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Levelord

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Posts posted by Levelord

  1. 22 minutes ago, Shadow dream said:

    Your craft seems to have slight imbalance in your fuel setup, but you seem to have great control over it. I stopped building VTOLs because I had issues with balancing. How do you focus on building with CoM shifts? RWs only have so much power.

    All of the fuel tanks drain equally into all engines. That's how I set up the craft, so no matter how much fuel is drained, the CoM remains the same. As for the balance, some of the engines have their maximum thrust pre-adjusted in the aircraft hangar to come in line with the other engines.

     

    You're right that the RWs are weak engines, and there are actually just enough of those packed into the service bays to lift the aircraft off the ground. it rises at a comfortably slow pace of 5m/s 0.1m/s which is actually a good thing for control.

  2. I've begun picking up KSP after a long absence. Naturally I wanted to try to bring up my VTOL SSTO class of aircraft back into my roster. The current test craft has been field tested on Kerbin for eventual Laythe deployment.

     

    It has VTOL capability in atmosphere and is mainly used for landing on water surfaces as well as land.

     

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    As a bonus, I've re-developed the interplanetary transfer ring to fit the new aircraft. I've solved the docking alignment issues by adding 2 docking ports to ensure the craft is aligned along the Z axis.

     

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  3. 21 hours ago, linuxgurugamer said:

    What isn't working?

    Please provide a log file

    Yes, here's the log. https://drive.google.com/file/d/1nFDz3LdeqIkxG5Akeg8PURALTz_g1TiT/view?usp=sharing

     

    Apart from the dependencies and Editor extensions, I only have Mechjeb installed. The KSP installation is new (plus the making history expansion). KSP is is the portable version installed on my D: Drive. (As I don't install games on my boot drive).

     

  4. On 11/12/2016 at 9:46 PM, *MajorTom* said:

    i have some issues in Mk1 cockpit 

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    I've been 2 years late for a reply, and this has been an ongoing issue. Since I'm an avid user of the MK-1 cockpit, this bug has really been a thorn on my side whenever I wanted to fly IVA.

    Since it hasn't been fixed, I did a little digging and attempted my own fixes. Both hatches and the docking screen have been realigned properly and hopefully can be incorporated into any future updates of the mod. I still haven't figured out how to fix the double trajectory reticules, but it's a minor problem for now.

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    Download here: https://www.dropbox.com/s/7g85i52mevis4sf/mk1cockpit-remade-internal.cfg?dl=0

  5. I place a linear RCS port on the tip of my hypersonic SSTO planes so that they can withstand the immense temperatures of flight and re-entry. I've successfully managed to breach 1600m/s without having my cockpits blow up.

     

    edit: Meant to say 1600m/s and not 6000m/s :O

  6. I engineer my planes with the minimum amount of wings required for lift and have any devices stored internally in storage/cargo bays. My biggest enemy is drag and I optimize my SSTOs to have the least amount of atmospheric drag as possible which grants me at least 200-300m/s of d/v extra in orbit.

  7. I've managed to design a docking bay system for a rover I quickly cobbled together. This is using stock parts. Also, landing legs tend to clip through ships when they apply enough pressure to a body, so I had to look for alternative moving parts, then I remembered air brakes existed. The advantage of using air brakes is that you can also adjust the authority limiter which means you can adjust how high and how hard to lift a vessel. The docking bay itself has its own floor in order to negate the effects of a vehicle or the platform itself sinking into the terrain, so the height from the platform floor to the docking port above has been standardized no matter what planetary body you are on.

     

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    Below, the rover has detached from the docking bay. As you can see the guard rails also assist in passively aligning the rover when it eventually comes back in to dock. It also means you only need to focus on one axis of motion (which is forwards or backwards) in order to dock. So no more fiddling going left or right.

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    Below here we have driven up the platform and aligned the docking ports roughly with each other. The alignment doesn't need to be 100% as the air brakes will shift them into position.

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    Below here, the air brakes have lifted the vehicle and forced a dock. The air brakes don't clip the vehicle, thus provide a full lifting force. The air brakes will eventually clip the rover once the game recognizes the dock and thinks of it as a single vessel with the platform.

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    Docking confirmed

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    Below I will attach the example file for you guys to try out.

    https://www.dropbox.com/s/dl5qiv0z9ehm6om/Rover 2.craft?dl=0

     

  8. I've been giving some thought on how to create a solution for rovers to dock with bases, either for re-fueling purposes or for roleplaying. Currently, the problem arises from docking ports not aligning depending on the planet's gravity pulling down on the rover's suspension, and bases sinking ever so slightly into the ground that the docking port becomes too low for the rover itself.

     

    So far has anyone come up with creative docking solutions for their rovers with their planetary bases/colonies?

  9. I install mods that are utility mods but rarely install part mods. It's mostly because it allows my craft to stay somewhat compatible between KSP versions (like missing parts) and also allows me to share my craft file. Sharing craft files was my main original reason for sticking to vanilla as much as possible because I don't expect people to download the same mods as I do in order to enjoy the crafts I make. Sharing craft files and talking about them is one of the few ways I can interact with the community. :)

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