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Kronus_Aerospace

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Everything posted by Kronus_Aerospace

  1. Texture size doesn't have any impact on performance unless it exceeds your cards VRAM capacity. Seeing as the 1080 ti has a hefty 11 GB this isn't a concern for that card. The 3080 ti has 12 GB so equally not a concern. KSP's performance is highly CPU dependent when talking about large and complex craft, however AVP and it's dependencies primarily affect the GPU.
  2. Thank you! And yes indeed that is the general trend, I think it's due to a mixture of the playerbase's skill building over time, and optimizations continuously being made to the game to allow for larger and larger craft. A year ago when I built my Spruce Goose replica (which in total has less parts then this one does currently in it's WIP state) it was nearly unbearable as the game would freeze for literal minutes at a time constantly. Yet, working on this 747sp replica I only notice the slightest stuttering. BTW that cargo plane? Fantastic!
  3. Sometimes you get an idea of something that would be really cool, it would be part intensive, it would be difficult, but cool. The logical voice in your head tells you it's a bad idea, and you move on with a more reasonable solution. I didn't do that... I thought to myself, what if I made a custom window for my 747sp that's the actual size and shape of the real windows? That'd be neat, but even after some optimization it was 8 parts total. With how many windows there are that'd be absurd... said the logical voice in my head. Yeah screw that 1120 parts... worth it
  4. For windows I used the round Illuminators, Real airliners typically have more slot shaped windows, but these work well as they are almost perfectly sized and are just a single part. For the cockpit I used Fuel cells. Solar panels also work and are generally better part count wise, but Fuel cells offer much more flexibility as you can use the thin sides, not just the faces, to resolve the shape of the cockpit windows. A specific technique that really helps when it comes to cockpits is to mark out the outline of all the windows with structural panels, and then just filling that space in with The fuel cells, it's an easy way of removing the eye-balling as well as speeding up the process. I'd be wary of using fuel cells for craft that don't have fairing bodies however, as otherwise they produce quite some drag.
  5. Well said. One thing that I feel is very important to stress with bendy tech is it's reliability and ease of use in flight. Bendy tech mechanisms require no decoupling, don't need a large internal space to occupy, and one more massive advantage. You see, when you time warp, the craft effectively reverts to whatever its original appearance was, as any flex is removed from the joints. Since Bendy tech mechanisms keep the craft as a single craft, even if they "break" you can simply time warp to fix them. This makes using them practically and bug fixing significantly easier for obvious reasons. This ability to utilize time warp in this way is a prime example of the advantages that come with keeping the craft as a single vessel. And by for the largest for me, as I work with massive vessels where the revert and load times are quite significant. From my POV bendy tech is the future of stock mechanics.
  6. A major development has occurred for my 747sp build. With the help of @HB Stratos and @Servo, we've been developing a new type of stock tech that allows for large, strong, and reliable stock mechanisms, all without requiring the DLC as well as keeping the entire vessel a single craft. We call it "Bendy Tech". Servo made detailed forum post on the matter, so give it a look to learn more! Importantly for my 747sp project, I will be using this new tech to rebuild all of the preexisting stock mechanisms on the craft, as well as add new ones. Bendy Tech allows for much more compact designs, so first thing I set my sights on was custom elevators for the tailplanes. I'm quite proud of the result. It looks quite smooth and clean, and functionally is fantastic, with a high degree of deflection and actuation speed I'll be working hard to crank out all the other mechanisms on the craft, and will try to share progress updates regularly. Also, my estimate for the final part count of the craft has risen to 3100... Cheers!
  7. Good news All Progress is restarting on my 747sp. As is often the case with me I burned myself out quite soundly. After a (checks clock) 2 month break I have the energy to start working again. I won't be devoting nearly as much time to KSP as I have been in the past, so don't expect posts to be too frequent. All this time away allowed me to have a brain wave and figure out a practical solution to the problem of the second zap flap. This means that all of the wing mechanisms are completely finished. I've also went back and reworked the JT9D, It's now much more accurate, has 40 less parts, and in my opinion looks better. I also want to thank everyone who has checked out this topic. It is by far the most popular one that I've ever posted, and I promise to try make it worth that much attention.
  8. No Problem man, I don't check it often either I really am not sure what I do for the KSP community, but I've been trying to curb my tendency to reject compliments so I'll just say thank you. I'm super happy that you're my friend as well my dude. (థ ェ థ) Thank you I was not expecting so many positive comments when I logged in today, y'all are awesome.
  9. Currently working on a XB-68 replica, a defunct mach 2 capable supersonic bomber that was superseded by the B-58. The wings and engines+intakes are complete with the fuselage being half finished. The craft is currently sitting at 414 parts and a hefty 38 tonnes. Edit: Also Built the cockpit, regular mark1 cockpit for scale.
  10. Thanks man! Though I wonder why this post is suddenly getting attention considering it's a year old.
  11. Thank you so much for having my topic on here. And congrats to everyone who got a spot!
  12. ¯\_(ツ)_/¯ It was far from my longest project, taking around 2 months of continuous work to complete, most of it was quite tedious as the design of the Stratolaunch necessitated really part intensive solutions to replicate simple details. My MD-11 required around 3 months of work by comparison and was far more difficult overall despite having half the part count.
  13. Thanks! I honestly didn't even think about it, I just wanted it up. This craft was started 7 months ago, so you can understand why I was eager to just post it as quickly as possible.
  14. The Stratolaunch lives! See the dedicated topic for details.
  15. Description This is a full stock 1:1 replica of the Scaled Composites Stratolaunch. Possessing the largest wingspan of any aircraft every flown, and having been designed as an air-launch platform for rockets, this beastly aircraft requires no other introduction. This build has the highest part count of any of my replicas to date, due largely to the *unique* shape of the fuselage. This craft was completed long before the MD-11, but seemingly inescapable technical difficulties plagued the craft from then on. It was only until many months later that I was able to finally diagnose the source of the problem and finally post this cursed monstrosity. Even with 6 extra beefed up versions of my PW-4056 engines the vehicle struggles to lift its own bulk, leaving it with only around 150 tonnes of payload capacity, and very limited ability to lift such payloads to high altitudes. This could have been solved by increasing the power of the engines, but seeing as the craft had already reached a ludicrous part count, I deemed this to be unnecessary. Partcount: 3150 parts Mass: 650.58 Tonnes Download: https://kerbalx.com/Kronus_Aerospace/Kronus-Stratolaunch So What Was Wrong? It seems that using the "Remove From Symmetry" feature would completely break this craft's part file, rendering it unusable. I can't say how or why, but what I can tell you is that the way the craft was constructed necessitated that I used the feature every single time, guaranteeing that the craft always broke. Whilst frustrating, these kinds of bugs are honestly just something we've all come to expect from KSP.
  16. For the time being the 747sp is shelved, despite all appearances the plane is easily a month away from completion. And after having done redone so many parts of the craft so many times I am completely and utterly burned out. I regret to say it, but I don't know when or if I'd continue it. For now I'm taking a break. I'm sorry for the dissapointment.
  17. The bottom side of the 747sp wing is officially complete. All that's left now is to finish up the mechanisms, and then I can start working on the top side.
  18. Decided to take a break from the wings and add the windows and doors to the fuselage. This was about a day and a half of work, not really that much. But it really helps the craft feel like like it's closer to completion IMO. Taking everything into account my running estimate for the final part count is 2800 parts.
  19. Decided to take a break from working on my 747sp's wings and took a day just to work on the windows and doors. The result is really nice in my opinion, and although it wasn't much work, it really helps this craft feel like it's getting closer to completion.
  20. Ah, that's the big question. I have worked on similar mechanisms in the past (although not quite as extensive), so I have a good idea on how robust they need to be to survive in-flight loads. The Krueger flaps and the second zap flap I'm very confident in. The larger zap flap is where I'm worried. I fully expect it needing to be optimized, one easy way to do this would be to replace the wing parts that make it up with radiators, that's what I'm gonna be working on next.
  21. I know it's been a while since you posted this, but I realized that I never properly commented on it, so I'm fixing that now. It's simply fantastic. The greatest thing about the design is the incredible execution. The whole craft looks incredibly smooth and well put together. Put simply, not a part was misplaced. This craft also shows off the absolute best of what I refer to as "Stock aesthetic", that is to say that every part used on the craft is recognizable, and it is easy to see just by looking at it how it was constructed. The fact that this craft achieves both this aesthetic and fantastic design puts it into a whole 'nother league of replicas. I agree with Servo on this one, this will not be topped any time soon!
  22. I've now finally finished work on the zap flap mechanism. It's not built to be smooth (If you couldn't tell) but rather to be robust and reliable. However, I am quite happy with how it works, so I'm putting it up for download on KX for those whom may be interested. Download Link: https://kerbalx.com/Kronus_Aerospace/Kronus-Zap-Flap-Mechanism
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