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colmo

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Everything posted by colmo

  1. I was working on a similar concept in 0.15. A few suggestions: - Connect it using a docking mod - this way, you can land, launch from the ground, deploy, redock, take off again. - The Bigtrak could be slung underneath and not on top of that middle section. Or, use a Damned Robotics powered hinged ramp to roll on and roll off in concert with a docking clamp. - Using the Kethane mod, you could even refuel the plane using the Bigtrak. - Check out BobCat's DEMV rovers - should be transportable using similar means, but I believe they are a fair bit heavier.
  2. I'm looking forward to it - trying to move the main rotor back or forward a pixel or two was painful.
  3. I'm surprised my VTOLs got as many votes in the poll as helicopters, considering I made so many more helicopters. Any more opinions, please? P.S. Added link to Damned Aerospace mod in OP.
  4. I recommend you check out the Launchpad Obliterator - it removes the restriction you had with size of the Battlecruiser.
  5. Does the Avenger use Damned Robotics rotatrons? If so, not stock and no K-Prize :-/
  6. Here's another suggestion to add to the pile - DR parts have the option of user-defined toggleable positions as well. i.e. you can have a hinge with two set positions at, say, 30 degrees and 90 degrees, and a press of the bound key causes it to switch between the two. SasquatchM would likely kill for such a feature on his folding planes.
  7. Very nice - I've played with carriers (in 0.15, unreleased due to 0.16 update), including one similar to the last one in the video for transporting a Bigtrak (pre-docking mod, so use-once only!), but never got to making a completely enclosed bay - too laggy. You should put a docking clamp inside the cargo bay for the onboard carts to lock to (maybe mounted on their nose?), to stop them rattling around inside.
  8. Thanks DYJ. Electric props - interesting. I can picture things like Jool blimps and flying fortresses/cities over Eve (using solar power to maintain elevation indefinitely in the thick atmosphere). Any progress on the fenestron? I'm gagging to build a very special helicopter (not saying too much, don't want to give it away!).
  9. Joystick recommendation (and avoidance) thread : http://kerbalspaceprogram.com/forum/showthread.php/12479-Joystick-recommendation-%28and-avoidance%29-thread
  10. Of the landers, the former is reminiscent of the Bigtrak Cuttlefish, which works well. The skycrane would require less modelling - an optional detachable drogue parachute for deceleration prior to deploying the skycrane's rockets would be nice.
  11. Could someone confirm? I want to know if atmospheric engines (including the Damned Aerospace pack) works on Eve - combined with docking, Kethane and the fuel transfer those mods allow, that's potentially one VERY complex and interesting mission. Edit: Confirmed here: http://kerbalspaceprogram.com/forum/showthread.php/21251-17-Planet-information
  12. Do the DA rotary engines work in other planetary atmospheres? I'd like to request deployable, foldup helicopter blades!
  13. I loved um3k's video - fantastically Kerbal calamity. I'd like those square panel parts - I'd love a simple set of parts like those for building structures - the wing panels aren't quite flat so look ugly and generate lift, which might be a bad thing (short of a cfg edit). I can see a rescaleFactor of a deployable solar panel (lots to choose from) as the easiest way - at least for a pedestrian bridge. I take it having something a Liltrak could cross would be an auto-win?
  14. These work well on the new pontoons. One issue is they get in the way of Kerbals and rovers trying to exit from underneath the craft having been decoupled/disembarked.
  15. I took this for a spin to Mun and Minmus - it's actually quite easy to land by eye (the navball is useless as your direction reticules are perpendicular to your attitude). It's not (game) balanced (fuel is virtually unlimited), but then it's supposed to be futuristic. The landing gear is a joy to behold in action - will definitely get used in other applications (like landing BIG stations) but I'll tweak the mass to more realistic values. The nature of the other parts make them largely useless for custom constructions, but that's an inherent restriction of the design. Overall, a mod of the highest quality, and with the innovations like hatches and elevators, has plenty more to come. P.S. It's HUGE!
  16. Excellent work - looking forward to using this. I reckon that with the Mk3-Mk2 and Mk2-Mk1 adapters for cockpit attachment, you could build a vessel with this upside down, thus making a bomb bay. With a Mk3 cockpit with a hatch in the back, Kerbals could exit the cockpit straight into the bay, effectively IVA. Your other parts in planning look exciting - might be able to roll a Liltrak straight out the back of a carrier using those. I hope the Liltrak fits!
  17. There are some converters around, but I was less than successful with them. Due to changes in the flight model, they probably would require a redesign anyway. I may soon have some time to recreate some of my best designs - I started a poll on the 0.16 thread to gather opinion on what people actually liked, so I'll know what to concentrate on. I also have a completely new series of air carriers for deploying structures and rovers in the pipeline.
  18. Could you post a screenshot of one of your designs? Then we can tell you what you're likely doing wrong. My planes are perfectly balanced - give them a try.
  19. Added a poll to see what designs folks have liked best.
  20. These are 0.15 craft files. I have a 0.16 thread which is separate for compatibility reasons - it doesn't have quite the same range as I've been busy since 0.16 came out. Link is in my signature.
  21. It shouldn't be a problem now we have launch clamps?
  22. I wonder how big it could be made using rescaleFactor? Would that work after getting it in orbit, or only for scaling up parts prior to the build?
  23. Builder. I specialise in helicopters and planes that fly really well. It takes a lot of trial and error to get the balance sorted, but it's worth it those first few seconds after takeoff when you realise you've cracked it. The CoG and CoL indicators in 0.17 will speed things up a lot.
  24. All the craft have text stating what extra plugins or parts they require, and the .craft files themselves are either attached or linked in the opening post. A search of the forum should find you the plugins listed.
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