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Everything posted by Laughing Man
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SSTOs! Post your pictures here~
Laughing Man replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
My first Rapier-powered SSTO. Maximum payload capacity 14%. -
SSTOs! Post your pictures here~
Laughing Man replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
Hmm, this makes me feel a lot better about my Mk.2 spaceplane's performance! I'll check out context menus as suggested. Oh and they may be crappy, but the Rule of Cool must always come first! EDIT: Just checked the Mk2 parts relative to the Mk1 parts on my plane. Holy excrement that drag! Query:- do you avoid Mk2 parts specifically because of this issue? I'd still like to use them where possible. -
SSTOs! Post your pictures here~
Laughing Man replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
Why are they crappy? Do you mean in terms of the amount of fuel they hold relative to size? They do provide a bit of body lift too if I'm not mistaken. -
SSTOs! Post your pictures here~
Laughing Man replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
Designed this a short while ago. It's a multirole plane for hauling small probes and ferrying crew. It can carry a Minmus lander into 100km orbit and have enough delta/v to dock with my crappy fuel station. Flies quite nicely. All I have to do is pitch down a couple of times during ascent then fire the LV-T30 and it'll ascend without having to touch the controls at all, even at very high AoA. I have a tendency for deleting saves and starting over so this is as far as I've gotten with career SSTOs. I plan on building something much bigger once I've got MK.3 parts and Rapiers. -
I posted this a while back and since then have changed one of the colours so here it is again - Kerbal Cosmos Agency
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SSTOs! Post your pictures here~
Laughing Man replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
Omg you actually did it! XD Nice plane! Onward with the race to the bottom! -
SSTOs! Post your pictures here~
Laughing Man replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
Awww look at the ickle wee spaceplane! I challenge anyone to make a spaceplane with lower tech! -
SHOWCASE: Airliners/airport vehicles
Laughing Man replied to THE NARWHAL's topic in KSP1 The Spacecraft Exchange
<<<<JUST SAW THE NECRO, PLZ DELETE>>> -
SSTOs! Post your pictures here~
Laughing Man replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
Yeah it doesn't work like it used to, you just post the album link now, no need for [imgur] tags. I still wish this forum had a "preview" mode for posts, like the old one did. -
SSTOs! Post your pictures here~
Laughing Man replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
Hey thanks! It just uses the regular MK2 bay (short one) and a service bay with probe core to make more room for cargo. I think I might be able to up the capacity by messing with fuel ratios since it still had 435m/s delta/v remaining, but I'm not going to push it. Even adding a little extra weight prevents it from getting enough speed to make orbit. -
SSTOs! Post your pictures here~
Laughing Man replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
Finally managed to design a working Panther Cargo SSTO. The payload capacity is a mere 650kg which is....excrementse, BUT IT loveING WORKS! The Panthers seem to find their sweet spot at 400m/s and 25-30 degree pitch. Once at around 21-22km I fire the LV-T30 and then pitch it down slightly to reduce the AoA. It can get to 70km apoapsis just fine. As soon as I have to circulise, I have to use it at 1/3rd throttle, because the engine has to be angled and it's a half degree off (wouldn't be a problem if I could use finer increments to angle it). I think the fuel draining from the tanks changes the mass which is why it's fine until I have to circulise. Might mess about with transferring between the tanks, but it's still manageable all the same. Apart from that minor nuisance it works great! -
Has anyone heard of this thing? I found out about it from some Homeworlders who are wetting their pants over it. It's a 4x MMO RTS where player-run empires clash for control of a persistent galaxy. The devs have said they're going for one-time purchase rather than F2P or subscriptions which I'm rather supportive of. There's a Beta signup you can go for here: https://goo.gl/WuvrwO I've been left high and dry on MMO betas in the past (looking at you Mechwarrior Online), but I'm genuinely looking forward to this one.
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Kerbal Cosmos Agency
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Awww look at the wittle warship.
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See that's the thing, I can't remember which site I uploaded it to. I was hoping that by finding it here I might be able to track it down and recover it. XD
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It was a screenshot of a rendezvous performed in 0.18 between two mk1-sized capsules. I posted it using this account name, but a different account since I'm sure there was a major forum crash that reset everything.
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I have a bad feeling it was from before the great forum crash. I remember having to recreate this account because the old one was lost along with the forum. I'm guessing anything that was on there is irrecoverable?
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I'm almost completely certain this has been asked before, but the search function is throwing a hissy at me:- is there any chance you guys have data from the old forum circa 0.18 - 0.25? If so, is there any chance I could retrieve any posts I might have made? There's an old image there that I'm trying to find. Thankyou!
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Howdy, I've been searching for a fair bit (both on forums and Google) and can't quite seem to find an answer to this. Will 1.1 introduce any further changes to the atmosphere model or how drag is calculated? For that matter is there a concise rundown of the planned changes? I found a reddit post linking to a forum thread that no longer exists, was about the best I could find I'm afraid...
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I'm guessing that option is likely given there'll be parts, infrastructure and experience with the Hornet already there.
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So I've seen a few topics talking about the F-35, but none (afaik) specifically on what Canada's next fighter could be since they cancelled orders for the F35. So based on the RCAF's requirements, costs and capabilities, what should it be? EDIT: Posted by accident, thank enter key.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Laughing Man replied to BahamutoD's topic in KSP1 Mod Development
I like to just set 1 to "Fire" from the Weapon Manager and 2 to "Next Weapon". Full control of your entire weapon suite with just two keys. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Laughing Man replied to BahamutoD's topic in KSP1 Mod Development
This isn't strictly related to the mod, but I'd like people's opinions all the same. The new drag system makes adding stuff radially such as missile rails, chaff, flares, ai comp (anything really) onto planes reduce their max speed and acceleration considerably. If for example I make a twin engine fighter (10-12 tons) and give it twin panthers, it will usually be capable of maintaining supercruise (well beyond mach 1.5 in a lot of cases). Once all the bits and bobs are added on however its performance takes a noticeable hit (even with the same mass). Now this can be sort of worked around by taking advantage of cargo bay occlusion for example, but it seems like the meta for making fighters (or any high performance aircraft for that matter) is to use as few parts as possible (more parts = more drag) and to avoid tacking stuff onto the fuselage where possible. IRL of course, many fighters can maintain supercruise with all manner of warloads mounted on their wings and bellies. I'm just wondering if there's anything to be done to try and get past this meta? Perhaps making some of the BD parts dragless could be a decent fix, but that flies close to cheating. I tested all this by taking the same fighter, ascending at around =>15 degrees then leveling off at 1km, using KER to measure speed. Not the most precise way of doing things I know, but it did prove a point. Would very much appreciate more experienced players weighing in on this.