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ChronicSilence

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Everything posted by ChronicSilence

  1. I\'ve found that as you pick up speed on the runway, the framerate drops. Perhaps moving faster requires more physics calculations or something.
  2. I\'d be interested in a base at the exact north or south pole of Kerbin. Much more challenging to return to from other bodies, which makes it way more fun! As an added bonus, it\'s almost completely flat, making it very easy to land aircraft there.
  3. Am I allowed to land several ships during my turn (since it only takes me 30 minutes to get it there)?
  4. Hey guys, The F-22 was pretty popular for v0.15, so I thought I\'d make a port of it for v0.16. It\'s based off of this one here, with an added entrance/exit ladder and slight modification to the rear landing gear (wider stance) for more stability and replica accuracy. Enjoy.
  5. I\'ll make the maiden flight to Minmus. I\'ll start a base in one of the main frozen lakes, near the equator.
  6. I was pretty tired of KSP after about 8 hours of building this thing, so I didn\'t have the patience to try and balance everything perfectly. I invite anyone who\'s interested to fiddle with this plane and try to make it manoeverable, just as long as you post the new one or send it to me so I can update it on this thread! I do have a very powerful computer (and even then was at about 15 FPS), and have a horrible habit of building planes with extremely high part counts. I\'m sorry
  7. Ladies and gentlemen, it is my absolute pleasure to present to you the: B-2 Spirit of Kerbin This is a replica of the famous B-2 Spirit Bomber. It looks beautiful, flies poorly. It requires a precise sequence to take off, and will fly for only several minutes before the perfectly-balanced fuel becomes too unbalanced to maintain level flight. However, it is quite the sight to behold.
  8. The 'weapons' are actually external fuel tanks that can be dropped as bombs, so they do extend the range significantly. They drain first in the regular edition and second in the extended edition (after the tanks the engines are mounted on).
  9. Just looking at some stats here: - LV-T30 LFE thrust: 200 burn rate: 8 - Toroidal Aerospike Rocket thrust: 225 burn rate: 7.6 Am I missing something? The new rocket engine burns less fuel for more thrust. Neither engine requires atmosphere. Should I change every rocket engine on all my designs to this new one, and never use liquid fuel engines anymore?
  10. There are many good reasons to own this game, glad I could help push you to getting it. If you hit the arrow keys up, up, down, down, left, right, left, right, then type 'BA', it will unlock a new special piece in the 'Structure' area.Also, about 150 flight attempts to find the right places to put struts so the wings don\'t snap apart.
  11. Yes, I\'m afraid that isn\'t unexpected with a graphics card from 2004. Sorry mate.
  12. Heh, thanks for the update! I too have spent some time trying to lighten it up. I found that by moving the engine mount pylons back a little I could reduce the torque on the wing, and so reduce the number of struts needed to support it. I\'m still having trouble making it fully reliable, wings like to snap if you try some aerobatics and so on. Hopefully, they\'ll maybe increase the connection strength of wing segments in an upcoming patch. I also removed the redundant sets, and while take-off/flight worked fine, I found it to be extremely difficult to land this beast without breaking stuff. Having the doubles seems to help with cushioning the landing.
  13. @Seanoog: I\'d love to release a lite version, and I\'ve been trying to build one, but unfortunately by removing struts the wings refuse to stay connected (fall off as soon as you put it on the runway). This is partially due to how much torque is on the wings because of the engines being placed so far forward (a necessity for replicating the B-52, which was the point of this exercise). Every wing component gives 1 'unit' of lift to the aircraft, so removing those makes it impossible to get off the ground. Suggestions on how to improve this would be welcomed.
  14. @Volt: I\'ve never actually had any problems with veering off the runway. The slideshow might have something to do with that problem, it not being able to respond to controls fast enough. Maybe reduce quality/AA to pick up the framerate for better responsiveness? Also, make sure you have precision controls turned on. @MrMadGameplay: once you get it off the ground, it\'s actually incredibly easy to fly. I was flying at 2x time warp WITHOUT ASAS at some points. So much momentum that it just doesn\'t roll around much. @Forge: to get to orbit I\'d need to use the toroidal rocket engines, and they burn fuel so fast that I don\'t think it would ever get there. You\'re welcome to replace the atmospheric engines with the other ones though, see if you can do it. Extra thrust might tear the wings off though.
  15. He means feet, otherwise he\'d be in a nice high orbit and could land wherever he wanted (an would not need to specify that he can make it to the next continent).
  16. UPDATE: 0.16 version released 0.16 stats: Cruise Altitude: 13,000m Cruise Speed: 580 m/s Range: 500 - 550 km Armament: 4 heavy bombs Glide range from cruise altitude: ~50km Part count reduced to 247 (from 346 on previous version) Flight instructions: - set precision controls - full throttle - hold brake ( until fully spooled - use yaw to keep straight on runway, pitch up at end - set pitch trim to +3 notches above centre - external tanks will drain first, then use manual fuel flow control to maintain centre of gravity - never disable flow from an external tank, due to fuel glitches it will not resume when re-enabled - after reaching 12,000m increase pitch trim to +5 notches Craft file (attachments broken on new forum), right click -> save as: http://www.darkorbitmedia.com/ksp/0.15/B-52 Kerbalfortress [0.15].craft Ladies and gentlemen, It is my absolute pleasure to introduce to you the B-52 Kerbalfortress. After browsing the spaceship exchange forums and seeing no large-scale aircraft, I decided to build a replica of the renowned B-52 heavy bomber. This aircraft is an absolute pleasure to fly, extremely stable (can even be flown at 2x time safely). It carries 4 bombs which double as external fuel tanks) that are dropped in pairs, and are quite easy to aim (see video for demonstration). Stats: Cruise Altitude: 14,000m - 15,000m Cruise Speed: 500 - 550 m/s Range: approx. 400km Flight instructions: - set precision controls (caps lock) - full throttle - ignite engines - hold wheel brakes ( for several seconds - release brakes - hold pitch up. Should take off right at the end of the runway - SPACE to release first set of bombs - SPACE again to release second set of bombs - SPACE to open deceleration parachute after touchdown Watch the video for a full demonstration of takeoff, reaching cruise altitude/speed, bombing, and landing (on runway). This has been another quality Chronic release. Enjoy! Craft file (attachments broken on new forum), right click -> save as: http://www.darkorbitmedia.com/ksp/0.16/B-52 Kerbalfortress [0.16].craft Video:
  17. Beautiful replica. What is this 'brake' you refer to? Some key binding to brake the landing gear?
  18. I see people talking about using the chase camera mode to fly planes more effectively, but I can\'t seem to use it. When I press 'C', it toggles from 'free' to 'orbital' to 'auto', none of which effectively 'follow' the plane. Is there a secret key or config setting I\'m missing somewhere? Thanks!
  19. I have a Saitek X52 stick, drivers installed and it\'s calibrated. I go to KSP\'s settings menu and try to set it as the secondary control for pitch, but it doesn\'t recognize when I move the stick in the axis I want to assign to that control (in this case, pushing it forward). It assigns buttons properly though. Do I have to assign the axis to a key outside of the game, and then assign the key to the control in KSP? If so, this would seem to remove the point of having the joystick, where you can apply partial response (instead of all-or-nothing). Thanks!
  20. Never used mechjeb. Been to every solar body several times.
  21. @Klopchuck, I carry the second stage engines up to 5500m because they\'re a different type of engine. As it says in the part description for them (turbojet), they 'choke' in thick atmosphere. This means that if you ignite them in low atmosphere (i.e. takeoff), they\'ll burn the fuel but produce very little thrust. The opposite is true for the low-altitude engines (basic jet), they work well at low altitude but die from lack of air at high altitude, so I dump them. The 3rd stage engines (toroidal something) require no air, but burn an insane amount of fuel, so they\'re only good once you\'re almost out of the atmosphere. @RedDwarf, You should post it.
  22. Hello friends, In light of the many attempts I\'ve seen on the forums at replicating the 'Virgin Galactic' WhiteKnight2/SpaceShipOne system, I decided to give it a shot. I was, ultimately, successful, and have named my creation 'Deflowered Galactic'. Flight instructions: 1) full throttle, ASAS on, RCS off. Ignite low-atmosphere engines (stage 1). 2) Roar down the runway. ASAS should keep it fairly straight, you might need to disable and adjust manually if it starts veering. 3) Just before the end of the runway, disable ASAS and full pitch up. Rear landing wheels may run along grass for a little ways. 4) At 60 degree pitch, 90 degree heading, and 0 degree roll, re-engage ASAS. 5) At 5,500m ignite high-atmosphere engines (stage 2). 6) at 6,500m jettison low-atmosphere engines (stage 3). 7) at 13,000m reduce throttle to 66% and ignite no-atmosphere engines (stage 4). 8 ) at 15,000m jettison high-atmosphere engines (stage 5). 9) at 27,000m engage RCS to compensate for thin atmosphere, no air over control surfaces. 10) once apoapsis reaches 70,000m level off to 0 degrees pitch. 11) run at 75% throttle until out of jet fuel. 12) detach space vehicle 13) ignite liquid fuel rocket. You should be in or very near low Kerbin orbit, with 2 tanks of fuel to mess around with. If you time everything perfectly (NOTE: instructions above are not perfect, just approximations) you can get the entire spaceplane into stable orbit. Otherwise, it should only take maybe 5-10 seconds of burn on the rocket to get there. Have fun! If you have a more efficient flight plan, post it!
  23. Great vid! Sounds awfully like that soundtrack used on the 'Most Astounding Fact' video. Coincidence?? I THINK NOT!! If you\'re going to do another video, I\'d really like to learn more about: 1) properly changing orbital planes, i.e. what effects different types of burns (angles) will have 2) how to calculate how to land at the space center (or just off the coast) when de-orbiting (or coming back from Mun)
  24. Please accept my stock Munar fuel tanker, seen here: http://kerbalspaceprogram.com/forum/index.php?topic=9764.0
  25. It is my pleasure to introduce my first ship post, the: Aurora Munar Fuel Tanker This gracefully designed ship will deliver 6 full tanks of fuel to a munar base, drop them off, and then return home (reliably). None of the problems that plague other such designs like engines crushing at launchpad or running out of fuel. Video of the journey: (skip to 32:38 to see delivery)The landing legs exploding (32:04) is kind of funny... probably wouldn\'t have happened if I landed on a flat surface. It has no effect on the actual ship though. But hey, that\'s why I put on so many, so a couple could crumple to absorb the impact! It\'s a damned heavy thing to land. Once docking/money/multiplayer is implemented, I\'ll use this to resupply the fuel at your Mun base
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