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53miner53

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Everything posted by 53miner53

  1. Great! I can’t ping the next person though, so Donald J Trunp is up!
  2. I can’t wait to see how it turns out then! @HeroBrian_333 is up!
  3. You can just take a turn if @Bottle Rocketeer 500 doesn’t want to take one, or if he doesn’t have 1.3.1 yet
  4. If it won’t be too much trouble, I know the Minmus station isn’t used much, so I would prefer that be the staging point.
  5. Sure, and ok, but I don’t think the Eeloo craft should be attached to the KSS-2.
  6. @HeroBrian_333, I would prefer that you start with the LKO station, either the unplanned KSS-1 or the planned KSS-2, but you can add an Eeloo station after that.
  7. @ShadowGoat has run out of time. Would @Bottle Rocketeer 500 Like to take a turn?
  8. 18537 Tech SupersonicJet1: https://kerbalx.com/53miner53/SupersonicJet1 Pics: https://drive.google.com/open?id=1cTntZB3QJ474T0dW77L8RgI8NDv54CFy Specs: (it’s a supersonic jet category entry) Cost: 52,271,000 Cruising altitude: 20100m Cruising speed: floor it! Anything above 800m/s is good, but faster is better Takeoff speed: 60m/s landing speed: 40m/s action group: 2: flaps and droopnose cockpit. Note to pilot: you want to glide for an approach to the airport for a long distance, otherwise you will overshoot the airport by a lot. Approach the runway as low as possible, and be careful with pitch control. Pitch: 18537 Tech used its experience with supersonic flight and space shuttles to bring a craft that is stable beyond the speed of sound, but plenty maneuverable during takeoff and landing. Seats 48, and has ejector seats for all passengers and crew.
  9. I would be interested, as long as we have at least a week to do our turns.
  10. If the individual modules fit in the rules for a ground base, then yes. Last day for @ShadowGoat!
  11. I test flew it against Fighter 2, and it thoroughly dominated, and almost never stalls now. Since I added MOAR reaction wheels as well, it handles much better post stall, so it can use that instead of fight it when it does. KF is needed for the repulsors. I thought it would look cooler if it hovered!
  12. I'm just going to leave Fighter 2 Mk2 here: https://kerbalx.com/53miner53/Fighter-2-Mk2 edit: just make sure the repulsors are active(gear action group) before activating ai pilot.
  13. Fighter 2 was stock aero, it just was the second fighter I built, and I think I designed it to be unstable to be more maneuverable, without realizing that the AI was programmed around stable crafts and can’t handle unstable crafts.
  14. Since you want more planes, here’s a second from me. It was built in FAR, though, so it may not go too well. https://kerbalx.com/53miner53/Fighter-3
  15. I’m entering Fighter 2: https://kerbalx.com/53miner53/Fighter-2
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