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Everything posted by ColdJ
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(Reboot again) Quest for Hypersonic challenge
ColdJ replied to Kerminator K-100's topic in KSP1 Challenges & Mission ideas
Can't believe that with a 208km runup that the best I have achieved in Ballistic class is 4234.3 m/s captured. You really have to keep hitting f1 as soon as you pass 50000m Your title is safe so far. Getting the probe down safe is no problem, they slow down so fast that by the time they need a parachute it is simple. -
Made this. https://kerbalx.com/ColdJ/Smalantive Won this badge. Made a pure stock aircraft go 11.88 mach. in atmosphere below 50,000 metres.
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(Reboot again) Quest for Hypersonic challenge
ColdJ replied to Kerminator K-100's topic in KSP1 Challenges & Mission ideas
Ok, my final entry in the Hermes class. Have updated the Smalantive at Kerbal X. https://kerbalx.com/ColdJ/Smalantive Final record. 4,043m/s , gotta go and find out what that is in Mach. Yay, next badge. Won't try for 5000m/s cause Hermes craft evaporate at that speed. Please update me on the leaderboard. Hmm, Gold airbags. -
(Reboot again) Quest for Hypersonic challenge
ColdJ replied to Kerminator K-100's topic in KSP1 Challenges & Mission ideas
1 thing at a time. I have got to 4000m/s but sadly just as it passed 50000m, so unless you raise to 60000 I am still trying to get it under the height limit. -
(Reboot again) Quest for Hypersonic challenge
ColdJ replied to Kerminator K-100's topic in KSP1 Challenges & Mission ideas
Hi @Kerminator K-100 Tried something different. I so want to break 4000m/s. a few more tweaks needed. Please update my Hermes position to 3,932m/s. https://kerbalx.com/ColdJ/Smalantive The flight data is faster than my finger reaction. I didn't know about the resize trick so I shrunk it on my pc. What kind of strange stuff. It seems normal here? Seems I fluked fixing it, should be right now. -
(Reboot again) Quest for Hypersonic challenge
ColdJ replied to Kerminator K-100's topic in KSP1 Challenges & Mission ideas
Yep Hermes, took off from KSC runway and if it wasn't a 1 way trip I could have landed. So good news and bad news. Good news, my new model doesn't explode and has just enough left in the tank to land. Bad news, this 1 tops out at, 3370 and it is a 1 way trip. Popped it on KerbalX for you to try. Turns out no nose is good nose. https://kerbalx.com/ColdJ/Tantive-13 -
(Reboot again) Quest for Hypersonic challenge
ColdJ replied to Kerminator K-100's topic in KSP1 Challenges & Mission ideas
Ok, well 3783.7 is the fastest recorded so far before first the nose shockcone explodes from heat stress. Then even though I have 2 radiator panels on it the right lower nacelle goes next. This generally leaves me in a flat spin. The only thing with a higher tolerance that would fit is a heat sheild, but it's angular drag seriously lowers performance, I am going to try the NCS. It has the same heat tolerance but I can attach radiators to it. -
(Reboot again) Quest for Hypersonic challenge
ColdJ replied to Kerminator K-100's topic in KSP1 Challenges & Mission ideas
No, I don't cheat at challenges, what would be the point? If you don't beat it using stock then it wouldn't be a challenge. When I do reconfig I try to be realistic. The scam jet I configed to use on my Sr71 Blackbird is purposely restricted to cut out around mach 6 , though I have managed to get Sr71 up to mach 7 with use of gravity. That and the creation of a nosecone active radiator. Just like the panel, it requires electric charge to operate and has the efficiency of the large panel, just as a nosecone. If I had configed something up for this I wouldn't have spent the last 3 hours trying over and over again to get up there. Still haven't done as well as I did with the earlier light model I posted before. Retro Future's pulse jet comes configed in the mod with the ability to throw a plane in to Kerbol Orbit so obviously no mod packs. The scramjet I made is realistic. It is feeble at sea level and only starts gain strength after mach 2 and above 18000m. So you have to be patient or use another engine to get up there first. Nope, all above board and maddeningly frustrating. -
[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
ColdJ replied to SuicidalInsanity's topic in KSP1 Mod Releases
Oops, sorry, missed the notification. A lot of Authors use a system where a simple pixel in the same folder as the cfg file named to the texture file the program is looking for, is there as a sort of place holder. In the actual config file it will have a texture designator like this. texture = Wings, Squad/Parts/Aero/wings/Wings The "Wings" before the comma is the pixel named Wings in the same folder. The next part tells the program where in the folder structure the actual texture is located. So if your config said something like. texture = Wings, Squad/Legacy/Parts/Aero/wings/Wings or texture = Wings, Squad/Parts/Legacy/Aero/wings/Wings or any other combination Then amending it to the first example, in the cfg file, to where there is a texture file called "Wings" will mean the cfg will look in the right place. Sorry so late, you have probably already worked it out by now. Hopefully this will be of some help to someone.- 1,520 replies
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- parts
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(Reboot again) Quest for Hypersonic challenge
ColdJ replied to Kerminator K-100's topic in KSP1 Challenges & Mission ideas
Tried to this in an aircraft that seems plausible in the real world and hopefully doesn't look like someone else's design. Best I could do was 2,415 , maybe an honoracle mention for just a pod with heatshield and air intake, that's never left atmosphere, going close to 1,400m/s if I had taken the shot faster? Time to go more radical. -
With the benefit of the experience of on the job training for 2 weeks plus. I have made the Squad RCS 4 way and Linear RCS work together and if you don't care about textures, I can simply get the config files to point to the models in their normal Squad folders. So now if you can live without Mechjeb, a folder with a handful of config files is all that anybody would need to Work Underwater. No custom sounds or effects. I will see if the standard Ion plume looks any good for the underwater thrusters. Maybe the ion sound as well, I can never seem to hear it in game though. @Tsar_bomba
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I handn't looked at any KSP2 stuff because my system wouldn't be able to handle it, thanks for the info. I live and learn.
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https://kerbalx.com/ColdJ/Learning-to-Fly-KX Not a jet pack but fun.
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No worries. I have currently just left the tech requirements at what the main mesh is. If you want to have to earn it in a Career game, simply set the Tech requirement in the cfg to what you think is fair, and then you will only be able to access it when you have unlocked that level.
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Rovers! Post your pictures here!
ColdJ replied to Kerminator K-100's topic in KSP1 The Spacecraft Exchange
Hi. I made a stripped down chair for you if you would like to try it. Just battery and ability to attach, slightly weirdly I was able to control the chair back to my kerbal when he fell out. Don't know why. Anyhow I will put the config in the second spoiler if you are interested. Pics of the electric wheelchair in the first. Next part only look if you want.- 174 replies
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- totm may 2021
- rovers
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The game already comes with free endless energy in the form of the RTG. For people who think thats cheating then there are the fuel cells. Someting that requires electricity to run but then produces electricity, would be magic not science The illusion of the Porpoise point drive is that it uses a nuclear reactor in the sub to flash boil water and then funnels it out the back to provide propulsion. Valve at front opens, water pumped in, valve closes, flash boil into high pressure steam, rear valve opens, high pressure released out the back, Sub pushed forward. I have even created a sound for it that is like a pulse cycle. Taken from an excerpt of the sonic charge going off when it was dropped by Slave 1 in Star Wars and then faded in and out. It's not too bad. Magic is easy in KSP, balanced plausibility is hard.
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The chair has a 200 unit battery, it does not produce electricity, just uses it to power everything. That was where the drain was. Separately the Porpoise point drive no longer produces electricity because it runs off it to heat and push water, but the sub runs on RTGs so that isn't a problem.
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I had to lower the power usage on the Spotlight as it was draining the battery too fast. We have sinkable, buoyancy adjusting Kerbals. We have a buoyant, ballast adjusting powered chair with attached underwater thrusters, a work light and Mechjeb, so they can go anywhere at a blistering 0.7m/s. Thanks to @Spaceman.Spiff suggesting, we have a space going EMU version of the Chair. Let me know if you want the specs. We have ballast tanks for subs, that you can use to also sink boats or underwater bases etc that you build in the Spaceplane Hangar. We have marine engines that like everything but the 4 port thrusters and Mechjeb only require stock meshes. And we have micro docking ports that fit the chair and allow you to dock and become part of other craft. The chair, unlike the stock 1 can have things attached to it and will automatically have a Kerbal in it when you launch from the hangar. Is there anything I have missed or any suggestions for something? @Tsar_bomba
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Do you have the front VTOL jet set to swap to a preset custom throttle when you transition the rear hinge to forward flight? I had to do that so the nose wouldn't drop dramatically when I would transition.
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Shall do. @Tsar_bomba I dont know if you like planes so this is a 1 time tag for that thread as I am updating it with some pics at the moment.
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[V1.2.3] Nice MKseries Body [NMB] [V3.8] [2022.11.2]
ColdJ replied to Kernowden Kerbin's topic in KSP1 Mod Releases
Is this any use to anybody? It's one where I corrected some textures and gave it the f22 gold.