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Darren9

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Everything posted by Darren9

  1. ^ Thanks, I'll see if I can fit them into my install.
  2. I went out barnstorming with old man Jeb in the Firespitter Bi-plane outfitted with 6 "twister" sepratron missiles. Fired five on the five buildings including a hit on the SHP control tower and landed in 1 min 35 seconds. The "Improved Chase Camera" mod is very entertaining. Could be 75+40+40+60+60-(2x1)+(10) = 283.
  3. What are all the mods to get the internal HUD and camera's Voculus, and do you notice a performance hit with them running? I managed to get a quite small one together that can carry 11 but the KAX rotors have collision and I clipped one - I'll have to try again.
  4. I've got a modified shuttle from another challenge that I'd like to enter here. PorkShuttle 7, uses Porkworks MK2, B9 (+D12 reskin/expansion), IR and Procedural Parts (0.75x10m LFO tanks + most of ascent stage) and MechJeb. I made it to LKO with around 3000 units of fuel in the main lifter tank and used that for 3/4 the burn to Minmus, made a Minmus high orbit and dropped off a 1.1T fuel can, proceeded to Mun and landed on the surface to deliver the second 1.1T fuel can, then back to KSC overshooting it and landing at Dirt Runway. I think it could be the exact same mission as NavalLacrosse except Mun landing not Minmus, maybe 9846 and the same distinctions?
  5. The first thing I thought when I read the title was a Kerbal exits pod/seat/compartment onto a ladder/flat surface, grabs a KAS winch and is lowered safely/slowly onto the target. It seems possible, is this allowable?
  6. I agree, I'm not sure who with but anymore Mk2 or wing parts, whatever they are I won't mind at all. Great pack, Thanks
  7. I think mine is ready, PorkShuttle 5. Fully fueled the 20 ton shuttle has 6900 delta-v available from initial LKO (without payload). The Lifter will lift the shuttle plus a couple of tons payload. Takes a 1.25m wide package with crane to offload at destination. Lands on tail-legs at Mun/Minmus with small forward engine to ease vertical to horizontal transition and to lift the nose for takeoff after cargo delivery. No idea how much payload a skilled pilot could carry to Mun or Minmus with the available delta-v, me and McJeb can get a small rover to Mun and return to KSC easily I expect more is possible. Uses PorkWorks, B9 and IR, other control surfaces are stock re-skinned to match B9 from D12-Tech-Packs-B9-Aerospace-Expansions, re-skinned 5m LFO tanks also from that pack, I haven't had plain B9 for a while.
  8. I immediately want to drive on the rover test ground, it looks like it doesn't need those side-walls though. Is there a reason to have only two open ends?
  9. That's quite a specific set of mods. Porkworks MK2 expansion seems perfectly suited to a space-shuttle type design. Also you pretty much have to use a cargo bay upside down and drop something on the surface, no IR to lift it out with an arm? That's what I imagine the space-shuttle would have to do if it had ever found its self delivering to the moon.
  10. Back in DR and the first Squad docking parts you were extremely lucky if it docked, normal behavior was half of one ship would be torn off/explode and slightly bad luck if both were lost. It's definitely got better I still think I'd return the IR parts to the starting position before docking though if I didn't want to rely on an amount of luck.
  11. I have a non-air breathing mod craft that can just about break 1700m/s. PorkJet wings/structural parts with B9 sabre's (no FAR). Goes to 1650m/s at 19500m in air-breathing mode and the small amount of oxidizer will boost it to 1780m/s before it runs out.
  12. I had a go with two missiles strapped to a spaceplane. I'm not sure how the scoring works, I've got controlled missiles so I had to fire one at a time and make two passes. Do I get (2x60) - (2x2) or should I of gone for a lower scoring target with the second? Can i fly around with a plane carrying 10 missiles, fire them all individually and have them score?
  13. Does it have to be bombs, and is there a minimum size to a weapon? I quite like sepratron powered mini rockets but they aren't going to take a building out
  14. I might try and go a bit faster, but I've never managed to beat Zarakon even when I've got op mod parts vs. his stock At the moment I've got an entry from A Similar Challenge that scores 105 points. Cockpit view is quite revealing and the control surfaces from Firespitter-Biplane are so ferocious that SAS can't deal with them at all and just flaps up and down hopelessly.
  15. It's two trusses (one attached with 2x symmetry and angle snap). I don't think there's any way to adjust the start angle of a joint, you can either fine adjust it's angle when you surface attach in the SPH/VAB or once you launch rotate it to the desired angle and lock it, then the spring will act from the angle you set the joint to, so, in the SPH the boggie may be 45* from flat and rotate the joint once you've launched.
  16. Have you tried with a motorized joint adjusting "jointspring" in the .cfg? It's the closest you'll get I think. Here's a standard 90* powered hinge at "jointspring=2". The spring returns the wheels to center if the whole thing leaves the ground. Adjusting the spring stiffness effectively limits the maximum deflection. You also get to use the motor still, for example you can raise and lower suspension height depending on situation.
  17. I think it'll need to be updated, it looks like there's some changes to part type and a new module in IR 1.5.
  18. The "jointspring" value in the parts .cfg has always worked, between 5 and 50 depending how stiff/rover size. The free hinges are only in this pack at the moment which need version 1.4 or the latest 1.5 of Infernal Robotics I think, there's only free rotators (docking washers) in the IR packs.
  19. Yes, free hinges and free rotators, you can also use a powered part and adjust the "jointspring" value in the parts .cfg to get various stiffness spring hinges and rotating joints.
  20. KerBull-Air-Race started as an idea for a course for this thread but then I opened it up to all aircraft including stock. We still have the 50m archway that seems the most suitable for a low level pod race course. If I made another would you want it hard (very hard in the mountains) or close to KSC on the flatter or dark green ground? For rules I'd suggest no modified engines or lift surfaces, personally I'm applying the Goodspeed Tweakscale plugin to some structural parts to shrink them, not sure if that's acceptable. Snjo/Firespitter made an experimental hover engine but with what happens to CoM/CoL with ropes and air-brakes I'm not sure it'll work too well. There was also a preview of a transparent wheel in the RollKage thread but I don't think it ever materialized. I had to have a go at a quad engine, it flies quite well. And, if it helps at all, 4 or 8 small control surfaces at the rear and same at the front. I just have 8 front and 8 rear and nothing else on that quad engine. You can also try reducing the drag of the airbrakes or increasing the "smarter gimbal" range of the F119 engine (though I'm not sure .cfg edits will be acceptable).
  21. I think you should ban launch clamps, all you have to do is fix them to the bearing and all your troubles are over. This goes much further if I get rid of the down tubes and base for launch clamps, I'd of made the arms much longer and span it faster without needing to worry about balancing and stability nearly as much. 852m as free standing vehicle, and the Kerbal walks away.
  22. I don't think you'll do it with a throttle controlled part. The airships didn't use the throttle last time I looked, maybe a Kethane jet model with Hooligans lift code/modules that consumes an amount of kethane?
  23. Did you get one in the air? Reaction wheels seem to help bit not with SAS turned on, three airbrakes in a triangle, the mass can be towards the rear as long as the lift isn't far ahead of it but most of all for stability seems to be a large distance between front and rear control surfaces, on the back of the engines and in the front intakes (if you have them). Also the stock control surfaces are quite high lift, too many and it gets too twitchy to control.I made a new one in 23.5.
  24. I made 900m from the middle of the ramp, and pretty much nailed the landing
  25. Why does nuclear score more that solar? It's much harder to lift 4 internal kerbals + 2T deadweight with solar/RTG, the 62.5cm antimatter reactor and generator can power multiple 80 thrust electric rotors and they weigh virtually nothing. Is the 2T of deadweight interchangeable to anything with equal greater mass? FireSpitter rotors have a "Hover" function that I've never tried, there's some other height control capable mods, even Fuel Balancer, although it wont aid flight control will aid craft design/balance. I'm guessing nothing like that is acceptable? Lastly, internal Kerbals have no mass last I checked, their external mass magically vanishes when they go inside. Edit - Have you done it ihtoit, held it below 0.1m/s for an amount of time? I was struggling so I sent MechJeb up and let him have a go, the pitch and roll adjustments are so small to keep it stopped that you can hardly see any movement, neither the nav ball, nor any input method I have seem capable of such finesse.
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