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Shaun

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Everything posted by Shaun

  1. I love KSP, and finally career and science makes playing the game worth something, however I find the current tech tree system appalling, and those pointless contracts are so annoying; declining one spawns a new pointless contract... So here are my suggestions for unlocking parts (kind of a war thunder system): 1. All locked parts show up as faded in VAB/SPH 2. Mousing over a part brings up info and tab on bottom says 'Research'. 3. When clicked, all available science will be put towards unlocking the part. 4. Once enough science has been put into a part, there becomes an option to 'buy' the part. 5. Buy the part, part unlocked. Research and development: The tech tree goes and instead a list of unlocked parts is present. Additional science can go towards improving parts. Here's a list of what they could be; Engines; increase in thrust, ISP or max temperature, or decrease in mass. Fuel tanks; slight increase in max fuel load, or decrease in empty mass. Cockpits, Pods, SAS; more torque or lower power usage. Monopropellant; higher ISP, tanks hold more or weigh less. Aerodynamics; increase in lift. Air intakes; more air flow. Science parts; increase in transmittable amounts, less power usage etc. Wheels; higher speed before breaking... Of course these improvements would be very expensive requiring science and money. Must research and buy each improvement. Contracts: Before career mode came about, a certain mod called Mission Controller Extended gave so much meaning to the game; Several first launches into space before science missions, manned missions, docking, landing, and even crashing probes into surfaces. Now it's just a case of 'get to orbit', 'land on mun' and it's just terrible with testing parts at altitudes and speeds... I want contracts for Geostationary satellites, comsats, science sats, space stations and docking, colonies where you have to have a certain amount of kerbals on a planet or moon, and missions to expand, resupply, return kerbals to Kerbin... Currently I find myself launching things to space for no reason, but KSP has massive potential, and the keyword here is immersion.
  2. Update for those anticipating the Vulcan... it's big. And it has a bomb bay.
  3. Thanks! Let me know of any problems. In anticipation for the Vulcan being victorious, I've started building the model.
  4. Oh so it does. I use for testing so I can see pitch, yaw and rudder in level flight, and what pitch is needed to stay level. Anyway...... corrected the craft file... Enjoy!
  5. Here's my next replica, the English Electric Lightning for STOCK KSP. Tuned for optimum handling. Can reach 240m/s at sea level, and sound barrier (340.3m/s) at 3050M(10,000ft). Easily capable of Mach 2 at 36,000ft and zoom ceiling of 70,000ft+ like the real aircraft. It only has 3 liquid fuel tanks and a short duration like the real aircraft. (Then again, my Meteor has only 1 tank, but lasts much longer), but with this much power, I'm sure lowering your throttle (I don't think Jeb would like me saying that...) will increase duration and range. Notes: -When landing, transfer any available fuel left to the very front tank (just behind intake) The other two tanks are located below this tank, under-wing. Keeping the CoG forward is hard with 2 jet engines and 2 turbojets at the rear. -Land above 70m/s. The aircraft has a large Angle of Attack at low speeds. Any lower than 70m/s will strike the tail, damaging the skid and/or the bottom engine(s). -Above 13,500M, engage High Alt Mode (see Action groups below for explanation). Action groups are as followed: 1: Engine 1 (top) toggle 2: Engine 2 (bottom) toggle 3: Engine normal mode (for low level flight)* 4: Engine high altitude mode (for high altitude flight)* 5: Ladder toggle. * high alt shuts down basic jet engines as they are useless above 13,500M as the thrust is low but the increased air drawn from intakes start to phase out power from the Turbojets. Disengaging the basic jets will increase air flow to the turbojets, as well as increase specific impulse and burn time by about 2 minutes. At low level 'Normal Mode', both the turbojets and basic jet engines are working. DOWNLOAD HERE! Enjoy!
  6. Kinda wanting the Vulcan to win... I'd love to attempt making such a craft.
  7. Just to clarify, I can't super-cruise at sea level... I thought the speed of sound was 240.3m/s and not 340.3m/s... my bad... but it can super-cruise at 3,500M however Here's a couple more pics in flight.
  8. Mother of Kod... that is amazing... REPS REPS REPS for you!
  9. Yes there is one fuel line that appears to be inside a fuselage, because it's connecting the fuselages above and below.
  10. Nope I don't use either. Just Mechjeb, Engineer and NavHUD. The rest is stock I think what you mean are the white shockwaves forming on the aircraft perhaps? I honestly don't have any environmental mods and I don't know what shadow thing you mean.
  11. Just run another flight test... this thing can super-cruise at sea level...
  12. After finishing my Meteor, I was so eager to get started on my next replica, which drew on votes. This plane is ridiculously fast, and I wanted it to be fast both near sea level and high up... Trying to fit a turbojet and basic jet engine together and feeding fuel to both engines was tricky, as you can see, but I managed to get it working. Kerbettes and Kerbalmen I present to you... my English Electric Lightning prototype. I've adjusted flight controls so the aircraft is stable and still turns pretty well. I still need to perfect the fuel flow, as the Turbojets seem to run out of fuel before the Basic Jet Engines, but I think the overall model is pretty accurate.
  13. Well it seems on my latest poll, it was a draw between the Meteor and the Lightning. In anticipation the Meteor would win, I began work early, knowing the engines would be difficult to make. I cracked it and managed to have it finished today. The lightning will come soon ... so anyway... here's the meteor! It's TWR is proportionate to the Hunter's so each engine does 48.5% thrust, still giving a TWR of 1.73. It's a brilliant flyer and can fly at low speeds. Level flight is low pitched and turns are fast. It can't be flipped near ground level, and is very stable. Action Groups: 1-Toggle Engines 2-Toggle Ladder DOWNLOAD HERE!
  14. Airlines of the Americas use Airbus', but it doesn't make them American! I suppose McDonnell Douglas/Boeing licence built them, adding parts suitable for the USAF rather than the RAF, but still. The RAF used Mustangs with Merlins but I wouldn't call them British.
  15. It just needs backwards and forwards now! Very good work! +1 Rep!
  16. 1 day to vote Kerbonauts! Will the Meteor win, or shall another aircraft come out on top victorious???
  17. But it seems the Meteor is clearly winning so far...
  18. The Venom is basically a largely improved Vampire; new engine, structural improvements etc.
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