some of it done to show that it is finally happening.
  13. Offshore oil-rig complex "Kerbal Alpha" Coming in at 206x174x77m and over 1100 parts, this oil-rig complex is one of the more giant builds i have done, and also one of the more challenging and time consuming ones. At first i started with a "Deepwater Horizon" style oil-rig. Soon after i started building it, i noticed that the part-count would be colossal, so i started using tweak-scale. I had built quite a lot of it when i decided that i wanted a different style of rig, so i chose the "Sleipner A", a platform operated by Statoil in the Norwegian sector of the North-Sea. I decided to go all the way with the platform, and also build the Sleipner B and Sleipner T platforms that are connected to it. I also have the main rig as a separate craft, and the smaller platforms should be quick and easy to turn into their own little separate rigs, as they are built on top of the monoprop tanks, incase the complex is a little too large for your liking. Unfortunately it is impossible for me to do a structural test of the entire complex as it doesn't fit on the runway, nor can i do a flotation test as i don't have hyper-edit or anything like that. But, i can pretty safely say that the rig is likely going to stay afloat just fine, as experience has taught me that as soon as you scale up a part, it's bouyancy tends to immediately reach a level of "literally unsinkable". And just as a bonus: Shallow-water Explorer (incomplete) My original design that was based on the Deepwater Horizon. If you want, i can finish the build on this one and release it as-well. I'll release the rig with a future pack, weather it be the Russian fleet or the ground forces.
  14. Thanks . I don't have KSP open right now, but if i remember correctly: Frigates are somewhere around 200-300 parts. Cruisers are around 300-400 parts. Fissouri is around 630 parts. Nimitz is around 600 parts. Alright, ill get some sub's built then. Other than the oil-rig, the base building pack should have the rest and the SAM vehicles where included in the first aircraft pack. Stuff like the MBT's, AA vehicles and others shouldn't take too long as i have a bunch of them already, they just need some editing.
  15. Allied fleet No, i didn't forget to include the Russian fleet, it is still in the making and this is basically just to show progress is being made. And no, i didn't for get the download link either, that will be added once all the ships are done. I decided not to include any submarines, as those eat a TON of part's and aren't very capable, especially bigger ones. Basically they have very slow speed and minimal fuel. At first i wanted to focus on just USN ships, but as with the aircraft, i wanted to add a bit of variety by adding ships from other countries, sadly only one this time. I did have ships like the HMS Ark Royal (R 09), the French La Fayette and some JMSDF ships in mind as-well, but considering the allied fleet has 7 ships in already, i taught that let's not get too carried away. As with the aircraft, you can do any mods you want, the AI/weapon manager stuff hasn't been edited...etc.
  16. Aircraft expansion Download link: https://www.dropbox.com/s/446dgc8q1lk5k5u/KDI stuff II.zip?dl=0 As if there weren't enough planes already. I felt bad for leaving the Royal Airforce from the original pack, so i made some RAF aircraft for this one. The Fencer was another plane that i wanted to make for the original pack. As for the KTP-62, im making a 1/144 scale German airforce version of the IL-62, so why not make it in KSP as-well...plus, i think there are far too many traditional quad-jets on the pack. The Guardian Angel follows the same lines, i really love using it in Rise of the Reds, so why not. The same rules apply with this pack, no need to worry about decals and paint, you can do whatever mods/alterations...etc etc.
  17. Thanks . Not just lots, but a stupid amount, especially when we are talking about a project of this size. Huge thanks to all of you for the likes and nice comment's these past few days , it really helps repair my diminishing energy/motivation, now i feel ready to continue again, sadly that will have to wait til next week tough.
  18. The printer i use is a "Flashforge Finder 2.0" that i got for 400€ from "clas ohlson" here in Pori Finland. The print-area on it is 14x14x14cm in size, so it's also a bit small, but other that, it's been pretty fantastic, and has worked without any problems whatsoever. The printer is a sort of easy-to-use starter printer, and the Flahprint slicing software is also pretty simplified as-well. I use 0.6 kg spools of PLA with it, but i think you can use a few other material with it too, but im not sure. The spools are Flashforge branded, and go into a sort of "magazine" on the back, making them a little more low-profile, so i don't know about availability/compatibility. All in all, i would recommend it if your looking for something simple to start with. I would also highly recommend Fusion 360 (the program i used to design this) if your looking to design your own 3D models, It's professional, and it free if you meet the criteria (explained on the website, a bit tough to find).
  19. Thanks . Unfortunately that may take a while, as is usual with these giant builds of mine, tough thankfully i still have a good amount of free time left.
  20. Thanks . So, rudder's it is then. Let's hope a dozen of the biggest elevons (that's how many parts the bow-thrusters eat) will be enough.
  21. K.S.S Spruance Before i continue and start making the other ships, there was something i wanted to ask/was wondering. The ships i make for the KNS project and this one, use bow-thrusters for steering (jet-engines), meaning you need to use action-groups to control the ship, also meaning that the AI (if it even can control ships to begin with), would not be able to control the ship. So, should i go back and switch the bow-thrusters for some rudders instead. Reason why i don't use rudders in big ships like this, is that it would need TONS of them to match the turn-rate that the engines give...plus, they also stick out quite a bit and have risk of colliding with terrain when driving to the water.
  22. Base building pack I know, some of the stuff may not be entirely relevant to this project, but im a big RTS fan, so i couldn't help myself. Download link: https://www.dropbox.com/s/qmqw5656w0lmrll/Base building pack.zip?dl=0 As with the other stuff, if there's any other buildings you need, just send me the list and i'll build them for you.
  23. Part-counts for frigates/destroyers will probably be in the 300-400 range, battleships will be in the 600-700 range, and as for aircraft-carriers, somewhere around a 1000 parts and up.
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