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mikromancer

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    Bottle Rocketeer
  1. those are some nice UFO's, it's a shame the multiplayer is still coming, might be fun to shoot em down xD also, holy crap, just installed the latest FAR, when did they add "aerodynamic failure"? everything asploded, so i had to put tape everywhere!
  2. Hodo, at the moment I think my gfx are uber-low, I was testing something in the background the other day and wanted to make sure I had the RAM free, normally they're on relatively high. also thank you, I had no idea. I tend to forget to update my mods, I have only just got the new version of IR though, so that should be fine. xD edit: oops, also forgot to mention craft files are up now just a taste of what the interceptor can do (this was on the way back, not pushing it much at all, also a tweaked design with better stability)
  3. Thanks xrayfishx, I wouldnt call her beautiful though, she's mostly struts and girders at the back there, I've had it at just under mach 1, it cant fly above about 5 km without stalling hard. vertical engines seem to hold on fine, though they're probably strutted also. I'd love to get xenonauts at some point, I'm pretty bad at x-com though, so I'll stay with playing X-com enemy within that i picked up recently in a steam sale, it's modeled from the skyranger in EW, rather than any of the classics. as such it has 6 chairs in the passenger hold, though I've only tested it once, and only with 5 kerbals (something funky happened, so it kinda unbalanced the whole thing). have yet to test it again. have been playing around again and designed an "interkeptor", that is a kerbal Interceptor. EDIT: craft file http://www./view/2jcpaxp7a3v2v4w/Interkeptor_mk1.craft she's a bit of a bad*ss, on my first test flight (read: first time I managed to get her off the dirt) she hit orbit with only twin turbojets. flew half way round kerbin then back, but crashed about 2km out of KSP due to instability issues at low altitude. as for instructions for this one, they're kinda complicated... I've fiddled with her a bit since the screenshots, mostly control surface moving, and had to adjust center of lift. 1. increase flap deflection (wing mounted flaps, still havent got a solid value on these, tweak to your liking) 2. decrease flap deflection she wants to roll if you keep her on the runway too long, but conversly if you pull up too fast you'll lose the engines, just gotta treat her nice on takeoff. once she's in the air though I've been having trouble with her pulling up constantly, It's got to do with the center of lift, and I see no real way of fixing it past sacrificing the x-com design, or finding a way to compensate (hence the flaps with the large deflection values). feel free to modify and repost, or tweak or whatever, I really dont mind one way or the other.
  4. I'd love to link the craft file, except I don't know where, everything I used to use either got shut down by the FBI or is otherwise inexplicably gone, and I'd really prefer not to get involved with curse again (long sad story, no need to tell it). I suppose there's some kind of google thing, maybe I should google it xD what happened to the Kerbal space port anywho? did it get too big?
  5. I made a thing, and someone said I should post it. make with infernal robotics and procedural wings and used with FAR. It flies pretty good, kinda hard to land though. also doesn't have quite as much range as I'd like. EDIT: craft file here, finally http://www./view/ka2p588fwi92t9m/Skyranger_MK10.craft as I said it's a modded craft, it may have dependencies that I dont know about, but it should only be procedural wings, Infernal robotics and FAR? let me know if it does have others and I'll post a list. instructions are as such : 1. toggle horizontal turbojets 2. toggle vertical jet engines 3. toggle door lock 4. start/stop door lowering. 5. start/stop door raising 6. start/stop door centering (centre counts as closed left in for emergencies) I recommend setting hinge movement to 3. take off vertically, ascend to about 100/200m then engage turbojets, gain about 100m/s of horizontal movement before disengaging vertical engines and tilting nose up (horizontal engines tilted up to fire through centre of mass, to help wings keep lift) as for landing? well, I'm sure jeb can help you with that xD (sorry if this post is problems, I'm not so good at forums xD )
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