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CptRichardson

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Everything posted by CptRichardson

  1. You know, all these aircraft fuselages (not just yours, but everybody's) are all passenger-airliner setup. I really would like one day to see one set up for long-term habitation (with beds and stuff).
  2. A particularly classy first class (American 'first class' is Economy with Leg Room). Though normally they don't have kraken-print upholstry.
  3. A variation on the Cacteye telescope, maybe? Something to generate science by starting an experiment at altitude for analyzing X-Rays or something, and then you have to hold it above a certain altitude for as long as possible, then head back to base?
  4. Suicidal: Plus you have the issue that a Mk3 hull doesn't make sense for a dedicated science experiment. Well, maybe a giant orbital telescope, but anything else would work better in a smaller Mk2 formfactor. (Which also would give reason to the Mk2 ion probes and stuff, but...) Addendum: In further consideration, it might be easier to steal (with permission! Stealing is always better with permission, though it's known as borrowing when you do) the science stuff from Dmagic and his orbital science pack, and create a set of modules for inserting into the service bay, with optional future modules to fit in the side bays if you ever get around to it.
  5. You mean the lagrange point between them? Yeah, sure. I guess. I wouldn't know how in the hell you'd pull that off, but if you could, it theoretically should work.
  6. Something of a niggle-possibility: While trying to work on a P.I.E. Launcher for your other pack, I found that the current Mk2 bicouplers are... a bit too lengthy. They do the job, but if you're trying to design a shorter ship they add too much length to the craft, and an extremely truncated version might help out for space saving needs.
  7. *Squees loudly enough and at a high enough frequency that random mice on the other side of the planet randomly have their heads explode*
  8. I need to see if those engines can put a Mk2 cargobay into orbit when paired. Might make for a good example craft. The P.I.E. Launcher!
  9. That's plenty-fine. Haven't had time to work on the MAACE for a bit, but I'm planning on doing some more work shortly. Still thinking of a few things to stick onto the 'might be cool if' pile, like larger and slightly thicker Mk2 type wings with wet-wing capabilities.
  10. Heh. Eh-hheehehe. AAAAAAHHEHEAHAHAHAAHAHAHAHAHAAHAHAAAAA! DARTH JEBER RISES! Wait... holy crap, SOLAR WINGS! OMG, THIS IS THE MOST USEFUL THING EVAH!
  11. Consider this 'motivation' for working on some more SW model pieces.
  12. I was thinking of a T-hub where the intersecting hull line is on the top of the hull, thus letting me hook a Mk2 vertically off of an X-hub instead of horizontally.
  13. Some musings about the current system after playing around a bit more: Oddly enough, I kind of want more hub parts options. They're actually pretty useful, especially for building large spaceships.
  14. Well, why not go for a five-core Vulcan Heavy?
  15. I basically copied the ESTOC part file and have been modifying it. Why bother building a whole new file, after all? Reuse code. *sigh* Might have to.
  16. Do what OPT does and have it start to kick in at 900 m/s instead of 1800 m/s. OP as ****, but the sensation of 'what's that funny vacuum n-AUUUUUUUUUUUUUUAAAAAAAGH!' as thrust ramps from 600 to 1400 in six seconds and bodily Jebs you into a high suborbital trajectory makes for a most enjoyable launch. My main issues with the M.A.A.C.E. right now is fixing the emissives, as the stupid thing is constantly emitting. For balancing it, I'm planning on either giving one the power of two of the 2nd largest SRB's, or two of the largest kind, with the known soviet ISP figures and about 800 units of solid fuel. Addendum: It might be an interesting twist to make a dual-mode scramjet/rocket, where it doesn't kick in air-breathing power until 800-900 m/s, but closes the combustion chamber and turns into a conventional thruster when the air runs out.
  17. Huh. So they did. But yeah, a Mk-2 hull SRB designed to punch a spaceplane up to Mach One before takeoff in order to save deltaV on the way up, and for kickstarting the main engines with intake air. Starts off 'eh', but towards the end kicks up to pretty respectable thrust (governed by speed?) and detaches a few seconds after takeoff. Maybe vectored bell for giving the slam of upwards thrust for ramping up and away? Addendum: Give me a few days, and I can theoretically use the existing flat-ended dual-mode engine to make into a preliminary version to save Suicidal Insanity some headaches. See if I can get it working. No promises, but I think I can get it done. Gonna be weird as hell, though. Addendum-Addendum: Got a preliminary verion of the part file done. Weird as hell since I'm cannibalizing modules from OPT and other places since that's the only place that has the atmosphere curve I'm looking for. Trying to get the right emissive and thrust curve as well. I'll try and get something out tomorrow or tuesday for the M.A.A.C.E. concept engine. (Massive Air-Augmented Controlled Explosion)
  18. Been doing some experimentation, found a few issues: One, the four-way hub only allows one attach at a time to the nodes, breaking symmetry (you can't put a T-node on in plane symmetry mode, it defaults down to the one per placement, and forces you to painstakingly line things up again.) Two: After trying to install SRB's for liftoff of Jebediah's Thrillmaster, I find myself in burning need of a proper Mk2 air-augmented SRB segment for ground launch assist. Three: A proper scramjet, like the OPT pack.
  19. Is that cockpit there yours? Addendum: For stacking them vertically against the sides, not really. Extend the mounting bracket out just enough so that the top or bottom of the Mk2 hull just touches the side of the Mk3 hull. For the horizontal orientation, have it so the edge just barely touches.
  20. He only has to make one (maybe two) parts. Maybe a version aligned so that the top or bottom is aligned flat against the Mk3 hull flat, and one where the edge is aligned, depending on what the player wants, and it leaves things open for... other possibilities--Like say, daisy-chaining Mk3 hulls together side to side--while still committing to the chine feel while saving him effort and time. (Well, a little effort and time since he's already modeled them). Makes the upcoming tail ramp worthwhile, as we could strap two MATTOCKs to the sides to get around the 'ramp where the THRUST is supposed to be' issue, and lets him reuse his existing Mk2 stable of parts for the sides (like RCS 'chine' blisters, etc), or sets it up so that you can use a full Mk3 hull of fuel and stick a Mk2 science lab on one side and a full experiment-filled cargo bay on the other with linear aerospikes on both ends for thrust and retrothrust.
  21. For a suggestion, could you maybe install Mk2 mounting points on the K cargo tail? Messing around with it suggests there is enough room to fit them on there, and it'd be less annoying than trying to fit engine pylons on the wings.
  22. You know, instead of making side-blisters, why not make a Mk3 piece that has Mk2 adaptor set on the sides, allowing you to reuse your mk2 pieces? Like the way Y. Keon adds in Mk2 'shoulders' to some of his pieces?
  23. Huh. The Tadpole actually does work. Of course then I strapped two of Suicidal Insanity's Mk2 aerospikes to the sides of the adaptor and fitted a pair of of OPT stabilizers to the bottom, and it proceeded to turn into one of the best planes I've ever flown. HUH.
  24. Well, at least we figured out what else to go with your TIE cockpit now, namely a 2.5 meter YT-1300 (also known as the Millenium Freaking Falcon), and the Imperial Shuttle cockpit designed to mate with the Mk 2 formfactor. But they can wait. The movie isn't out until December, no need to get them out before November. Also, nice Mk 3 parts.
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