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sgt_flyer
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Everything posted by sgt_flyer
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well, the collision mesh of the fairings is not round (and it's even more noticable as we reduce the bearing's size:p) and as the wheels have no suspensions, it's normal that it wobbles a bit - once it's spins at it's cruise speed though, the wobbling becomes much less noticable (same thing as that Mythbuster's square wheels test ! ).
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totm june 2018 Work-in-Progress [WIP] Design Thread
sgt_flyer replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
here's a breakdown of what i spoke of - the engines are mounted onto my testbed structure (this structure allows me to shake things down if needed - but it also visually bends under thrust Reference version (nothing behind the engine) : partially clipped tailcone (so the engine's 'exhaust' origin point is located inside the tailcone's mesh) - we still get thrust , no damage to the tailcone. here, i have control surfaces attached to the tailcone. those control surfaces intersect with the exhaust vector - even with the engine running at full thrust, net thrust = 0 because it's pushing against the control surfaces (and the exhausts damages the surfaces - clear indicator that the control surfaces block the thrust) here's the same thing but with no tailcone, control surfaces attached to the ibeams. the control surfaces still block the exhaust's vector. last version, with a very small gap left between the control surfaces : (note, the engine's gimbals have been disabled - if not, the gimballing changes the exhaust vector direction, resulting in it colliding with the control surfaces) we have net thrust, no damage to the control surfaces. and that works with the rocket engines too ! even if the control surfaces are engulfed inside the 'visual' effect of the flame, as long as they are not in the path of the vector, they won't take damage. -
Hmm - did you forgot to write down some of the optional bonus points ? You are only at 330 points (including the By the book) with the bonuses you wrote down
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Why not something like this ? (this quick & dirty version weights around 2 tons, 14 parts - just a proof of concept - dimensions : 1.2m high, 2.3m wide, 7.8m long.)
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Deployable solar panels are non retractable?
sgt_flyer replied to Asharad's topic in KSP1 Discussion
Well, one spacecraft that uses retractable solar panels is the X-37B. Several moon rovers also had the capability to close down their solar panels during the moon night. (lunokhods, Yutu) Other than that... -
totm june 2018 Work-in-Progress [WIP] Design Thread
sgt_flyer replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
nah, don't worry if the exhaust does not collide with the tail's mesh, it won't affect it at all (and if it does collide with the mesh, well, you'll have no thrust ) the thrust exhaust wake is not modelized in KSP - every exhaust is simply a vector originating from somewhere in the middle of the engine. (generally, at the engine's gimbal point / the part's origin for non gimbal engines) so, you'll have something like : Fuel tank, - engine. then, use a 1.25m nosecone (slanted or not) turned forward, clipped inside the fuel tank (to prevent atrocious drag ) then, attach the tail to the nosecone's node. (though, be careful that your control surfaces don't intersect with the exhaust's vector ) -
totm june 2018 Work-in-Progress [WIP] Design Thread
sgt_flyer replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
@Rocketpilot573 - feel free to try out my animated turbofan subassemblies, if you want http://forum.kerbalspaceprogram.com/threads/121800-Kerbal-Electric-animated-Turbofan-engines -
well i lacked several things for it to be almost perfect ^^ - taller landing gear, and the correct form factor for the rear control surfaces ^^ (WTB black paint for the wing parts too ) - oh, and a bomb bay which articulates it's doors in the middle instead of on the sides (we need to be able to tweak control surfaces movement range ^^ they would make excellent doors for bomb bays ) (not that i haven't tried but the mecanisms were either too big and did not fit the airframe, or unreliable. And anyway, way too high partcounts ) The hull itself is as close to the real thing as i could Hint, the ladders are fully physicless and don't block thrust that's how i built those engine exhausts Besides, at 383 parts, it already slows down the game by a good chunk
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Yeh guess it would earn the 'for the slowest' badge if there was one ^^ Basically, i've built the hull out of numerous wing parts, which create a lot of downforce & drag by it's own. So when you clip in additionnal control surfaces to counteract that, things get interesting ^^
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Oh well, here's my entry (though it's more for the replica aspect of it than it's performances ^^) 1 crew member +100 CH-J3 +50 two engines +100 GTFO +10 BtB 1 +10 BtB 2 +10 BtB 3 +10 Signed by the author +15 JDAM +10 maybe JSOW, you tell me ^^ wobblin'goblin i don't really know it's not the nicest plane to fly, with or without SAS ^^ (go too much in one direction with or without SAS , and the plane will want to fly upside down ^^) so, 315 points for now Now, there's sooo much drag in this plane that this plane cannot exceed 42m/s of level flight at 500m (and with a 10m/s maximum ascent rate, couldn't test it at high altitude unfortunately - was going to run out of fuel before that ^^) here's the .craft, with the landing can attached to the side. (get the pilot out, walk toward the cockpit and board the seat - you can then eject the landing can through normal staging) http://www./download/4vacc01t153g01v/F-117+Nighthawk.craft Action group 1 to open / close the bomb bay.
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@ZLM 0 config tweaks , i play full stock (i'm not even using any stock bug fixes) - For creating open ended fairings, i use this technique i posted in the open source thread to create those. the engines nacelles use the same technique too) http://forum.kerbalspaceprogram.com/threads/43086-Open-Source-Construction-Techniques-for-Craft-Aesthetics/page71 Basically, i attach a conical part to the fairing's baseplate, then draw the shape i want until i reach the conical part, where i 'close fairing' onto one of the cone's edges. When you remove the cone for the first time, the fairing disappears. At this point, you only need to use the 'undo' command to revert the change (the fairing will still be absent, the conical part will reappear) then directly use the redo command (ctrl+Y) - the cone will disappear, and the open ended fairing will appear in it's place. You can then save the fairing as a subassembly. Note, when you then attach this fairing through one of it's free nodes, the game will ask you to redraw the fairing - exit fairing building by rightclicking, then once again use the undo / redo commands (the fairing part will disappear, then reappear with the custom shape you made)
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I'm a stock builder in KSP - i like both technical performances and aesthetics used to clip in engines and fuel tanks for making replicas well before the offset tool was avaible the offset tool is a great help in diminishing the part count though as far as building replicas / rockets that can hold themselves together goes, i'm not bound by any limits (Besides, drag is still as annoying as ever for clipped parts - maybe even more than before - i have a 20 ton replica in the works that can't go faster than 40m/s with two basic jet engines - at 3000m !)
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There might also be some requirements because of internal hardware + plumbing / hull structure / connection to the rocket's upper stage that prevent the engine from being centered. Afterwards, as long as the engine is lined up with the COM, we're in space ^^ spacecraft orientation relatively to the engines doesn't matter - as long as your engine is thrusting in the correct direction
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the airbrakes are bugged currently you can't unbind them from 'brake'
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well, given the wingform, with no dihedral or anhedral wing shape, it's no wonder it's more stable upside down ^^
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Hello the new larger KE-90 engine is now avaible as a subassembly with it's engine mount, with the same bearing that was added to the B versions of the previous engines. uses 2 turbojets, for 360kN of static thrust per engine ! new Features for the KE-90 engine : angled nacelle intake, and thrust reversers ! Demonstrator cargo plane avaible for testing out the new engines Demonstrator braking test, with thrust reversers deployed :
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Hello Any owner of the first versions of KFM-56 and KF6-50 engines, please bring them back, we will overhaul the engines with a new bearing and a slightly longer nacelle to fix a problem with the old bearings (the download links in the 1st post have been updated). Version B of the KFM-56 engines (standard and tailjet) and version B of the KF6-50 (standard and tailjet) are now directly avaible with the new bearing. the new versions of the engines have 4 more parts than the original version (for the bearing) and have a slightly longer nacelle, to house the new bearing - but, they are wayy more reliable than the old ones (no more jams constated, be it inflight with high G manoeuvers, or on the new shaky test bench) the demonstration aircrafts have been upgraded with the B version of the engines. Here's the new bearing, and how it's housed inside the engine nacelles : here's pictures of the new Shaky testing bench (with a preview of the next engine, the KE-90 ) the test bench allows for way more shaking than the original version (as you can see on the pictures, much more flexible ^^) - this allowed me to tweak those new bearings
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nah that's because it looks better with the rest of the engine than the turbojet does - the 'fairings', even open ended, prevent any 'occluded' part from being activated. (even if the engine is only halfway buried inside) though i have a 2.4m engine version in the works for bigger aircrafts that uses two turbojets per engine for the most massive aircrafts (plus a thrust 'reverser' (inihibitor/drag inducer would be more correct, but oh well ^^))
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totm june 2018 Work-in-Progress [WIP] Design Thread
sgt_flyer replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
@Nik_601 my animated stock turbofans are now avaible as subassemblies (with optionnal engine mounts), if you need them for your antonov 25 or 26 parts per engine, depending on if you need the 105kN or the 210kN version of the engine http://forum.kerbalspaceprogram.com/threads/121800-Kerbal-Electric-animated-Turbofan-engines -
Hello Kerbal Electric is proud to announce it's new line of jet engines ! Those new jet engines feature moving parts here's the KF6-50 on the static stress test bed, (click the image to see the animated .gif) Some engines benefit from two models of air ducts : a short version, better suited to be installed on the wings, and a version with a long air duct, better suited to be installed as a tail jet. ------------------------------------------------------------------------------------------ Demonstration flights are avaible on our flying testbeds. Three engine version for the KFM-56 (including a tailjet) two engine version for the KF6-50. Four engine version for the KT-8D (2 wing mounted, two hull mounted) Four engine cargo plane version for the KE-90 Flying testbeds operations : Action group 1 : toggle the flaps Action group 0 : toggle the engines. (for easy shutdown of the engines) the Brakes also trigger the A.I.R.B.R.A.K.E.S additionnal commands for the KE-90 Cargo test bed : if you use the brakes for more than several seconds, the thrust reversers will deploy, stopping the engines thrust, and creating drag. Action group 2 : enable the parking brakes. (enable the landing gear brakes without triggering the thrust reversers) engine startup : with SAS desactivated, trim the roll of the whole aircraft to the right (alt + E by default) - (a roll trim between 50% and 100% is easier to see the spinning effect - more and the effect is harder to see ) then hit space to stage all the engines at once, the fans should start spinning. (the KT-8D spinning effect is nice around 50 - 60% roll trim) reset your aircraft's roll trim to 0 (alt + X by default) and go full throttle - KE-90 special notice : the KE-90 bearing has been mounted in a reversed position, because of the angled intake at the front of the engine - to make it spin in the same direction as the other, you need to trim it to the left instead of to the right (Alt + Q by default on Qwerty keyboards). take off : you should be able to easily take off once you reach 70 - 80 m/s (either with flaps or not) then those planes should be pretty stable (you can fly with SAS disabled and a bit of trim) Landing : you can land pretty easily with those - you can use the flaps and deploy the landing gear to reduce your airspeed before landing (in addition to reducing engine throttle) landing with around 60 - 70 m/s of airspeed. ------------------------------------------------------------------ Engine mounting on a new plane : you can easily add the engines to a new plane. place the engine mount first on the wing (the root part of the subassemblies is one of the landing gears making up the mount) (you can use symmetry without problems - just don't forget to remove the symmetried part landing gear actions from the action groups - symmetry removes the parameters regarding the landing gears making up the mount) if your wings are angled, activate the rotation tool, select the mount's root part, and switch to 'absolute mode', (F key by default) and stay in 'snap' mode. - then rotate it a bit, it will easily snap parallel to the ground, and parallel to the plane's length ) once the mounts are placed where you want, add the engines subassemblies 1 by 1 on each mount. (each mount has a cubic strut, where the root part of the engines can directly attach) .craft files : the engines + mounts are directly avaible as subassemblies, if you want to disassemble them or add them to your jetliners : KFM-56-B engine : http://www./download/2y2uag8waa922ri/KFM-56-B.craft KFM-56T-B engine : http://www./download/ce5vpm6ghea9ahy/KFM-56T-B.craft KFM-56 engine mount : http://www./download/hahdqgsitpu60yj/KFM56+mount.craft KF6-50-B engine : http://www./download/yut3807ofrfa31u/KF6-50-B.craft KF6-50T-B engine : http://www./download/sy6sp5ardk4tr9m/KF6-50T-B.craft KF6-50 engine mount : http://www./download/qlp16c760bvps6l/KF6-50+mount.craft KE-90 Engine : http://www./download/67jxfeyzf9tbb32/KE-90.craft KE-90 Engine mount : http://www./download/1b90jozu8zw9161/KE-90+mount.craft KT-8D engine : http://www./download/0iyrr1ibzrl9iir/KT-8D.craft KT-8D wing mount : http://www./download/ljhuy7m87zj9119/KT-8D+wing+mount.craft KT-8D hull mount : http://www./download/onbn08esy2zb5te/KT-8D+hull+mount.craft SPH .craft : KFM-56 tailjet flying testbed : http://www./download/dwavv8r0myuzm8p/KFM-56+Tailjet+flying+testbed.craft KF6-50 flying tesbed : http://www./download/3ijld2h5wm7taft/KF-6-50+Flying+testbed.craft KE-90 Cargo plane testbed : http://www./download/048sredqyykwtpk/KE-90+Cargo+flying+test+bed.craft KT-8D flying testbed : http://www./download/74jogc79r32m5bl/KT-8D+Flying+Tesbed.craft Any owner of the first versions of KFM-56 and KF6-50 engines, please bring them back, we will overhaul the engines with a new bearing and a slightly longer nacelle to fix a problem with the old bearings (the download links have been updated). Have fun
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totm june 2018 Work-in-Progress [WIP] Design Thread
sgt_flyer replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
those dry bearings are only made of 5 parts ! - 1x fairing (specially shaped using the technique to create open ended fairings i posted in the open source thread) - 1x 1.25m decoupler, - 1x 1.25 m reaction wheel, - 1x okto2 probecore and - 1x RTG to power the thing the rest is a lot of hours of finetweaking the offset of all those parts the fan itself is made of 13 parts : - 12x atmospheric fluid spectro-variometers, - 1x 0.625m nosecone yet, those bearings are a bit jumpy some times among all the tests i realised, they can still jam with vertical g's (at +3g, they can jam - not much a problem besides stopping the fan though - a single trimmed SAS unit has negligible effects on the airframe) - though most airliners are not tested above +2.5G's - so unless you pull stunts with an airliner ^^ (though, hard landings can generate those G's ingame Squad needs to update those new landing gears with suspensions to cushion the landings ^^) -
totm june 2018 Work-in-Progress [WIP] Design Thread
sgt_flyer replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
managed to get to the sweet spot of my jet engines dry bearing, for my new animated jet engines this bearing is so efficient that it's best to only trim the roll for the fans to 50% (100% works too, but they spin so fast that it almost seems they are not moving, whereas at 50% you can see them spinning correctly ) release of a pack of those engines soon two versions of the engines (not including long duct versions for tails - each model has it's tail variation avaible), 1 shorter, lighter but with only 1 basic jet engine, and the one you see in the gif with two clipped basic jet engines here's a small gif of an engine startup, and static stress test of the latest version of the KF-6-50 (also included, a version with a long air duct, for use in tails ) clic the image to see the stress test this tweaked fan don't jam (even inflight) their diameter is around 2m