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JadeOfMaar

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Everything posted by JadeOfMaar

  1. Soooo I came up with this, with the root design in an Alien Air Koaster. KER is set to Mun. The Mk2 parts in the koaster's legs are scaled to 0.75m. Its core is 2.5m
  2. Howdy. Create an Action Group item for the Rotatron to Move + or Move -. It will start (and go on forever) or stop when you invoke the action group. Ensure that your SAS is powerful enough to counter the reverse torque that will come from the rotatron, and that the rotating portion of your ship is lighter than the non-rotating parts. Don't add any struts across rotating and non-rotating sections. And finally, provide for the electrical consumption of the rotatron.
  3. The autosave happens to the persistence file. Use Alt+F9 and quickload that instead of using Alt+F4. Also, when you quickload, persistence is probably immediately overwritten with the loaded state.
  4. I think my biggest mission failure was with a craft I named Flying Miner. It was a 2.5-3.75m Mun-hopper with plenty Ore storage, an ISRU and a Kerbodyne Rhino. Its purpose was to keep a low-orbit Mun station fueled for visiting ships and while landed, be a fuel cache and secondary utility vessel. I believe it ran out of fuel during descent and/or landed on an incredible slope and may have prior lost one or more landing legs. It got so rekt and painted the walls of a small crater behind a larger one, some 80km away from the Mun base. Fortunately the lander can and its 2 crew survived. The rescue craft was a tank-style rover built with Kerbal Foundries parts (so KSP 1.0.5) and the rescue party was 6 large, all in command chairs (8 chairs total). They drove that distance and back with the help of a Rapier in Closed Cycle. The monster of a lag on close approach due to the debris field took some fun out of the encounter.
  5. How about this? It's sorta on the fence between a ranged vessel (not too much dV to spare after orbital insertion) and short takeoff that can jack-knife into orbit or possibly outpace an enemy. it wouldn't have existed unless I saw his thread, so here. Hope you like. https://kerbalx.com/JadeOfMaar/Invader-SSTO-Z
  6. That moment when you really love your parts mods, but then that epic stock thing happens. Saw a thread asking for stock alien ships and I thought... I just made an alien thing with mods. Can I make without?
  7. Do you use subassemblies that contain fuel lines? The endpoints are known to be confused and reassigned when you open a subassembly.
  8. @Mycroft ...Also, OPT is my favorite mod. Go get a different favorite. D: OPT aside, here is an Alien Air Kart. I wanted to have a Koaster that works with Oxygen, after having designed two awesome Xenon Koasters (An all-stock one and a Near Future one) and the LFO Liquid Koaster with Tylo gear. The Mk2 parts are scaled to 0.75m and the radial VTOL engines supply just enough TWR to get off the ground. Air RCS handles the rest. I'd rather have one stacked engine underneath instead to spare myself the air particles and their performance draw, but that open node would be handy for something in utility, maybe a docking port. So far, in testing, I've found a decent high cruising speed of 70m/s with RCS bursts but I haven't gauged its travel range..which may be quite insane. I might also replace that probe core with the smaller one to it and have a sloped procedural section between it and the one full tank under it. I may rename it from Kart to Koaster. It's not exactly fit for racing with its obvious aero flaws and weak engines. I love how its shadow resembles the Phantom Zone ship from the Man of Steel movie. Didn't plan that but mission accomplished?!
  9. The dumpster divers at Fort NOX recovered a sidelined Mk3 SSTO concept sponsored by N5 Aerodynamics and Space. They wanted to see if they could make a Mk3 lift without Oxidizer, and knowing their engines, they did it. Two test flights of this highly experimental, highly unstable design took place. With just two Mk3 full length LF tanks it can make a good high orbit and probably return. And it's holding 60 tons of Oxidizer, not a drop of which is meant to be consumed. It's discovered, though, that for some reason the craft is quite prone to suffer rogue Body Lift in all its hull sections and and lose its heading... This problem wasn't even a wild thought with the reference craft. Maybe the sheer reduction in wing span exposed a previously recessed vulnerability? The reference craft had 6 stock space shuttle wings + Big S wing segments. This has little more than a couple of fins for proper aero.
  10. It works just fine in 1.1.3 imo. Just note that the parts may not show up in staging.
  11. @Mycroft In that case you might love the GN Drive Tau. Powered by GN Particles, these give you antigravity, extreme acceleration and enough RCS translation power with zero torque, to allow even your ship to sidestep enemy fire. The CoT becomes irrelevant so you can attach it anyhow, anywhere, and still drive in a straight line. It has its own manual ISRU and plenty fuel capacity. However, here's the good part. The Tau is an imitation device and has the following shortcomings: Its ISRU needs 800 EC/s and if you run its fuel supply dry, it's useless until fully refueled. Also I haven't tested it but particle consumption rates may scale with the mass of the ship, so you could (possibly?) empty the particle supply by translating a few meters with your supergiant ship. This is an actual WIP I started last night, to test the Taus because I didn't want to spam the "pure" GN Drive which is absolutely the cheatiest engine ever devised (because it's from a Gundam anime), but which has its own limits. To move this piece of mass I installed four but only need one. There are 17 tons of nuclear reactor on board: NFE's largest one in the waistline of the ship + the 2.5m USI reactor behind the cockpit to power all those ISRU. but I still need the ISRU in all four of them to keep the refuel rate above the consumption rate, and to have plenty particle supply without spamming tiny parts with fractions of the capacity. Antigravity consumes a steady lot too so I'm ensuring blackouts don't happen. That would be the absolute worst during atmospheric ascent. While the ship is fully functional for all I'll want, I actually hate this design. It's a complete build but I want a Marvel Helicarrier look. Rather than tune procedural wings I got lazy and just wanted to slap hull sections together You can get the GN Drive mod on SpaceDock.
  12. @Mycroft I had figured knowledge would be circulating on how to get around that small issue. Maybe I should've suggested the one from, I think, KSPI-E. But that one's way more complicated, eh? Now that I know this thread, though, I can share stuff here.
  13. I'm sorry if this is a silly question (or series of questions) but is there a tutorial (even in the form of //comments) for how some of the distribution parameters work, or how to visualize them? GLOBAL_RESOURCE { ResourceName = Karbonite ResourceType = 2 Distribution { PresenceChance = 80 MinAbundance = .001 MaxAbundance = 1 Variance = 50 //Karbonite plumes venting Dispersal = 3 } } GLOBAL_RESOURCE { ResourceName = Karbonite ResourceType = 3 Distribution { PresenceChance = 20 MinAbundance = .001 MaxAbundance = .5 MinAltitude = .2 MaxAltitude = 2 MinRange = .01 MaxRange = .5 } } I'm assuming PresenceChance is how much of the surface area of a planet's sphere can ever occupied by a resource; Variance is the sharpness of the difference in abundance; but Dispersal I don't get. Does it blur the edge between where the resource is present and where it's not? To a lesser extent I'm also interested in all the parameters under Exospheric distribution. I've yet to successfully use USI's Particle Collector part and I'm writing the resource configs for an upcoming planet pack so getting //hints on how to improve the situation there for myself and for whoever ends up using my configs. I'd like to rig a ship or station to harvest Karbonite with this part but I haven't the faintest on how to gauge exospheric distribution. Are the values relative to distance across and within a planet's SOI? ...And maybe, should I stop using MKS Lite? I fear it may be the cornerstone of some gameplay issues I have. Also, I have all the Near Future goodies.
  14. @CatastrophicFailure I spent the better part of my evening cobbling together and testing a design for a mothership with many cargo bays and mining gear for both Ore and Karbonite. I landed it on Mun and gauged its refinery potential (primarily Karbonite), trying to reserve Ore for EL functionality but the stock ISRU is present on the ship just in case... Then I took that same ship, and did a cheat-driven power dive straight into Kerbin with the Peri at 62km and peak speed of over 4.5km/s....retrograde...and burned at that periapsis as the patched conics seduced me with an immediate repeat encounter with Mun. I didn't get that encounter. That was plenty wild fun for me, except for the high lag.
  15. If @Ultimate Steve cannot get off of Eve, then he is not an Ultimate. Oh, hi Dres. I have a special plan just for you. And no, I'm not aiming for the canyon.
  16. I got Alien Space Program working. But Stock Visual Enhancements doesn't agree with it. That deflates my new and wonderfully evil side project a bit.
  17. Ahhh. I getcha. I put this thread here because of the idea of the organization. Should I remove and repost in the Spacecraft Exchange then?
  18. A shadow company that's been developing spaceplanes that run the razor's edge, and the edge of the presence of IntakeAir and possibly give even Jebediah the heebie keebies has finally shown its face. Its philosophy is to stretch the usability of IntakeAir like no one else ever can and spare every feasible design from carrying the unsavory bulk weight of Oxidizer, therefore NOX means No Oxidizer. To qualify to wear the Fort NOX flag, if you so desire (I'm not trying to make this a challenge thread but it's just turning out that way. The firm does have its rules.) :: The firm is quite intimate with the parts from, and has a very healthy partnership with the pre-existing brands, Orbit Portal Technologies, Insanity Aerospace, and N5 Aerodynamics and Space. The associated mods are known to possess true scramjet engines: OPT Spaceplane Parts, Mk2 Stockalike Expansion, Mk3 Stockalike Expansion, Mk3 Hypersonic Systems. The craft must have adequate thermal protection at the front-most part(s) and its pilot must be prepared to avoid asymmetric flameouts which can mean insta-death for the crew. A craft must be able to effectively blow holes in Kerbin's sky and reach high orbit to complete its mission. Not every craft actually needs to be hypersonic or to contain mods. Any stock craft that can get into space, preferably fast, and with the use of fuels other than Oxidizer are eligible. Now if only I had an example for a SolidFuel Hypersonic... That'd be great for Vanilla design. Craft Gallery.
  19. How about this? Suggestions for changes welcome. I didn't spell out the acrnoym because I believe it's poor design for a flag to contain many visible alphanumeric characters.
  20. Attack of the Probes! OmniProbe DU departs the Mun. It passes within a few Megameters of Kerbin as Mun happened to be somewhat on the far side of Kerbin relative to Duna, but not far enough that it could slingshot off Kerbin with an impressively low Periapsis. If it was bound for an inner planet then that would've been just fine and there'd be +1 map view screenshot. The golden Starprobe, previous generation OmniProbe makes its Normal burn the next day, 1600m/s worth to maintain its course for the cursed planet! ..errm, Moho. I don't remember how much dV the transfer stage had remaining afterwards, somewhere in the upper 3000's maybe but the probe itself runs on Argon Gas and has 8km/s dV. That's good stuff because there are 2 maneuver nodes ahead then Mission Control can party hard. And on the third day, the same OmniProbe from Mun was launched again, targeting Eeloo. Under Fort NOX's influence, KSC launched ballistic style like they did for Moho. No orbital insertion, no waiting for the phase angle in space. 4~5km/s in the launcher. Its mission is in part to find Karborundum. This small success or failure will significantly impact the upcoming, very large Team NANC "Nancy" Borderworlds mission and the R&D directives to follow.
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