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drtricky

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Everything posted by drtricky

  1. BahamutoD's Armory. THE premiere weapons mod for KSP.
  2. My proudest creation. Now updated with fully-functional ground-attack capability!
  3. What about using mods to assist with controls? I have a craft that I for some reason cannot get to take off perfectly vertically with just SAS and thrust vectoring, but if differentiating thrust were involved, then it would be a different story.
  4. So I finished a 17,000 ton flying battleship, and I want to fit VTOL engines on it for operational flexibility. One way to make sure the position of the VTOL engines are balanced is by manually exiting and entering the hangar like a caveman, moving the engines around until the ship takes off perfectly vertically. That's the way I balanced the engines for my first two VTOL crafts, but this 300+ part craft lags my computer enough that repeatedly entering and exiting the hangar eventually causes the game to crash. My question is: Is there a more convenient way to make sure the VTOL engines are positioned correctly?
  5. I found that some parts of the large boat parts pack can take quite a bit of heat before exploding. This means it's possible to have crafts tank more damage than just a few hits worth, so I'd be thrilled if someone ran a competition based on which user can deal the most carnage!
  6. I'd like to make a submission for the heavy aircraft category. https://kerbalx.com/drtricky/ABH-17-Rapture A heavy bomber armed to the teeth.
  7. S-41 Taurus Top speed = 1492 m/s A medium SSTO. 12 RAPIER engines, with two nuclear engines I submitted this because it achieved this speed on a run without any modifications towards speed, if that counts for anything.
  8. It sometimes gets stuck on the debris from the ruined runway as it rolls onto the grass, because as I said, it detonates the runway upon spawning. And even if it doesn't, the bumpy debris shakes the ship around a lot, causing the tip of the wings to touch the ground, and destroying the outer ailerons. Though I didn't realize radial adapters existed, thanks!
  9. So I'm building a flying battleship. You read that right. I want to give it VTOL capabilities because it's so heavy that it detonates the runway upon spawning, and it's wings are also too wide to clear structures next to the runway. One way I could avoid detonating the runway is to more evenly distribute the pressure through more landing gear, but the amount required would be extremely impractical, as I already have over 20 separate LY-99 pods on it, and it still detonates the runway. Going back to the VTOL capabilities, the only way I've been able to figure out how to place VTOL engines is to place them on pre-coolers, and tilt them vertically, but that results in it looking like this: As you can see, the re-sized coolers are quite high, and restrict the firing arcs of the weapons, in addition to looking terrible. So my question is, how can I place VTOL engines on my battleship without creating those towering intakes?
  10. Well I got this almost-finished ship. Those main guns are from the IJN Yamato, if you want a sense of scale.
  11. What do you mean by "fitting" the engineer's report criteria? Do you mean having no errors? Because in BDA, you will always get warnings for "unused" ammo, even if you have weapons that can utilize the ammo.
  12. Wow, would ya look at this monstrously armed airplane! I bet nothing could shoot it down! One minute later versus a lightly armed fighter...
  13. I would like to enter the ABH-17 Rapture https://kerbalx.com/drtricky/ABH-17-Rapture Original airframe https://kerbalx.com/drtricky/A-15-Big-Eagle
  14. I have two aircraft that were built off previously non-VTOL airframes. https://kerbalx.com/drtricky/ABH-41-Titan https://kerbalx.com/drtricky/ABH-17-Rapture Evidence for their non-VTOL beginnings: https://kerbalx.com/drtricky/FAB-41-Taurus-competition2 (I will upload the second one later)
  15. Well, I have one thing two things: The USHS Majestic Base: Dimensions: 123.75 x 29.43 x 91.88 = 1 + 0 + 0 = 1 point Weight: 3073.88 tons = 30 points -------------------------------------------------------------------------------------------------------------------------------------------------------------------- Bonuses: +0.2x no cheats or hyper edit +0.2x actual purpose: An anti-everything VTOL destroyer. (Note: I have no idea how to calculate TWR) (0.2 + 0.2) = +0.4x For a grand total of at least 43.4 points. Can you explain to me how to calculate TWR? Next up is the USHS Dragonfly (Unfinished but functional due to previous physics issues and lack of time) Base: Dimensions: 38.3 x 232.6 x 230.4 = 4 points Weight: 16170.110 tons = 161 points ----------------------------------------------------------------------------------------------------------------------------------------------------------------- Bonuses: +0.2x for no cheats or hyperedit +0.2x for actual purpose: Flying battleship. For a grand total of at least 231 points.
  16. I submitted what @Triop previously considered a 10 wing airplane. If it helps at all, he considers tail fins, elevators and canards to be wing surfaces.
  17. I just tried utilizing fixed 35mm oerlikons on an aircraft, and all the rounds detonated ~500 m in front of my aircraft, even though the detonation range was set to 3500 m. Can anyone else double check the oerlikons?
  18. Well, the recent updates seem to have increased the amount of torque objects experience, and that ultra-heavy fighter I mentioned unfortunately now needs either njmksr's super strong struts or KJR in order to perform fighter-like maneuvers with it's very large wings.
  19. So I built a plane with wings reinforced enough to withstand 28 gee turns in 1.1.1 . In 1.1.2, however, now it's wings snap off if turning hard at speeds above 150 m/s, even with reinforcement. Besides adding a ridiculous number of struts or using KJR, is there anything I can do to make its wings strong again? It looks something like this: The model in the link is fully stock. The model in the picture is not, however.
  20. I was thinking of entering that ultra-heavy fighter of mine. If you remember, it has four FAT-455 wings and two FAT-455 tail fins as lifting surfaces, but this time it also has four FAT-455 tail fins as...tail fins. So it technically has only six lifting surfaces, but four tail fins. Is that illegal?
  21. Well, this SSTO I built managed to achieve this speed on a service run with all NERV engines off, if that counts for anything.
  22. So I built a heavy plane with FAT-455 wings that had the ability to pull fighter-like maneuvers. In 1.1, it could turn full power at sea level with a velocity of 340 m/s. I re-flew it in 1.2, and it's wings snap off if turning full power at anything above 170 m/s, even with additional struts to the wings. My question is: was there a change of some sort to aerodynamics between 1.1 and 1.2 that could make it easier for large wings to snap off?
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