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spaceBrezel

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Everything posted by spaceBrezel

  1. Yeah good point. Those new fairings are the reason i tried to build a blimp. I have stopped using them because i don't want to accidentally stage my whole front... Also they are pretty heavy. My current iteration weights around 102 T or 110 T with a "similar" fairing front (still missing 5m length). However part count is reduced by 79.. The biplane is now armed with decouplers and i have added landing gears. Im also pretty sure there is a weight/form class where fairings are a viable option! - - - Updated - - - thanks! makeshift balloon with jet engines
  2. Yeah i can second that, would never try such things in a live game. Also i have to say there is actually no need for 50x symmetry. I barely use 6x in my career games but everything is possible in sandbox mode.
  3. I don't feel like its cheating because there are several agencies offering similar contracts. Im just sending data again for them. However i dont like repetitive gameplay, maybe more contracts should be unable to decline so you are forced to play the objective. Maybe -1 reputation after declining or specific contracts are only available once for every single agency. Im guilty of declining at least a 100 missions.
  4. the biplane idea works pretty well! removed the lower crew compartment and replaced it with a basic biplane. one crew member needs to switch vessel at start zeppelin stays level after decoupling so lots of fun to fly around good hit - eject eject eject blimp is badly damaged but still ok (cant land anyway )
  5. I am now proud owner of a jet powered blimp aka Zeppelin: Some moving images:
  6. Thats a cool idea! Will try Guess i need more jet engines errr hydrogen then.
  7. Technically the following crafts are actually VTOL crafts disguised as Zeppelins. Sadly there is no stock feature providing balloons. I have a lot of fun building them so maybe i will add more Zeppelins in the future. Currently there are 3 versions available: "HandEgg" (95 parts) "Brynhildr" (267 parts) "Valkyrie" (479 parts) (1.04 performance problems) All crafts are available for download. See for yourself: Zeppelin HandEgg S7E4F *NEW* Highlight: Strong landing gear for unpowered impact, 7x symmetry click to enlarge Here is a video to show off its flying capabilities: You can download it here: http://kerbalx.com/spaceBrezel/Zeppelin-Handegg-S7E4f Flight instructions First stage starts all engines. Enable SAS and go full throttle and pitch little forward to gain speed. Roll rate is very high be careful. Check out the video for details. You can add at least 2 more engines for more power. Just copy the engine mounts (alt+lclick) inside the craft. Craft stats Mass: 33.3t Parts: 95 Length: 16.7 m Height: 8.2m Width: 6.2m Absolute ceiling: ~11km Zeppelin Brynhildr S17E9F Highlight: streamlined 17x symmetry with fairings click to enlarge Here is a video to show off its flying capabilities (ksp1.02): You can download it here: http://kerbalx.com/spaceBrezel/Zeppelin-S17E9F-Brynhildr Flight instructions First stage starts all engines. You can disable the rear engine by pressing "1". "8" disables all vertical engines. If you start with your rear engine enabled just pitch up when you reach 8 m/s. Enable SAS for more flying comfort. Check out the video for details. If you roll to 30 degree you have best yaw control. Range is limited, but feel free to add more fuel. Max. payload weight is 15 t. 1.25m parts should fit with no problem. (1.04 performance slightly less) Craft stats Mass: 115.6 t Parts: 267 Length: 36 m Height: 15 m Absolute ceiling: 2000 m Max speed: drop it from space Zeppelin Valkyrie +biplane Highlight: carries a simple biplane Here is a video to show off its flying capabilities (ksp1.02): You can download it here: http://kerbalx.com/spaceBrezel/Zeppelin-Valkyrie-biplane Flight instructions First stage starts the Zeppelins engines. Throttle up and wait till your engines generate enough power. Apply brakes if needed. EVA your biplane pilot sitting inside the lander can on the bottom of the craft and board the command seat inside the plane. Can be done mid-flight. Second stage starts the biplanes engine. Wait till it generates some thrust before decoupling. Third stages decouples the plane. If you did not bring a second pilot you can right click the small OKTO pod and "control from here". All other stages fire decouplers from your biplane. They barely do any damage but provide explosions. Ramming is also a good tactic. Craft stats Mass: 100.5 t Parts: 479 (with biplane) 419 (without biplane) Length: 42 m Height: 21 m My older video featuring a slightly different (more epic) version:
  8. Greetings, i have already seen this done before in 0.18 but could not find anything up to date on that topic. For example one can radially attach 50+ boosters at once. Pretty much anything is possible: 50x gigantor xl array Well i made a little how-to video for everyone to remember this nice building feature: There are some examples at minute 3:00. Im playing version 1.02 with no mods (steam client). Be aware that you probably shouldn't do this kind of stuff so i recommend testing inside a safe sandbox game. What do you think about this bug (feature?), does it even work for you?
  9. "Explore Dres" done that video is creepy oO
  10. greetings, can you share some pictures? because attaching a claw and lowering the drills sounds alright. is there an ore container for your ore? do you have enough electricity? did you right click the drill again after deploying (start asteroid harvester)? did capture an asteroid today and had no problems at all. some pictures of your harvesting attempts might help
  11. Haven't paid much attention to asteroids in 0.9 but i captured a class D (90% 200t~) today and have to say they are totally worth it. Refuelled 100% of my capture mission and there is still like 150t left of resources. Finally a reason to capture those rocks! Some pics: Will enslave more rocks soon.
  12. Voted yes because i am using one (open source tech program 100% science -> reputation) right now in my normal career game. Didnt use a strategy till i finished the tech tree because of the new downsides they added in 1.0
  13. finished my minmus ore base with orbital station: and discovered 1337 m/s orbit:
  14. Nuclear engines tend to overheat yes, but its not a big problem imho. One can always stop a burn and split burn times. Currently in my career game (normal) i did start exploring Jool and its planets. Made this little tug to carry a small science satellite to Jool. It explored Jool (no aerobreak) and is currently in orbit around Tylo with fuel left. burn time was like ~10min nonstop My first tugs looked more like this: Notice the "Rockomax Brand Adapter" , insulating the engine from other parts. Burn times with those kind of tugs where only like 3 minutes.. I think its not a good idea to stop the engine from spreading heat to nearby fuel tanks. Better spread the heat to fuel tanks and insulate crucial parts like pods, batteries behind a "firewall" (docking ports, brand adapter, ...). Im currently testing a triple NERV tug with 16min+ burn time on the launchpad: Still experimenting though..
  15. wow yea have been wondering... €21,99 / 1208 hours = €0,01820364238410596026490066225166 + some snacks 1 snack per hour = 1208 snacks = €1208
  16. goofing around with armed planes: my new fantasy bomber: can drop 3 rockomax x200 tanks (every tank can destroy 1 building) and 6 rockets similar to the ones in the video.
  17. from my last career game the jool space station: there are 2 SSTO planes docked for laythe flights and several rcs worker drones with multiple adapters to modify the station. 2 tugs are available to push around the lander and the planes. the main station transfer stage (center right 8x NERVA) also can decouple every single engine with fuel tanks and dock it to a mk1 lander can for a return mission to kerbin.
  18. never tried FAR or NEAR. 50% mod options to vote. guess my vote is invalid... keep it stock, it works <3 planes
  19. yea good looking! lucky no one needs to refuel that first stage in space. building a TU154
  20. MK3 airline cockpit looks nice! much stockish "lights on" would be a nice option.
  21. thanks for all your comments yes thats a very nice airline cockpit! thx & downloaded: just replace the nose if your using the mod. "lights on" would be nice though. wooohoo! nice, its a beautiful plane
  22. Welcome to my latest creation. I tried to build a Boeing 787 aka Dreamliner. Top view with real 787 overlay: As you can see im pretty close to the real thing apart from the engines. The real ones are pretty huge and their positions are hard to copy in KSP without ignoring all the downsides (long retractable landing gear). Also i didnt like the look of clipped wings (overlapping) and wing construction was pretty messy. TimeWarp wasnt even possible without explosions... So i started all over without the restrictions of building an exact copy. This is the final result: ladder inspection angled engines (4x turbojet stacked) Some flight impressions: Download "KreamLiner 787" 176 parts 72 tons max crew: 84 enjoy
  23. enjoyed all of them. i remember my first time landing on moho though... dark side and no light on the lander, took ages
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