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Darren9

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Everything posted by Darren9

  1. ^ Is the stability relative to part size? At the moment scaling a part scales the ride height, can a separate smaller part have the ride height of the bigger part and be stable?
  2. I made it up to the helipad, had to use Quantum Struts for stability with the B9 8m hollow panel, and it can drive around when fully extended.
  3. I don't understand that, if you connect to a part with KAS (undocked) and move it with a robotic arm anything connected to that part will move also. The only issue is you need an EVA Kerbal to plug in the connector, you can get around that by firing the grapple though?
  4. I hope you don't mind me including myself in testing Is it possible to offer higher ride height in the repulsor tweakable? If you scale it it gets quite close to the ground. Great fun to play with, I had to make a pod racer.
  5. Be sure to get screenies of loaded and unloaded with fuel and weapons before parting with cash, a stable craft can turn into a death trap quite quickly with FAR installed
  6. I took my new SSTO/spaceplane to Laythe and made a two man jump there, had LAZOR installed with a 5Km vanishing point and got both skydivers and the spaceplane back on the island again.
  7. A B9/D12 that can SSTO on Kerbin, just looks better flying around Laythe.
  8. You may need a bit more than a handful of missiles or kinetic weapons against the MK1 FOB probe core, it's survived TallBoy and AirBurst direct hits and also absorbs complete aircraft at 170m/s or more. Dual layer heavy armor (3.5cm inside 12cm), triple on the roof for those bigger bombs, 147 parts and 48T. Be warned it will cost an arm and leg and/or large amount of time to move it anywhere hence the low low asking price of just eighty nine, nine ninety nine, nine ninety nine credits for the craft file.
  9. It's certainly difficult slowing down a non-winged craft in so little atmosphere, once you've made the initial mistakes though it's not too bad adjusting. I've been doing weapon testing and had a couple of bugs came up, the craft I was bombing survived the attack but then fell through the ground to it's doom once and another where I exited a craft with bombs loaded to control center and went back to it, the mass of the bombs was gone (they're still there and function) and when I dropped them their mass was then added to the craft. Also the fire spreads quickly when you can't EVA a Kerbal to fight it. Here's a bit of FOB MK1 testing, a 48T, 147 part armored probe core Are you counting struts as parts?
  10. In the mods list it says "-B9 aerospace (community hotfixes)/D12 Expansion", is the whole of D12 Expansion included? And, it seems with at least 100Km between bases and only 1 guided missile per aircraft but unlimited on ground vehicle, and only landing gear wheels that can go fast on ground, carrying loaded up ground vehicles by air will be favorable. It is OK to pick up a ground vehicle and deposit it near an enemy base? How about launching an aircraft with ground vehicle already conveniently attached in the VAB/SPH as a single craft for later detachment at the target? Edit - There's two firespitter.dll's in the "GameData", one in B9_R4_Patched and one in FireSpitter, should probably remove one, they appear to be the same version (the FireSpitter folder in B9_r4_patched can be removed). Also it doesn't look like "SkillfulManager.bat" has been run to add the Skillful armour values to the stock and B9 parts - since Skillful is the weapon system it'd be good to use it fully and get armour values for the stock metal plates ect.? SkillfulManager.bat writes to the original B9 directory/parts, those parts are duplicated in "b9_r4-patched\GameData\B9_Aerospace" and don't load properly, you need to put the folders (and MM file) in "b9_r4-patched\GameData" into the main "GameData" and overwrite the original B9 (at the moment they're in a "GameData" inside ""b9_r4-patched" which is inside the main "GameData"), then run the SkillfulManager.bat B9 option (from inside the Skillful folder). More teams and shorter turns seems a good idea. Have you considered a limit on game time (only allowed to add so much to game clock each turn)? I would upload a fixed one but sorry, I'm below 1Mbit took over an hour to get that one. Edit 2 - it seems quite small, the air started to run out around 10Km, had re-entry flames below that, got above mach 5 at 11Km and frac sl density was 0.008, I don't use FAR - is that normal?
  11. The plane looks great, I was wondering how you'd fit a bike in I've got one based on that TR-2L wheel that goes in a 1m cargo bay rescaled to 1.4 and it's hard to go smaller and have it work properly.
  12. Inspired by the recent SwatCat/TurboKat threads and dropping a bike from a plane I started messing about with custom bikes. They're all solar/electric and made from IR Structural Rework, P-Wing, B9 and Sceppies mini-pack, and drive quire well with a 0.625m reaction wheel to hold them up.
  13. They were in the same pack as CritterCrawler and were a bit overshadowed by it. The front intake is from B9, re-skinned in D12.
  14. ^Thanks, it was the size that confused me. I tried the two wheels but they don't pivot at the center so it looks bad when you turn, it should be good for dropping out of a plane though, maybe a thick rear wheel with the rear steering locked. At the moment I've got some round IR parts stuck to the other side that line up with the wheel center to try and make it look a bit less big lumps on one side, and I'm trying to make fairings with PWing. That single swing arm bat bike looks nice though (the real one), I want to make that.
  15. Where did you get the cargo bay? I did manage to eject a bike and have it roll off but the stock wheels puncture at 60m/s, when I increased that it would still loose control above 100m/s. That was with a reaction wheel strength 10 which seems to be the key to it staying up on its wheels, you'll probably need to edit in more to go faster.
  16. The D12 pack is unfinished, its been stated the pod will get a more complex collider arrangement to overcome that issue, and yes, if it's a pod and not command seat you don't see the internal view from outside (there was a plugin that could at one time).The Kerbal-Aircraft-Expansion rotors are really just a FireSpitter re-skin, the same FireSpitter .dll/modules, just look a bit nicer with the blur implemented that Snjo hasn't got around to putting on his yet. They also have collision, unfortunately not with the craft they're on but at least with anything else, and some very nice sounds. And, I've got the Infernal-Robotics-Model-Rework, the structural pack (no robotics) has various 0.625m-5m truss/tube parts that I seem to use in virtually everything. I'm also at the upper limit of memory, I had to un-install all the near future stuff to get some back. I hadn't considered attempting power beaming either, it looks like you have no control surfaces and just fixed angle wings - is there a reason for that?
  17. The little pod things are an enclosed command seat from D12-Aerotech-A-B9-Aerospace-Expansion, still experimental, once you load a Kerbal you have to zoom in between the pod glass and victim for the click-menu to exit the seat again, quite a few parts in there and it uses existing B9 textures so they're almost for free. Procedural-Parts makes virtually any size cylinder/cone/truncated cone in structural only or various fuel tanks plus a few other bits and a few textures including blue and grey. I expect you've seen the rest, KAX rotors, some structural bits from IR and of course the Firespitter drop tanks that seem to hold an awful lot of fuel for their size.
  18. I'm thinking give it some reaction wheel force, when it decouples SAS will be on if its on in the jet, smallest I've seen is a 0.625m in Skeppies mini-pack that needs to be updated to .23. Drop it from above, fixed to the top of the bay not the end and make sure it's forward enough to clear the bay as it drops and decelerates, a decoupler at the bikes CoM? Maybe air-brakes on the back to slow/stabilize it, they work like a parachute and the FS ones are small, ID-Strong-Struts? Oh, and fly the jet slower Those wheels have a 60m/s overspeed and it'll crash if they puncture.
  19. The last place I saw the fixes bundled up into an MM patch was a folder in the D12-Aerotech-A-B9-Aerospace-Expansion, you could get them from there. Will anyone use Skillful if there's LAZOR weapons? One seems OP compared to the other.
  20. It's possible by progressively twisting a wing made of several segments with a KAS winch to achieve the same effect. It just can't be small or lite enough to be in any way convincing.
  21. I had a go at adapting my utility/recovery chopper for a few of these challenges. Originally designed to fly cockpit only pod recovery/cargo missions the base craft is a flying winch with cameras, the 2.5m cargo space allows a variety of additional modules on the winch to extend functionality. With an 8 man transport module flew 2 Kerbals to Dirt Runway and returned to VAB roof. (Precision award, The Jet Ranger distinction) With a turbo-jet module flew a non-stop circumnavigation at 30km & 1400m/s, no lift surfaces. (The Eggington award, The Ferry award, The Kasprowicz distinction, The Boulet award, The Church award) With a quad turbo-prop heavy lifting module transported 40.5T of cargo to Dirt Runway and returned to KSC. (The Kolochenko award) A combination of transport and turbo-jet modules may get me to KSC2 for the final awards and a complete Da-Vinci if this modular approach is deemed acceptable.
  22. ^ There's no way to adjust the joint angle in the VAB/SPH Lohocla, it looks like you should use the right-angle hinge - it starts in that position.
  23. Thanks. I couldn't make it work with skids or parts as landing gear, it just tips forward when you thrust if there's any resistance. In the end I edited the Bi-Plane skid to be able to toggle the brake off and used 4 of those, but that's cheating. It looks quite good with the wires on though.
  24. I've got an approximation that sort of works, uses the 100Kg helicopter tail rotor (KAX version which is same as Firespitter) at about 10 thrusts for power. It's just up and down with the on/off keyboard and FAR won't let me reverse the Bi-Plane aileron so pitch controls are back to front.
  25. There's some structural wood/broom handles in Prof. Kerbenstien's Emporium that seem like they have to be used, and I've also experimented with a KAS winch pulling/twisting the airfoils like on the original. Not suggesting it will turn out to be at all viable but can we use a few extra parts?
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