-
Posts
166 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by DibzNr
-
The Mark II of my VTOL Harrier jump jet design, updated and redesigned to work with For Science! Much like its predecessor, it has full VTOL and STOVL capabilities, the Panther main engines on the original design have been swapped out for Wheesleys to accommodate the heating changes in For Science; While they lack afterburners, Wheesleys are actually more efficient than Panther engines, thus yielding an overall much higher range along with the extra two tons of fuel capacity, while maintaining the same non-afterburner top speed of 330m/s from the original design. This redesign has an extra pair of Whittle engines to support the increased mass of the vessel, the wing tips have been augmented with an additional pair of landing gear, making precise vertical landings far more stable and easier to perform than with the original design, which was notorious for tipping over upon landing, the wings have also been adjusted to make the plane generally far more stable and the plane is also equipped with a probe core now in case you want to do some shenanigans with it without risking a poor Kerbal's life. Finally, the redesign comes pre-armed with two hypermaneuverable high-velocity atmospheric probes, warranty void if pointed at something that isn't the atmosphere. Specifications: Dry mass: 10.83t Wet mass: 17.12t Part count: 91 Height: 3.57m Width: 8.64m Length: 11.83m Action groups: Activate main engines Deactivate main engines Activate VTOL engines Deactivate VTOL engines Toggle main engine thrust reversers Advice: Best way I've found to transition from horizontal to vertical flight is to pull up into a straight 90 degree climb over your landing target, cut your main engines and stall yourself, glide down towards your target, activate the VTOL engines and then stall yourself again as they're throttling up, then you'll have killed enough of your velocity to transition cleanly into hovering for landing once you pitch back down. When fully fuelled, the VTOL engines have a TWR of 1 at 85% throttle, and a maximum TWR of around 1.16. The landing gear is rather sturdy; you don't need to worry about making your landings tremendously smooth, after all any landing you can walk away from is a good one. The throttle response time on the Whittle engines (The engines used for the VTOL engines) is very bad, be prepared to make throttle adjustments a few seconds in advance of when they're needed. Along with most other plane designs, SAS absolutely hates this thing while in flight, get used to setting trim and making adjustments if you plan on taking this thing any long distances. Contradicting the previous point, SAS is absolutely your best friend while hovering and landing this plane VTOL, the reaction wheels on this craft are powerful enough to allow for very fine control and adjustments while hovering. Remember: the thrust direction of your VTOL engines moves with the attitude of your craft and isn't strictly vertical; if you have too much horizontal velocity in a direction try pitching your VTOL engines in that direction to cancel out your horizontal velocity. Download here: https://kspbuilds.com/build/VTOL-Harrier-Mk-II
-
Pretty short suggestion post, there's currently no (good looking) option for a twin seat Mk1 cockpit, as your options are essentially limited to either: or Neither of which are particularly pretty, a twin seat stretched variant of the Peregrine cockpit would work wonders here for plane designs, something akin to the F-14's cockpit perhaps?
-
@The AzizMerged your report with this post
-
@tweaked9107 Merged your report with this post
-
@Skarlinger Merged your report with this post
-
Parts & Vessels Heat Shield has "Ablating" status when out of atmo
DibzNr replied to The Aziz's question in Parts & Vessels
Heat shields seem to ablate whenever they're above a certain temperature regardless of situation. -
Flight Vessel's aerodynamics & heating break after parts overheat
DibzNr replied to Horizon206's topic in v0.2.0
@pg17 Merged your report with this post -
An issue I've seen brought up quite a few times is that changing the science/mission rewards multipliers in-game after having already spent science points potentially results in your science going negative, due to having spent more science points than earned with the new multiplier setting(s), multiple people have reported this as a bug, however dev comments seem to point to this being intended behaviour: To clear things up, it'd be nice if the game could give you a warning when changing your science rewards multiplier, to notify you if your science is going to become negative with the new multiplier.
-
@NordicEstoniaMerged your report with this post
-
Construction Calculation for dV (Delta V) is wrong for certain build techniques
DibzNr replied to ShadowZone's topic in v0.1.5
@ShadowZone Moved your report out of the archives @Aevitas Merged your report with this post -
Flight Vessel's aerodynamics & heating break after parts overheat
DibzNr replied to Horizon206's topic in v0.2.0
@Margoth Merged your report with this post -
Performance Vessels remaining loaded in background after leaving range
DibzNr replied to BlackholeKS's topic in v0.2.0
@BlackholeKS Yeah you're right, sorry I was a bit tired when I did your report, I've resplit it back into its own post