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Everything posted by X9Squared
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I would think so, I've seen pretty complicated (and small) 3d printouts, so I assume that part clipping and/or struts shouldn't be a problem, due to the way modeling programs create it (I assume that they make clipping part of the actual object, instead of 2 different objects clipped in blender or whatnot). The struts might be a little fragile though... Just my 2 cents.
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In my opinion, a mk1 cockpit would have looked better, but the intakes and such are awesome and the rest looks great!
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[quote name='Mad Rocket Scientist']Great work! SSTOs that can travel to the Mun are very hard to build.[/QUOTE] Don't forget flying them... such a pain to land...
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A-10C - Like the real thing, but less BRRRT
X9Squared replied to PerfectH's topic in KSP1 The Spacecraft Exchange
How about a craft file? I seriously wanna try out some low-level acrobatics with that thing. Sorry if I explode it. Twice. Three times. 10 times. 100 times. Oh who am I kidding... -
Anybody want to give me some tips ;-; Bump...
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Mk 3 Cargo Ramp Lag?
X9Squared replied to Bubbadevlin's topic in KSP1 Gameplay Questions and Tutorials
I would think that the ramps might be a little memory hoggy, especially with more yello-timewarp on my crafts with the ramps. Try decreasing the ramps if you can... -
[quote name='QmVuamk']My computer can't seem to handle KSP even on the lowest graphics settings without dropping to about a frame every 3 seconds. I remember that it used to work fine, and I don't know what I might have changed to cause this. The RAM and CPU usage don't max out or anything, it just gets really slow all of a sudden. Any advice would be appreciated. Here are my specs: Laptop: HP Pavilion 17 OS: Windows 10 64-bit CPU: Intel Core i3-3130M @2.60 GHz RAM: 8GB DDR3 GPU: Intel HD Graphics 4000 KSP Version: 1.0.4 32-bit Display Size: 1600 x 900[/QUOTE] I bet this is probably not the problem, but check your Max Time per Delta-frame or Max frame per Delta-time (I still get those mixed up), if it's set super low than your CPU may not be able to handle the frames. Also, 64-bit Windows is kinda... unfriendly to KSP. If none of this works, 1.1 may fix a lot of the performance issues.
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totm june 2018 Work-in-Progress [WIP] Design Thread
X9Squared replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Hello all, I've recently gotten into the craze of building replicas, especially with the easy-turbo-fan-maker 3000 (also known as the J-90 Goliath engine). This is my pride and joy for the past couple weeks. Sure, it doesn't handle as well as I would like, and it does have a wobble problem at low speeds (under 90 m/s), but it still looks strikingly like the real thing. I hope you guys can give me more advice toward improving this plane, and I'll post extra craft files for more updated versions. [imgur]jS3jC[/imgur] As for the performance, the handling is a little too oversensitive for my taste, but some of you may like that. As said in the album, action group 1 will turn on the lights, change the gear lighting, and raise the ladders. Beware that brakes turns on thrust reversal for the jet engines, so make sure you aren't flying backwards. [URL="https://drive.google.com/file/d/0B5TV3aouslKzd3VZZ01pRmZoeVk/view?usp=sharing"]DOWNLOAD HERE (DRIVE LINK)[/URL] [URL="http://www./download/ywi6ix8tueeht93/Learjet_K7.craft"]DOWNLOAD HERE (MEDIAFIRE LINK)[/URL] Hope everyone likes it, and if you do, let me know by slapping dat rep button! Also, this is my first craft, so... meh. Hope this fits your tourist-contract needs, X9 P.S. Please don't use this as a Jeb-Killinator, there are better things out there :P. And yes, I did just copy pasterino from my main thread on the main page. 4 VIEWS AND COUNTIN PEOPLE!!! -
Hello all, I've recently gotten into the craze of building replicas, especially with the easy-turbo-fan-maker 3000 (also known as the J-90 Goliath engine). This is my pride and joy for the past couple weeks. Sure, it doesn't handle as well as I would like, and it does have a wobble problem at low speeds (under 90 m/s), but it still looks strikingly like the real thing. I hope you guys can give me more advice toward improving this plane, and I'll post extra craft files for more updated versions. [imgur]jS3jC[/imgur] As for the performance, the handling is a little too oversensitive for my taste, but some of you may like that. As said in the album, action group 1 will turn on the lights, change the gear lighting, and raise the ladders. Beware that brakes turns on thrust reversal for the jet engines, so make sure you aren't flying backwards. [URL="https://drive.google.com/file/d/0B5TV3aouslKzd3VZZ01pRmZoeVk/view?usp=sharing"]DOWNLOAD HERE (DRIVE LINK)[/URL] [URL="http://www./download/ywi6ix8tueeht93/Learjet_K7.craft"]DOWNLOAD HERE (MEDIAFIRE LINK)[/URL] Hope everyone likes it, and if you do, let me know by slapping dat rep button! Also, this is my first craft, so... meh. Hope this fits your tourist-contract needs, X9 P.S. Please don't use this as a Jeb-Killinator, there are better things out there :P.
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Hey! I hope you really love this forum. I think its a (relatively) nice place, and if you're a test pilot and hate (not really) building stuffs like me, go ahead and go to the Spacecraft Exchange and load up! Also, as above, check out the Wiki for all those statistics that you need. Hope you have fun!
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[quote name='AeroGav']Thanks to both of you for pointing out issues that have been driving me mad since day 1. A lot of the reason people give up on aircraft have nothing to do with the inherent difficulty of aircraft, nor the stock aero model (which is pretty simple) but issues with the SPH/Assembly system, it's user interface, and the lack of tutorial to cover ABSOLUTELY vital stuff like this. [/COLOR][/QUOTE] Hm.. is KJR updated to 1.05? I think I'm okay with my current octagonal strut offset clipping thing, but yeah.
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[quote name='Snark']There's a simple solution to the not-quite-aligned landing gear problem, and it doesn't require mucking around with cubic octagonal struts. Hit 3 to get the rotator widget, then F to toggle between "local" and "absolute" modes. Make sure you're in "absolute." In that more, the snap angles of the part you're adjusting will ignore the shape and orientation of the part it's attached to, and will instead align with absolute world coordinates. So once you have toggled it into absolute mode, just rotate the gear one notch and back again and it will be perfectly aligned. Simple, easy, magical, incredibly useful, and (alas) extremely non-discoverable.[/QUOTE] Hmm.. it still drifts. Sure, less than usual, but this method didin't work exactly.
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Muckity muckity muckity muck. I'll try that.
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Hmm... that I will try (sorry was just trying to make as realistic as possible ;-! Thanks, X9 - - - Updated - - - Do you recommend I just put some structural plates and attach the gear to those? Or what do you think... - - - Updated - - - I attached the landing gear to a cubic octagonal strut that was attached to the wings, I think this might work (lemme try it out). - - - Updated - - - Nope, at about 80 m/s the plane goes apesh** and completely flips out. Hmm.. - - - Updated - - - Nevermind, I got it to work with a ugly-ish but works cubic octagonal strut strut, if you will, radiating from the bottom of the plane. Thanks so much for the help Gesch, have some rep
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I've been touching up my Learjet K7 (haha, get it) over the past couple days and I've been having a constant runway drift problem. I have built this plane in the SPH, with symmetry on at almost all times (except for tail and landing gear). If the tail looks offset, that would be because I have used the offset tool to try to correct the drift that happens almost all the time. It does not affect flight, but I want to publish this ship on the forums and I want the best performance possible out of it. Images above, Thanks, X9 - - - Updated - - - Will post another image soon, but the lift direction is not tilted (camera angle).
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Will we be disqualified if you do not have Jeb, Val, Bill, and Bob? I find it hard to believe, considering that sometimes the crew glitches and does not respawn in time for the mission...
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Heya! Have some rep, and welcome to the forums!
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HAWLY MOLY DAT PHYSICS MAJOR DOE!!! Nice! Welcome to the forums, have some rep
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The Ultimate Speed Challenge
X9Squared replied to X9Squared's topic in KSP1 Challenges & Mission ideas
Lol. I guess this post will die soon. But I was not expecting 3-4 pages worth of replies. Thanks everyone! -
The Ultimate Speed Challenge
X9Squared replied to X9Squared's topic in KSP1 Challenges & Mission ideas
OKAY BIG CHANGES HERE: I'm gonna open up another leaderboard for modded installs. Please no HyperEdit, MechJeb is okay, along with the following part packs: QuizTech Aerospace Kerbal Aircraft Expansion OPT Mark IV Spaceplane System Modular Rocket Systems. Have fun! -
The Ultimate Speed Challenge
X9Squared replied to X9Squared's topic in KSP1 Challenges & Mission ideas
Cool! Thanks for the rep by the way. -
The Ultimate Speed Challenge
X9Squared replied to X9Squared's topic in KSP1 Challenges & Mission ideas
I will accept your entry of 1701 m/s because all dives must start at 30,000 feet (I'm at school, so if I got this wrong I can't check imgur at the moment.. will get back to you once I get home.) - - - Updated - - - I thought that was self-explanatory, but yes. If you would like to make a rapier flameout speed entry, that would be okay, but do not use the closedCycle mode. -
The Ultimate Speed Challenge
X9Squared replied to X9Squared's topic in KSP1 Challenges & Mission ideas
Got it, will update the leaderboard.