gilflo
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Not using KJR but I downloaded the KJR 3.3.1 for KSP 1.2 I read a lot in the magic smoke thread, but english being not my native language, i am not sure to understand everything... Here is what got in my magic smoke industries folder - Infernal robotic version 2.0.8 -Assetbundles folder -IR tweakscale.cfg -IR sequencer folder( version for KSP 1.1.3) with its plugin -Parts folder with Legacy folder, Rework-core folder (with Probe folder and robotic folder) and Rework-expansion folder ( with a probe folder) and the Rework-tweakscale.cfg -Plugin folder, with plugin data>infernal robotics<config.xmlml -sound folder They should be up today, but there's so many links to get all of them that i am not sure of that...And maybe I made some mistakes managing the MagicSmokeindustries folder.... So if you have links to check that, i would appreciate. In fact my main concern is to set up a 2.5m nuclear engine from MRS, (the Quad engine) on a hinge able to turn it from horizontal to vertical, so 90° move, for vertical landing on low gravity planet. I must up 4 engines on my OPT. I made a try with the IR close Hinge from the legacy part, Torque and BreakingForce being at 9999 versus 999 and it car bear heavy engines. In the SPH it moves easily from 0° horizontal to 90° vertical, then I block it with toggable Quantum struts. But when I try on the runway, I must move the hinge to approximatively 150° to get a 90° move! Thank you for your help!!
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OK i looked at all my robotic hinges, pivotron, rotation and so on......... None is able to support a 20T engine, even when tweak scaled....In fact i modified the breakforce and the torque of all my robotic stuff and now i can attach big engine to rotate them. Only the VTOL rotatron was able to take engines less up to 9.9T but it's not convenient for what want to do.. Thank's for your reply
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Orbit Portal Showroom [Show me your OPT Spaceplanes!]
gilflo replied to JadeOfMaar's topic in KSP1 The Spacecraft Exchange
New babe, coming from K87 family. It's the OPT Tanker S81 with a lab and ability to drill 680T - 81 T of fuel - 1 Avatar Hold with 4 big Ore drills, 1 converter 2, small Ore tanks. 2 science Junior 9001, 4 Myst Goo... 1 OPT J lab Very Maneuverable. Should be around 6000dv in orbit Futur plan to fit with ejectable Rockets to launch from Rocket pad and save DV -
Hey Jester How do you deal with turning big parts as you do on your OPT protolift?? I am trying to make 20T engines turning 90° to land on VTOL on my OPT SSTO but any of the robotic parts from Magicsmoke industries (Extendatron, pivotron, rotatron or hinge or whatever can't bear such a weight ? and what about strut and auto strut? Any tricks?
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Orbit Portal Showroom [Show me your OPT Spaceplanes!]
gilflo replied to JadeOfMaar's topic in KSP1 The Spacecraft Exchange
Here is my OPT SSTO tanker K87 - 680T on take off, liquid fuel only to orbit. Carrying more than 13 Rockomax Jumbo 64 Liquid fuel. 6600DV Left and 70% liquid fuel in 600km orbit. 4 J61 Starwaster, 2 big 2.6m at the rear 2 smaller 1.9m at the front make it highly maneuverable with a COM not too far backwards. Take off and landing speed at full take off weight is 105m/s. Initial climb to orbit with 45°Pitch to 10 kms. 4 MRS Quad nuclear engines to finish climb to orbit and use in VAC: 2 Big 3.0m rear and 2 2.5m at the front..... 8 main gears 6 wheels and 4 repackable chutes for very short landing distance. Landing V/S not more than 3m/s, be very smart on flaring.... 1 docking port and thrusters to for docking. Cockpit Vernors to help high AOA on re-entry. Tested to be stable in pitch and yaw in the whole flight enveloppe with Correct COL mod and tested in flight too. Next plan on same family is to equipped with Ore Drill and converter and a Hold to carry my AESV Take off and climb Approach Short final and flare Landing Initial climb to orbit Acceleration Running on Nuke Jeb is so small, going to repack Short Vid Maneuvrability -
Thank you for your explanations. By turning I only mean turn like the gimball turn your rocket, the gimball turning the rocket on the desired axis like a pitch control, not like a yaw control. I "see" my rocket much like a plane, which means that you have to set a pitch axe, a roll axe and a yaw axe on your rocket and climb at 0° roll on your pitch axe, gimball acting like a pitch..... So, as gimball gets actuation toggles in yaw, pitch and roll, is there any means to use it only in pitch or to do anything to be able to use it on 1, 2 or 3 axes mixed with TCA?
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Question about drilling and converting
gilflo replied to gilflo's topic in KSP1 Gameplay Questions and Tutorials
OK thank you for answers. I tested it and i know how to proceed. -
Question about drilling and converting
gilflo replied to gilflo's topic in KSP1 Gameplay Questions and Tutorials
No coupler. it's a small ship with no coupler at all. 2 converters each side of the ship and 2 small radial tanks set in contact to each converter. 1 converter running and all tanks are converting ore to fuel, so it looks like there one converter not necessary...... but the question is: if i set the radial ore tank in contact with a fuel tank and not in contact with a converter, will conversion works ? -
Question about drilling and converting
gilflo replied to gilflo's topic in KSP1 Gameplay Questions and Tutorials
Exactly what i did and it works. But I saw that converter was converting ore to fuel in tanks connected to it and in tanks no connected....So it does not seem very logical.... That's why i ask those questions. I also set the drillers in contact of ore tank and someone told me to set this tank in a place where i can't set the driller in contact with the tank.... I did the most logical drilling and converting architecture and it works, but it looks like it does not need to be logical to work!! -
First flight of a 1300T SSTO: Take off, fly, and successful landing!!!
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From Mark IV System, B9 aerospace wings, I present the Stellar. A1300T SSTO that flew its first flight today. Take off, airborne 180° turn and landing smoothly on rough terrain near the runway...... It's not finish yet, the 2 drag chute were not the same size..... A Vulture cockpit with 2 giant cargo bay behind and plenty of fuel in the Mark IV tank and the wings each side of the main fuselage. 20 6 wheels gears and 4 Nose gears....2 Giant 4M J61 Starwaster 61 Ramjet engines and 2 4.2M MRS Quad Nuke engines for interplanetary flights Take off Turn after take off, very heavy, maybe I should add some canard to help Turin on final gears down final 200m Flare Landing - the left chute is 1.25m, the right one is 2.5m!!
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Yes I understand that, but it also uses SAS and RCS that are not Throttled and that allow to control attitude. So why not use Gimball when it exists to handle trajectory instead of spoiling RCS and handling worse that Mechjeb do using simply kimball and SAS? That's what happened on my well balanced asparagus rocket....With Gimball, and SAS mechjeb handle trajectory, with SAS, Throttle and RCS TCA hardly do it and failed.... Is it a big deal to take Gimball in account?
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Question about Kimball: I noticed that on my asparagus launcher, all kimball limits on all my engines are set to 0. with engine in Thrust mode or in Thrust and maneuver mode, Gimball is always to 0. Is it a common use? It looks like TCA use differential Throttle instead of Gimball.........
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Mark IV B9 SSTO tanker - Vulture Cockpit - B9 aerospace wings - LiquidFuel only Engines - 82000L of Liquid Fuel -can be fitted for Liquidfuel and Oxy -630T on take off - 2 Starwaster J61 Ramjet engines and 2 Quad nuke MRS engines - 80 % fuel left on 110kms Kerbin orbit with 7400DV. - 2 Fuel connectors - Senior docking port - Vulture docking port - 2 Repackable chutes for rough landings on any ground surface -Cockpit and wings Vernors to help for high AOA or Cobra Re-entry - SpaceY thrusters for docking. - Dry COM and Fuelled COM very near improve maneuverability whoever is the weight - Tested in all flgiht enveloppe - Pitch and Yaw stability in all flight enveloppe confirmed with CorrectCOL mod - VS landing at full weight must be less than 3m/s https://kerbalx.com/gilflo/Vulture-supertanker-K82 Climb Re entry Cooking Landing
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Hey Staly
I hope it's not me. English is not my native language, when you talk of bundled ship are you talking about the ships that are in the pack?
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Mark IV B9 SSTO Supertanker Liquid fuel only version - Can be fueled as well with Oxidizer or whatever fuel you need, provided you do not go over the maxi take off weight and stay in the COM limits. - 80500L (more than 12 Rockomax jumbo 64) with 80% left at 100kms Kerbin orbit - 2 Starwaster J61 2.65m Ramjet engines and 2 MRS Nuke 3.55m Quad engines. Senior docking port - 2 repackable drag chutes for landing on rough terrain - 620T maximumon take off - Tested on all flight enveloppe with CorrectCOL mod and in Flight - Landing VS must be 3m/s maxi Overpowered to reach orbit easily - Cockpit and wings Vernor RCS engines to help for re-entry in high AOA - SpaceY RCS thrusters for docking - Dry and Fuel COM very near from each other... Best maneuvrability with Atmospheric Autopilot mod. Engines working only on LiquidFuel. Downloadable https://kerbalx.com/gilflo/Red-Supertanker-80 Re-entry Approach Landing
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[WIP][1.5.1]PAPIPlugin Continued: v0.4.10 2018-10-28
gilflo replied to bssthu's topic in KSP1 Mod Development
Any possibility to be able to place the PAPI wherever we want to land on Kerbin, so that we'll be able to land anywhere on rough terrain with a visual slope indicator? i am just asking if it's possible to add, by longitude and latitude, or whatever way, as many landing points as we need, and keep them registered. It would be great to perform visual approach anywhere on Kerbin or Lathe with any SSTO or atmospheric plane. -
Need help with SSTOs
gilflo replied to PhylumCnidaria's topic in KSP1 Gameplay Questions and Tutorials
Yes 45° AOA should be the best in fact, whatever you do to set it ! My tankers got COG very aft of fuselage to have dry COG and fueled COG at the same place, that's why i need some vernors to get full authority to aim at 45° AOA -
Need help with SSTOs
gilflo replied to PhylumCnidaria's topic in KSP1 Gameplay Questions and Tutorials
I have always used the following technique for re-entry. it's very simple but you have to equipped your SSTO with some vernor engines on top of cockpit and below cockpit. They must be powerful enough to help maintaining Cobra attitude on re-entry, which is just 10° under the Radial+ position on your Navball. You keep nose up position around 80° from 60kms altitude to 30 kms or less. To keep your heading you have to help with RCS thrusters on your wings so that they can thrust left or right to keep your nose center at 12 o'clock . Before taking Cobra position you must burn Retrograde on your back - cockpit facing Kerbin, so that you have to flip 90 to 100° to take Cobra position when you reached 60 kms altitude Start burning between longitude 150W and 140W to aim at Kerbin base. For a 100kms orbit I burn retrograde to reach an apoapsis of -150 to -160 kms, then I keep retrograde, cockpit facing Kerbin down to 65kms, Then I began flipping to cobra position with the help of my cockpit vernor and I maintain this position as long as possible using vernors and RCS thrusters. You can also try from retrograde to flip to Radial + position with the help of ASS and RCS.with this technique you will never overheat and you will get out of cobra position in line for flying.... Just look at this vid from KSP 0.90 and you will understand -
Need help with SSTOs
gilflo replied to PhylumCnidaria's topic in KSP1 Gameplay Questions and Tutorials
Begin retrobraking at 150W and burnt to get a periapsis -160kms -
SSTO Red Supertanker 80, 620T on take off, more than 10 Rockomax Jumbo 64 fuel tank full of liquid fuel in orbit at 110kms. Mark IV system cockpit and fuselage, OPT J61 starwaster liquid fuel Ramjet engines associated to MRS Nuclear Quad engines, B9 procedural wings Cobra Re entry Final for landing on rough terrain for testing and also because we must flare very carefully and touch with a VS less than 3m/s on the 6 -6Wheels main gears. Not easy without glideslope.... Landed successfully, braking with brakes and 2 repack able drag chutes Some pics of my OPT supertanker K59in flight. It left more than 7 Rockomax Jumbo tank of full of liquid fuel in orbit at 100 kms After take off, during acceleration after 10kms After retrograde breaking on back, flip to Cobra re-entry on Radial+ position, helped with RCS vernors over and under the cockpit and at wingtip, and Monoprop thrusters used for docking Diving to airport and loosing speed Short final 09, we will land on grass fro training, landing on runway is very difficult because I need to touch down at less han 3m/s and it's not easy to plan without a glideslope. Flare with drag chute, speed brakes are not necessary and they will be removed
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Orbit Portal Showroom [Show me your OPT Spaceplanes!]
gilflo replied to JadeOfMaar's topic in KSP1 The Spacecraft Exchange
Some pics of my OPT supertanker K59in flight. It left more than 8 Rockomax Jumbo tank of full of liquid fuel in orbit at 100 kms After take off, during acceleration after 10kms After retrograde breaking on back, flip to Cobra re-entry on Radial+ position, helped with RCS vernors over and under the cockpit and at wingtip, and Monoprop thrusters used for docking Diving to airport and loosing speed Short final 09, we will land on grass fro training, landing on runway is very difficult because I need to touch down at less han 3m/s and it's not easy to plan without a glideslope. Flare with drag chute, speed brakes are not necessary and they will be removed -
[1.2] NavHud - a NavBall inspired Heads Up Display - 1.3.3
gilflo replied to Ninenium's topic in KSP1 Mod Releases
Hello I have a request: Is it possible to implement this HUD to use it for visual approach, so we would not need any ILS to descent on a correct path That mean we need to designate a target on ground which is the point where we want to touch down, like the beginning of a runway or any point we'd like to be our touch down point to land anywhere. Then with the horizontal distance to target and the height over target, we get a descent path in degrees. We can display or not display these figures on HUD, the main point being that if we align our speed vector (that should be the prograde vector in atmospheric flight) to the target on ground, we will for sure touch down ground at target. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
gilflo replied to Nertea's topic in KSP1 Mod Releases
@Mikki How did you connect fuselage to Vulture cockpit? I can't do it, there's no node