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Lyra

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Everything posted by Lyra

  1. I can totally see that resemblance :3 I took a little inspiration from the prequel/clone wars hyperdrive rings for the big arch as well
  2. I made what's probably the most beautiful-looking SSTO I have ever constructed so far. Unfortunately it flies terribly (runway-fling takeoff and that big arch of wings likes to make it roll like mad, plus the long fairing will sometimes bend out of place while under high aerodynamic stress) and isn't very practical beyond "can get 3000 dv in LKO with 40 passengers, I guess". I might make an improved version with more range, capabilities, and stability soon and post it on KerbalX.
  3. Another fun thing to try might be a twin-fuselage spaceplane with the second stage in the center and wings over the payload, something like the Stratolaunch Systems "Roc" aircraft. I'm actually going to mess around with that right now and report back on how it flies.
  4. Restock does change the aerodynamics of some parts (some changes make parts better, some make other parts worse, some aren't affected at all IIRC) but doesn't alter the aero engine in any major way. as long as a mission isn't going for the low mass/cost categories I think it should be counted as unmodded. I don't use Restock so I'm unfamiliar with the extent of its changes so take my opinion with a grain of minty Minmus salt.
  5. Yep, I do that sometimes but prefer not to. I like to reserve part clipping for aesthetics.
  6. It's probably the drag and the dry mass combined; passenger compartments are surprisingly heavy. To really reduce drag, you can also give your craft's wings some angle of incidence so that you can still gain lift while pointing close to prograde and minimize drag from the fuselage. Unfortunately it also severely restricts cool wing designs.
  7. I actually got inspired by this and began designing a Rapier/Nerv craft with a similar design/purpose. I was able to get it down to under 47,000 funds total with a range of 2000+ in 100 km LKO, but it's missing a few of your cargo bay features (namely the parachutes, radiator, ladder, and cargo module). With these removed it gave me room to replace the expensive probe core and reaction wheel with a Mk1 command pod. I also swapped out the Jr docking port with an inflatable airlock, because the latter is cheaper for some reason. If you can land back at the KSC, Rapier/Nerv craft will probably be a lot more ergonomic because of the much higher efficiency (Rapiers have a higher top speed, and Nerv's vacuum Isp is simply unparalleled). For something like the Super Guppy III, Rapier-only will suffice if you're just using it for cargo; it saves on dry mass and cost, because 1 whiplash and 1 aerospike cost more than a single rapier. "Mun Express" seats 9 and can easily orbit the Mun or Minmus and return. Haven't tested reentry but it should be stable. I might try replacing the Nerv with an aerospike, because while it's an amazingly efficient engine it is also stupid expensive.
  8. How are you able to make the nose swivel? I've attempted reverse-engineering of nose/tail hinges with fairings a few times before but they either get stuck or summon the Kraken every time. Especially ones with lots of extra mass, like a cockpit or a fuel tank.
  9. I've been messing around with propellers recently and made this fun little plane to fly on Tekto I tried to design it to get to orbit but it can't. Still fun to fly!
  10. Ah, how would I edit it then? A friend said probably with Unity, but I'm not sure how to import the source code.
  11. I can't find it locally on my computer, do I download the folder where it is and if so where do I put the folder/files? Been doing trial-and-error for the last 5 hours and no luck.
  12. Here is Micron-12, a tiny SSTO for three that can fit in a Mk3 cargo bay. Fully capable of docking and up to 600 m/s of dV in LKO. https://imgur.com/LVkkrXd
  13. I'm almost certain it's this, especially cuz I'm on a rather old OS. Alas the solution is just to save up for and buy myself an actual good PC, which will... take some time
  14. 0.6.2 I believe. Still getting various problems with plumes showing through parts (vector, mammoth, closed cycle rapier in high atmosphere, some RCS) but I just live with it for now as I'm too lazy to fix it
  15. Yep, I am on Mac. I managed to "fix" it by just grabbing an older version where the bug was absent, and I got the flickering/z-fighting bug that others mentioned but I just did another "fix" by slightly shrinking and offsetting the plume. Not the best but it works for now
  16. I've got a bug with some engine plumes and I'm certain someone else has encountered it before but I don't know any fixes. Some of the plumes are rendering through the nozzles and other parts of craft. Here's the full album of pictures from a few different angles. From the engines I've tested, it's affecting the Nerv, Vector, Mammoth (which I presume uses the same plume as the Vector?), and Rhino. Haven't tested RCS yet. As you can see I have Scatterer and EVE Redux installed. I also have TURD and a few parts mods (OPT Continued and Mk4 Spaceplanes plus dependencies) but I don't think the parts mods should cause any major problems. No Restock if that's not already clear.
  17. I tend to avoid mods like that cuz I prefer to either build my craft pure stock, or very obviously modded. Generally, if a modded part has the option to switch out fuel types (like OPT does) then I'll stick with those for switchable fuels and leave the stock parts as-is. I'm OK with rebuilding a craft sometimes. Will definitely check out Trajectories though, and I'll throw Waterfall in for good measure In other news I got TURD working and while I didn't install the OPT (and Mk4) packs I did mess around with OPT and some TURD-recoloured parts to make a big SSTO, and recoloured an old stock design as part of a test: For some reason all the TURD colours look really blueish when the craft launches, even though I made them redder in the SPH. You can see how blue those painted rapiers/adapters are compared to the OPT bicoupler.
  18. I managed just fine with the stock periapsis/apoapsis markers for quite a while and in fact i'm having to get used to looking at the top of my screen rather than the bottom to see those values lol RCS Build Aid is actually the one I'm looking forward to the most. Designing a big, complex SSTO with a stable CoM is tricky when you're also trying to make it look good.
  19. Teuthus I is a long-range ISRU SSTO that can get upwards of 6000 dV after a refuel at Minmus, haul light cargo across long distances, and (with the included research module) carries 3 kerbals and a ton of science experiments. Just don't smack the tail into the ground. You can download it on KerbalX, where you can find a more detailed guide on how to handle the craft
  20. Decided to finally get CKAN and messed around with mods - got KER and RCS Build Aid, and decided to try out the OPT Spaceplanes as well. Haven't gotten used to it but the parts look cool and that's what matters most to me. https://imgur.com/6OTXCkP Gonna try out TURD tomorrow and see how some of my craft look with a paint job :3
  21. Started a challenge with a friend who's new to KSP: she's sending at least one probe to orbit every body in the system, and I'm doing the same except using only cargo SSTO's. I found an old design and refurbished it a bit to make it into a proper workhorse, and made a smaller one for the Mun and Minmus. Also, landed back at the KSC for the first time! Many many missions, most of them with that big Mk3 plane you see there. I'm still deciding on a name for it, its placeholder designation is P-CRG-205 so if anyone has any ideas then tell me Might refine it a bit more and throw it up on KerbalX, at the moment I'm only using it to carry very light payloads and it's overkill for that
  22. Over the past week or so I started a Vall-focused save and then got bored of it almost immediately, here's some miscellaneous pics from the missions that I thought were kinda neat At the moment I am working on another heavy SSTO, a smaller version of the massive one I posted a while ago
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