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Kronus_Aerospace

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Everything posted by Kronus_Aerospace

  1. I have, I don't think it would be very useful with this craft, If I recall correctly, welding doesn't work will with wing pieces, and considering 90% of this craft's part count is wings I'm not sure how it would affect it. Hm, I had to give this one a think. Doing an accurate 1:1 replica would certainly be a complex task. It's not a bad idea, I already had something else in mind, but this sounds good as well. I'll have to give it some time.
  2. As awesome as that would be, I get like, 1 or 2 fps with this thing. And, with it's topspeed of 26 m/s, that would just take WAY too long for my tastes. Not to mention this craft suffers from visual glitching bad, that's why all of the screenshots of it flying are from so far away.
  3. This craft is a 1:1 scale full stock replica of the H-4 Hercules, more popularly known as the Spruce Goose. This craft, while relatively simple in its design, ended up being one of my more involved replicas, with a large amount of work and experimentation put into replicating the design. The craft is powered entirely by 8 of my R-4360 turboprops, which combined produce 3200 kN of thrust. The wings of this replica represent my first attempt at fully constructing a custom aerofoil. The technique used is effective, but I have since improved upon it,and you can expect more advanced versions of it in my future replicas. One interesting quirk of these wings, is that the enormous amount of drag and lift they produce means that this craft flies very smoothly at its top speed of 26 m/s, yup. Performance wise, this craft did not meet up to my expectations. I had intended for this craft to be capable of water takeoff and landing. With this in mind I kept the craft as light as possible, being about half the weight of my other replicas of similar size and complexity. Unfortunately, this craft was not able to land, nor take off from the water, meaning that this replica is basically completely aesthetic. While I am somewhat disappointed by this craft, I learned a great deal whilst making it, and it was ultimately a valuable experience. Download: https://kerbalx.com/Kronus_Aerospace/Kronus-H-4-Hercules-Spruce-Goose Craft Mass: 310.95 tonnes Part Count: 2141 parts I would love any suggestions about what *big* plane I should build next!
  4. Yes, they are done using radiator edges. those corrugated sections add a total of 128 parts to the craft. It may be possible to create a similar effect using the existing corrugation patterns on the radiators themselves, however the radiators would have to be oriented 90 degrees from the direction in which their curved shapes fit into the body of the rocket, so I went with the more part heavy solution. I feel it is worth it however, as those sections of the rocket are so barren otherwise, they add some much necessary texture. Oooh, is that an F-14 I see? The Tomcat is by far my favorite US fightercraft.
  5. I just have 4, 2.5 meter command pods just barely clipping through the fairing, with all the unimportant bits hidden by radiators. That one detail alone represents 5% of the craft's entire weight. Screw efficiency.
  6. Last Update before this is finished, Only a few details left to add (and testing). Thankfully Kronal Vessel works in 1.6, although I had to shop a bunch of images to get everything in one shot.
  7. SII is done, Part Count is beginning to get up there, 423. Aesthetically it's turning out better than I had hoped. Fitting in features like the interstage fairings is probably the single biggest contributer part count wise, All things considered I may make a "Lite" version of this once I finish it. Gifs are a nice way of reducing clutter, they look kinda crappy though. EDIT: Most Important Detail
  8. Thanks dude! Building it at 1:3 scale introduces some interesting challenges, I've been packing as much functionality in it as I can. I've finished the SIVB And reworked the command capsule The capsule probably took the most time to get functioning whilst also fitting a kerbal.
  9. @qzgy yeah it's Apollo EDIT: Did my best with the lunar module, all things considered it doesn't look that bad.
  10. Progress on the Azathoth Carrier has sped up massively thanks to 1.6. The body (hull?) is starting to take shape, and internal features such as the microfighter bay are well underway. The Carrier itself is sitting comfortably at 2960 parts and 4600 tonnes. The design is basically finalized at this point, and with no more memory leakage issues I'll likely be able to complete it within the next month or so. I'm estimating final part count to be around 4000, can't see it going toooo much higher than that at this point, of course that's excluding all of the aircraft that will go on this thing, which altogether will add another 650 parts. @Kerbalwerks hOLY sMOKES. That Voyager looks incredible man! Under 1000 parts too.
  11. You know, your not wrong. But, I still want to improve more in that area. Thanks a lot man, I still really wouldn't call myself a master of small scale. But I do certainly have a lot of fun with them, craft like this especially force me to really experiment with my part usage to get things looking right. Whereas my larger replicas all use the same parts pretty much. I'll consider myself a master when I can make something with a reasonable part count that doesn't fly like a brick.
  12. This craft is a full stock 2:7 scale replica of the SR-71 Blackbird. This craft has Spark engine afterburners, which necessitate the use of infinite fuel. The craft is very slow unfortunately, but is decently maneuverable. This craft was built purely for aesthetics, and true to form for me it has an absurd part count for its minuscule size. This craft was originally built some time ago, and was recently retrofitted. Ideally I would rebuild the craft from scratch as it’s old infrastructure was a constant obstacle to the redesigns. Given more time a full revamp would be more accurate and have better performance. In the future I may revisit a mini SR-71 again. Download: https://kerbalx.com/Kronus_Aerospace/Kronus-SR-71-Blackfinch Part Count: 405 Craft Mass: 11.12 tonnes
  13. OH NO! This glitch is almost impossible to do unintentionally, and the game crashing from having too many parts is hardly unique to the glitch, it's not causing instability in any way. The game handles higher symmetry numbers just fine. Besides I use this glitch so much you wouldn't believe it's been an invaluable tool for me. The last thing I want is to see it patched.
  14. Can't say I didn't warn ya! And I agree, it's super fun to play around with.
  15. Evil Kraken monster with 13 sinister tentacles! It looks like this beast is YOUR unlucky number!
  16. The Symmetry Glitch Description: In this topic I will explain a method for multiplying symmetry numbers that allows you to use a practically infinite range of symmetry numbers. The symmetry glitch involves how the game handles symmetry numbers, say you place a part with symmetry, such boosters on a rocket with 4 way symmetry, and you try to attach fins to those boosters with 2 way symmetry, upon doing so the game will automatically jump the symmetry number up to 4. This phenomenon is utilized in the glitch. By placing daughter parts on a parent part with symmetry, and then placing that parent part on a grand parent part with symmetry, the daughter parts are placed with multiple layers of symmetry, often creating far more than the maximum of 8 normally allowed. If you try to place a new part on the daughter parts, the symmetry number will jump up to however many daughter parts there are. This new part can then be placed on the grandparent part , and the abnormally high symmetry value will remain.(or any other part as long as it too is not attached with symmetry, as that will cause the symmetry number to jump to that value) From this information you can imagine the potential range of symmetry numbers: 3 x 6 = 18, 8 x 8 =64, 6 x 8 = 48, etc. Pressing the symmetry number will reset it back to 1 regardless of whatever symmetry value you currently have. However ctrl+x still reduces the symmetry number by 1. Meaning, if you started with 64 way symmetry you could press ctrl+x to get a symmetry value of 63, or 62, 61, 60, etc, all the way down until you get to 8. With the inclusion of a great-grandparent part you could even stack this effect on top of itself, and you can keep going from there. Though be warned, it's easy to crash your game by accidentally going way to high, taking this effect above symmetry numbers of 1000 is not recommended. This is a great tool for anyone who doesn't want to use too many building mods. Though for all it's greatness, you still can't do 5 or 7 way symmetry with it. Procedure: Here I will give a step by step procedure for those who are still having trouble. I will demonstrate how to do 64 way symmetry, although the procedure is the same for any symmetry number -1: Start with a grand parent part, this part will have all of the other parts attached to. This can be anything as long is you can radially attach parts to it, though I recommend that it be something large. You could also simply use the body of whatever craft you may be using this glitch on for this purpose. -2: Attach a parent part anywhere on the grandparent part. It doesn't really matter where as long as you only attach a single part. this part can be anything as long as you can radially attach parts to it, but I personally prefer to use Oscar tanks. -3: Attach a daughter part to the parent part with 8 way symmetry. this part can be anything as long as you can radially attach parts to it. Here again I prefer to use more Oscar Tanks. -4: Detach the parent part and reattach it to the grandparent part with 8 way symmetry. This will result in a total of 64 of the daughter parts -5: Attach a part to the daughter part, it could be anything but in this instance it is yet another Oscar Tank. It should be noted that you don't actually have to place this new part, as long as you mouse over the daughter parts the glitch will trigger. -6: Now place this new part on to the grandparent part, be careful not to mouse over the parent part or any other part on the craft that is placed with symmetry, as described above that will revert the glitch. At this point you can remove the parent and daughter parts, as they have served their purpose. And Voila! You have a part attached with 64 way symmetry, as described above you can reduce the symmetry value in increments of 1 to whatever you'd like. You can also attach any other parts and they will attach correctly with no further glitchy-ness. The game can even handle things like decouplers and engines attached this way. ASK QUESTIONS! If you are need of any further help or have other questions feel free to ask. This glitch can be done and used in various different ways, and I find it to be quite useful. I discovered this glitch around a year ago by accident and have been using it frequently ever since. It can be quite useful when making things like base 10 mechanisms or large circular designs. Have fun poking the kraken with this great building tool!
  17. I recently started work on my newest replica, the H-4 Hercules, or as it is more commonly referred to as, the Spruce Goose. Which I will hereby be referring to as the Goose. I decided to tackle the Goose simply because the number of hugemongous aircraft for me to build is beginning to run low, and the Goose was simply next on the list. Initially I planned for the Goose to simply be a little side project while I worked on the Azathoth. However, I soon discovered that the Goose's design is far more interesting and complex than I had thought, and as per usual the project took on a life of its own. So far the only wing surface that has been completed is the tail. However, the fuselage is fully complete already. My favorite part of the fuselage is in the rear section. This particular part of the fuselage represents the first time I've been able to create smooth curved surface in KSP. It's difficult to convey in screenshots, but it is quite fascinating to look at. The technique I used to create this curved surface is rather simple, if part intensive. 80 parts are dedicated to this one design detail, but I feel that is a necessary sacrifice for the purpose of recreating the Goose's (surprisingly complex) fuselage. Overall the craft currently sits at 386 parts. Which doesn't sound too high, until you consider the fact that the Goose was prop powered. And I'm not doing fake props here. I've already built the props this Goose is going to use. I built this 1:1 replica of the Pratt & Whitney R-4360 propeller engine, as it was configured on the Goose. At 94 parts (93 without decoupler), these engines alone will add 744 parts to the final craft, since the Goose has 8 of them. I firmly believe that these props will be up to the task though. Each is powered by 40 of the 1.25m reaction wheels and produces 232 kN of thrust, and they will give my Goose 1850 kN of thrust in total. Just to be sure I have built my goose to be very lightweight, and it currently stands at only 57 tonnes despite it's huge size, this is thanks to the fact that I have been absolutely avoiding the use of any Mk3 parts. At this pace the engines themselves will account for most of the craft's mass once it is completed. It is pertinent to mention that this will be the first electric prop aircraft that I have built that is over 2 tonnes. I do hope that inspires confidence. UPDATE: I have now added the tail planes. The part count is already up to 630, which is far from Ideal. Nonetheless it's looking good so far.
  18. Glad you like it! I actually have very little experience with electric props, so I am very happy with how this one turned out.
  19. This craft is a full stock super-scale fighter craft. This craft was heavily inspired by various Sukhoi fighters, most notably the Su-57. Though it isn't too speedy, this craft is highly maneuverable and is capable of ultra short take off, requiring only 1 of its own body-lengths to take off. This craft was a fairly difficult build, as the geometry of the body is much more complex than what I normally build. Due to the craft's complexity and large size, it unfortunately requires Unbreakable Joints in order to survive hard maneuvers. Download Link: https://kerbalx.com/Kronus_Aerospace/Kronus-DD-6-Silver-Crane Part Count: 999
  20. This is a stock 1:1 scale replica of the Pratt & Whitney R-4360 Wasp Major propeller engine. This engine utilizes 40 1.25 meter reaction wheels and produces a modest 230 kN of thrust. The bearing is very strong, and the engine is extremely smooth when operating. Its root-part is a large girder, allowing it to be easily attached to another craft. It should be noted that the thrust value mentioned is when the blades are set to maximize stationary thrust. Download Link: https://kerbalx.com/Kronus_Aerospace/Kronus-R-4360-Propeller-Engine Part Count: 94 (93 without decoupler) Mass: 11.42 tonnes
  21. Today I decided to finally try out the Camera Tools mod, It was pretty neat. This Duna spacecraft had just arrived in my main career save, so I thought it was the perfect opportunity to test the waters in KSP video-making. I'm definitely gonna have to buy Bandicam at this point, I'm getting tired of that watermark.
  22. Progress is coming along alright on my Su-57-ish large scale fighter (come to think of it Su-57 probably doesn't count as a fighter, but it's a convenient euphemism so I don't really care). I'm not completely sold on the nose section, but I'm not sure what else to do there so far now I'm just leaving it. Overall the main problem I'm experiencing is the fact that I have no idea what I'm doing, as this type of design is honestly pretty foreign to me. Each individual section takes a lot of trial and error to get looking right, and occasionally I have to rip everything out and start from scratch, massively slowing down progress. The craft is already coming on 300 parts, which is a somewhat concerning considering that the particularly part-heavy components have yet to be added.
  23. Currently 2200, which is less than the Pelican even though this thing is nearly twice the Pelican's size. Final part count will almost certainly be over 3000 though. I'm honestly not concerned with the VTOL aspect, the Pelican's engines set to maximum stationary thrust would actually have given it over 1 TWR, granted this thing is over twice the mass, but this time I'll be using jet's instead of Turboprops, so it shouldn't be too much of a challenge.
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