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Darren9
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Everything posted by Darren9
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Back in the old days before the great forum disaster there was a challenge to drive to KSC2 which is pretty much up to the pole and back down, I did it in 5 hours, never again. Nice craft by the way Madrias, are those Hakari engines on the side? I haven't seen those for a while, if they are how did you run out of fuel And can we negotiate some weights? Everything weighs 0.5T, and the stock medium wheel is 1/10 of yours, just sayin' And this, they do stand up
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Kerbal Hot Rod Association (KHRA) Drag Racing
Darren9 replied to Fengist's topic in KSP1 Challenges & Mission ideas
Stock have mass-less/Drag-less parts and now mass-less/Drag-less engines as well - They're the ones cheating theses days Did you leave out my realism propeller Go-Kart for a reason Fengist or are propellers destined for the jet/rocket class? And here's another you may want to disqualify For Unrealistic Top Fuel I brung Star Treck Nacelles on Star Wars Repulsors, made 1242m/s. -
^ If you go fast you'll get uneven drag and it'll tip or roll, you can't realy balance that - only more reaction wheels. Also CoM needs to be slightly ahead of the CoT. When you add the tail rotor the CoT moves from the center of the rotor, in flight though it stays at the center of the rotor as the tail rotor is only active for left/right turn. Also on your example as the fuel drains the CoM will move forwards so you'll tip forwards. Apart from that it flies well enough in 32-bit. EDIT - And see This Post, it looks like Ferram decided to half the power of all air breathers not just jets, that'll play a part, I did wonder why I needed almost full throttle to get airborne.
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Thanks, I don't think it'll compete with a rocket though . I had to abandon it as well, too much force at the launch and the Kerbal is thrown from the chair. I got a new one, 20m single arm swinging thing, made 945m with it after some amusing fails. I think it could go a bit further with some tweaks.
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Unfortunately every attempt to add a command seat and parachute to my Kerbrossbow failed, I think I'll have to try a different method. In the mean time here's a 600m chuck that isn't going to qualify
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[3 Aug] Bits and pieces for Karbonite
Darren9 replied to AccidentalDisassembly's topic in KSP1 Mod Development
Yep, I was just thinking "I'll have to make Tweakscale .cfg's" as I was downloading Karbonite. I'll try your first instead, thanks -
Kerbal Dynamics: LAPES Demonstrator
Darren9 replied to ihtoit's topic in KSP1 Challenges & Mission ideas
I did fly up to 500m and do a 5Km+ loop around but it's not in the video, I doubt it rolled 100m either but I'm not sure how to judge that. -
[WIP]D12 Aerotech - A B9 Aerospace Expansion (Beta1)
Darren9 replied to PolecatEZ's topic in KSP1 Mod Development
^ It's probably that Repack and Fix, B9 needs to be in it's original folder structure or this mod wont find the original textures in there original place. None of the other mods in your list should effect it I don't think. -
Something similar could be possible, there were issues with changing the height of a wheel collider/suspension though. The latest test version you need to turn the repulsor off to adjust its height so I guess you'd move under at the lowest height and turn off (falls to the ground) then turn it back on at a higher one. At the moment when turned off they drop like a stone but when powered back on it's a smooth ride up. That all may change though.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Darren9 replied to sirkut's topic in KSP1 Mod Releases
I don't think MFT works properly at the moment anyway, removing it seems to work and there's word of an update in it's thread. -
I have made an electrificated swamp engine in the past, just add this to the bottom of it's part.cfg. I don't think the heli engines can be reversed though. PART { // --- general parameters --- name = FSswampEngineElec module = Part author = Snjo // --- asset parameters --- mesh = model.mu //scale = 0.1 scale = 1.0 // --- node definitions --- //node_stack_top = 5.82, 3.74, 0.0, 1.0, 0.0, 0.0 //node_attach = 5.82, 3.74, 0.0, 1.0, 0.0, 0.0 node_stack_top = 0.582, 0.374, 0.0, 1.0, 0.0, 0.0 node_attach = 0.582, 0.374, 0.0, 1.0, 0.0, 0.0 // --- FX definitions --- //fx_exhaustLight_yellow = 0.0, -0.1, 0.0, 0.0, 0.0, 1.0, power //fx_smokeTrail_light = 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, power fx_exhaustSparks_flameout = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, flameout // --- Sound FX definition --- //sound_fspropstart.wav = engage //sound_fspropidle.wav = power //sound_jet_deep = //sound_vent_soft = disengage sound_explosion_low = flameout // --- editor parameters --- TechRequired = specializedControl cost = 950 category = Propulsion subcategory = 0 title = FS3SE Swamp Engine Electric manufacturer = Bitesized Industries description = It's obviously not just an upscaled table fan. Obviously! Now with electrickery! // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,0,1,1 // --- standard part parameters --- mass = 0.3 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 3600 MODULE { name = FSengineSounds //engage = //running = power = Firespitter/Sounds/sound_fselectricengine //disengage = //flameout = //warning = Firespitter/Sounds/sound_fsheatDing powerPitchBase = 0.7 thrustAddedToPitch = 0.7 powerFadeInSpeed = 0.01 powerFadeInDelay = 0.0 powerVolume = 1.0 engageVolume = 1.0 warningSoundThreshold = 0.8 warningCooldownTime = 2.0 } MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = False ignitionThreshold = 0.1 minThrust = 0 maxThrust = 45 heatProduction = 300 useEngineResponseTime = True engineAccelerationSpeed = 20 engineDecelerationSpeed = 20 useVelocityCurve = True PROPELLANT { name = ElectricCharge ratio = 1 DrawGauge = True } PROPELLANT { name = FSCoolant ratio = 0.01 } atmosphereCurve { key = 0 3500 key = 1 3500 } velocityCurve { key = 500 0 0 0 key = 425 0.2 0 0 key = 0 1 0 0 } } MODULE { name = FSpropellerAtmosphericNerf thrustModifier = 1.1 } MODULE { name = ModuleResourceIntake resourceName = FSCoolant checkForOxygen = false area = 1 intakeSpeed = 50 intakeTransformName = thrustTransform //Intake } RESOURCE { name = FSCoolant amount = 5.0 maxAmount = 5.0 } MODULE { name = FSplanePropellerSpinner propellerName = propeller useRotorDiscSwap = 0 rotationSpeed = -700 windmillRPM = 0.0 } MODULE { name = FSmultiAxisEngine // allows for rotating three different objects in an engine or other part. Must be three separate objects or empties. pitchObject = pitchObject //rotates around the y axis yawObject = yawObject //rotates around the x axis rollObject = none // rotates around the z axis //pitchDefaultRotation = 0,0,0 etc can be used to add to the 0,0,0 + p,r,y rotation reset each update axisMultiplier = 15, 0, 30 // pitch, roll, yaw } // END PART }
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I don't think you can be inside a range (finite) by an infinite amount.
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Kerbal Hot Rod Association (KHRA) Drag Racing
Darren9 replied to Fengist's topic in KSP1 Challenges & Mission ideas
Unrealistic Modified, 394m/s. Has TT Mk4 jet engines, Kerbalstiens structural wood, Firespitter fuel tank and ID Strong-Struts. Unrealistic Super Modified, 548m/s. Has Kerbalstiens structural wood and ID Strong-Struts. -
I can't understand why in a cockpit you'd blank out the left/right horizon with the thickest structure, especially since it's showcased on a rover body. It could just be me but I'd want windows where the thick structure half way up is and the structure above and below, it appears to deliberately restrict side vision for no good reason. It looks like the internal viewpoint should be higher, his head well up into the top half of the ball so he looks out of the upper side windows rather than straight at the middle solid structure?
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Kerbal Hot Rod Association (KHRA) Drag Racing
Darren9 replied to Fengist's topic in KSP1 Challenges & Mission ideas
I think this goes as a Realistic Go-Kart It has only structural wood from Prof Kerbalstien, Firespitter reverse thrust capable propellers and ID-Strong-Struts. Made 264m/s. -
The Kerbal Skydiving Challenge
Darren9 replied to Northstar1989's topic in KSP1 Challenges & Mission ideas
Thanks, you can of course use the video, I'm glad you enjoyed it. I don't often get out as far a Jool these days but that trip to Laythe was worth it -
Better SSTO Spaceplane Challenge (0.23.5+0.24) Fin!
Darren9 replied to Sirine's topic in KSP1 Challenges & Mission ideas
I have the B9 Spaceplane 1, a 61 part, 11.8T, 3 man spaceplane originally designed for a Laythe skydiving mission. Extremely agile in the lower atmosphere combined with low stall speed, it can land virtually anywhere. Easy to fly on Kerbin with a very forgiving ascent profile to LKO it typically makes orbit with around half the fuel remaining. The final production version has slight changes at the forward cockpit, main intakes and rear battery bank to accommodate the "no-clip" rules of this particular challenge. JSI camera systems, retro rockets, skydivers parachutes and Mechjeb were removed as they were specific to the Laythe mission. Uses B9 with D12 Expansion and IVA Extension, Spaceplane+ and IR robotics Rework Structural parts. B9 Spaceplane 1 craft file. -
TARGET PRACTICE I've seen some amazing fighters, bombers and gunships but can they complete a short mission? Six small targets that must be destroyed, two with civilians nearby who must not be injured and all near to the KSC. Each of the six targets is a two man Lander Can and has the red "ship" marker, they must all be turned in to debris (grey marker) or completely destroyed for a successful mission. At two locations EVA "civilian" Kerbals are near the target (yellow markers), all four must survive for a successful mission. Here's a short clip of me attempting to operate a joystick and mouse at the same time with the same hand to take out targets with BahamutoD's mouse aim miniguns on a small Firespitter biplane. To successfully complete the mission, and also gain distinctions, make a single launch from the runway/launchpad (must be an air vehicle), destroy all six targets (not the four Kerbals) and return safely to where you launched. Target destruction and Kerbal survival must be verified after safe return in the command center (screenshot). Available distinctions are: The Hardest - Only Stock, nothing but stock, stock! Even harder - Fly the whole mission in IVA without any targeting systems/mouse aim weapons. Did I Hit It? - Fly the whole mission without any targeting systems. Less Is More - Launch only six weapons/projectiles from your craft (includes individual bullets!). Done Before I Started - Complete the mission without even moving/lifting off. Spray & Prey - Only use guns. Mastered Gravity - Only drop bombs. Maybe Tomorrow - Only use Lasers/other energy weapons. A Life Of Its Own - only use missiles/powered projectiles. Only Just Made It - Complete the mission. You can also compete to complete the mission in the shortest time, only two classes, [sTOCK] or [MOD] (reasonably balanced, no cheats, any released weapons systems, multiple different systems allowed). You must take off, destroy the targets (not the Kerbals) and land safely (where you took off, must be stationary) in the shortest possible time. Include at least screenies of before take off, after landing, command center after mission, and any thing else. [successful missions with distinctions will be added] [Timed leaderboards will be added] The mission is a Scenario, GET IT FROM DROPBOX, unzip it into your main KSP directory (or be sure to put "Target Practice.sfs" and the "Target Practice" folder in your scenarios folder). To import a craft from another save put the .craft file in "saves\scenarios\Target Practice\Ships\[sPH or VAB]. You can reset the scenario to try again from the choose scenario page, Good luck
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Darren9 replied to BahamutoD's topic in KSP1 Mod Development
If you could add the LAZOR type range extender without the whole associated Romfarer package it would be a bonus, and great looking weapons and the mouse aim makes it fun.