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Darren9
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Everything posted by Darren9
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[Showcase] Fun and Interesting Planes
Darren9 replied to superecnate's topic in KSP1 The Spacecraft Exchange
My current stunt plane, it does 200+m/s and pulls over 25g in the turns. -
Ker-Bull Air Race (New Update to Better Gates)
Darren9 replied to Darren9's topic in KSP1 Challenges & Mission ideas
You inspired me to make a more realistic looking plane Kerbies, one prop wasn't fast enough so I had to do a twin prop bi-plane. It turned out flying pretty well, I was able to knock half a minute off my best lap for a 3:40. -
I don't think there is any way you can connect the two upper halves - the game doesn't allow it, you can't build off of two ports and connect those two separate "trees" in any solid way, only put struts across which will vanish when you undock. Either use one docking port or build the upper half separately with two ports sticking down that line up to the ones on the rover and launch them individually. Quantum struts will come in handy if you make two separate vehicles - you'll be able to link struts once you've docked.
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Wheel of Death speed challenge
Darren9 replied to ultra86's topic in KSP1 Challenges & Mission ideas
I got up to 44.4m/s before it went too sideways and slowed down. There are some mods that give an advantage, Editor Tools allows up to 99x symmetry. -
Ker-Bull Air Race (New Update to Better Gates)
Darren9 replied to Darren9's topic in KSP1 Challenges & Mission ideas
Nice lap in a good looking plane, looked around 5:30 to me so I'll add it to the OP. I haven't tried in something that looks realistic yet, the Kerbal contraptions seem easier to fly. It started to get dark and my plane had no lights so I had to warp -
Wheel of Death speed challenge
Darren9 replied to ultra86's topic in KSP1 Challenges & Mission ideas
It's Bucky-s-Instruments-v0-0-4-RAD-ALT-and-VSI-update, very useful. -
Wheel of Death speed challenge
Darren9 replied to ultra86's topic in KSP1 Challenges & Mission ideas
A small push forward, I made a 32.7m/s on land and a 30.7m/s on water. The water wheel had 3 x 500 thrust jet engines and span the wheel far beyond the 30.7 it made - maybe there's a limit? I'm gonna try at the north pole, I think any slight gradient could be making me spin out because it goes dead straight on water. -
[0.22] Shock absorbing landing legs V1.2 (21-11-2013)
Darren9 replied to zitronen's topic in KSP1 Mod Releases
I'd be interested in one I could retract Could I suggest as well a skid or ski type thing on the bottom, something that looks a bit more like it's partially designed to slide over the ground a bit without immediately digging in. At the moment it can soak up a reasonable amount of horizontal velocity but doesn't really look like it should be able to. Very useful for bad pilots like me though. -
[0.22] Shock absorbing landing legs V1.2 (21-11-2013)
Darren9 replied to zitronen's topic in KSP1 Mod Releases
Looks like it'll come in handy, I'm having to fix wheels on all my VTOL type craft at the moment as it's quite hard to stop dead in an atmosphere if you've got any lift parts. Is it at all possible to combine a suspension end and conventional two position extended/retracted leg? -
Ker-Bull Air Race (New Update to Better Gates)
Darren9 replied to Darren9's topic in KSP1 Challenges & Mission ideas
Here's a 4 min 16 seconds in a kind of back to front looking stock creation. The trees always seem to spawn in the gates if I land near the course. Just realized I left the gear down as well - It's OK, I didn't touch the ground. -
Ker-Bull Air Race (New Update to Better Gates)
Darren9 replied to Darren9's topic in KSP1 Challenges & Mission ideas
Looks like you have a bit of spare thrust to go faster with that beast engine Are you planning reverse thrust to slow down for the gates? Well done to get around first time - I still struggle at gate 4 even though I know exactly where I put it. -
Ker-Bull Air Race (New Update to Better Gates)
Darren9 replied to Darren9's topic in KSP1 Challenges & Mission ideas
The Multiversal-Mechatronics Camera works from the old folders. Should I add a weight limit? I'm supposing they were made to make large designs more viable - no B9 surfaces below 25T vehicles or it goes to the extreme class? I just tend to not use them on small craft because they look ridiculous -
I don't think there's any way around it and it's been around for a while. Because the connections between components have some flexibility under gravity they bend and the whole thing "sags" over the uneven ground. The physics engine/save system can't seem to save a part to part connection that's "sagged" or flexed, when it's loaded or reloaded every connection is made straight, it puts some parts (normally legs) slightly under ground and some slightly above instead of curved over it and the underground bits pop up with some force. If you want to build something big you have to go to ice-flats, even that though only works up to a certain size. Unfortunately I've had to abandon several large constructions. The biggest basses have all been on the Minimus ice flats.
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Ker-Bull Air Race (New Update to Better Gates)
Darren9 replied to Darren9's topic in KSP1 Challenges & Mission ideas
You'll learn eventually If you fly roughly the course I outlined you'll be sort of lined up. I didn't think it was too much to need to lean the course, or go very slowly/carefully the first time around. A pod-racer at 180m/s for the first lap is far more Kerbal than me -
Ker-Bull Air Race (New Update to Better Gates)
Darren9 replied to Darren9's topic in KSP1 Challenges & Mission ideas
It's optional for stock craft, I though it was fair to allow stock to have it. I changed the OP to avoid confusion. -
It's quite a short course, 5 - 10 mins for a lap seems reasonable, located in the small mountain 30Km west(ish) of KSC. Start and finish at the Start/Finish and fly the gates in order, you can fly the white loop (easier) or the red loop (harder) or a figure 8 of both - if you want to post a time just say which of the loops you completed (two screenshots at the start/finish for timekeeping please). You can also compete for points, time doesn't matter - just fly a clean lap through every gate and gain points for mass and number of Kerbals carried around the course. Every 5T of mass at the finish gate = 1 point and every Kerbal carried = 1 point (you'll need an informational mod to display the final mass). You can land before or after a lap but no touchdown during a lap, if you've got landing gear please raise it (or no bouncing off the ground). We've updated to a new version with better circular gates, many thanks to Togatown for the new gate and also re-creating the courses with the new gates in place - I didn't have to do anything - Brilliant See below for the new .zip Here is the course and a loop through the red gates, each gate is an archway approx 50m high and 100m wide made from two large ramps from the RollKage Pack - thanks to Zitronen for allowing me to include a scaled version of it in this challenge. You can enter as: Stock Craft - Stock parts, informational only Mods and FAR may be used Mod Craft - Balanced Mods and/or auto-pilots (Firespitter, PWing, B9, TV Pizza, ect. Please list them) Extreme - Anything released (must be available on Forum or SpacePort, No editing gravity, ect, though) Anything that flies and can fit through a gate is acceptable as long as it fits into the above categories. Here is the latest NEW GATES COURSE from Togatown - Be sure to try this one! (same install as before) Here is Original 0.21 Zip - Throw the contents of "Kerbull 21" folder into your main KSP directory or put "Kebull 21.sfs" in "Saves\Scenarios" and "Large Ramp" into "GameData". (you'll need the recaled ramp that's included) Try some laps, if your finding it easy you need a bigger craft - or just go faster! See Here for development of the_bT's pylon course. Current Entries: Phearlock - Standard Loop - Stock Craft (1.0.4 & nuFAR Standard) - 1.20 4plains - Standard Loop - Mod Craft (1.0.2 & nuFAR Hard) - 1.56 Limit - Standard Loop - Stock Craft - 2:35 Sudobee - Standard Loop - Stock Craft - 3:05 (new gates) zombiphylax - Standard Loop - StockCraft - 3:26 Kanil - Standard Loop - StockCraft - 3:32 veio - Standard Loop - Stock Craft - 3:36 Zeroignite - Standard Loop - Stock Craft - 3:37 (new gates) Derwitze - Standard Loop - Stock Craft - 3:53 (new gates) Tarsus - Standard Loop - StockCraft - 4:02 Antbin - Standard Loop - StockCraft - 4:15 (new gates) DerWitze - Advanced Loop - StockCraft - 3:45 (new gates) Zeroignite - Advanced Loop - Stock Craft - 4:08 (new gates) the_bT - Advanced Loop - StockCraft - 5:16 Me - Advanced Loop - ModCraft - 6:10 The old course (0.20) is still available HERE, and here is the old leaderboard: the_bT [stock Craft] 2:58 Me! [Mod Craft] 3:40 Kerbies_are_my_Minions [stock Craft] 5:30 (spitfire recreation) TouhouTorpedo [Mod Craft] 6:25
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The ISP is an "Efficiency rating", higher ISP engine will produce more acceleration with the same amount of fuel than a lower ISP engine. The max power (thrust) really just determines how quickly the fuel will be used. If two engines have the same ISP the higher thrust engine will burn the fuel at a faster rate to create the extra thrust. Reducing the throttle reduces the fuel-use rate and also the thrust, it doesn't change the ISP though - the engine still has the same efficiency.
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You can switch if you're inside the render range (2.something Km from the other craft). I've had MechJeb controlling one while I followed in another and people have launched and docked two aircraft by switching between them. Really though you have to launch both together and never let them drift apart. I think the Lazor system can increase the render range but I'm not sure if that effects KSP's control system.
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Look three posts below the one you quoted
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Hey Plur303, Zitronen has kindly said I can rescale his Half-pipe from his RollKage-1-1-WIP-Updated-21-06-13 pack and put that part in a zip with a scenario file for a low level race course. It makes a 50m high by 100m wide archway at rescale=6 and each gate would be just a couple of parts with a probe core attached. Can we make a course? If so where do you think it should be? And How long?
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^ I'm using Multiversal-Mechatronics-Fixed-Camera-1-3 at the moment.
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Some may say it's just a metal plate stuck through his head but I'm calling it "Helmet Cam", it's so much easier to fly low level in cockpit view - I wonder when it'll be a stock feature for the command seat? Anyway, I'm ready to race
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Reminds me of the BF3 long-neck glitch - I think Squad copied Dice.
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TT's Mod Releases - Development suspended till further notice
Darren9 replied to TouhouTorpedo's topic in KSP1 Mod Releases
Have you tried with the translation keys, it depends which way the pod is on the vehicle but generally you can drive in any direction (forward, reverse, left, right) or rotate either way. I just got the latest version and it seems to be the same for me, I've been looking at the resource bars, forward shows 0.05 drain and reverse shows 0.00 and I've driven for a while and not used a unit of fuel. Here's the craft - I think it's rebuilt with just stock and TT. Fuel_Test_1.craft -
TT's Mod Releases - Development suspended till further notice
Darren9 replied to TouhouTorpedo's topic in KSP1 Mod Releases
It's a fun pack to play with. They seem to not use any fuel if you go backwards though (I was just driving a 14 cylinder diesel in reverse at 533m/s by the way )