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Everything posted by Orky Kultur
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SSTOs! Post your pictures here~
Orky Kultur replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
Hey all, long time no see Decided to try my hand at a cargo ssto (I know, super easy way to ease myself into the game after a year out right?). Back in the day I always wanted to do a liquid fuel-only Jool 5, so this was my draft at a lifter for assembling that: So after that, I went back to the drawing board, and draft 2 made it all the way to ~25km... where it stayed, for like half an hour, until it ran out of fuel I knew that making SSTOs was hard, but I suspect I'm also lacking more than a little in the piloting sense. Anyone have any pointers for LF-only spaceplanes? -
Tantra-res A pack of mandala-textured parts to enhance any stock game through the use of ritual rocket launches and spirituality
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Breaking Ground Walker speed challenge
Orky Kultur replied to Kergarin's topic in KSP1 Challenges & Mission ideas
Damn that's good looking! ... .craft file? -
Tested my laythe and Tylo landers for a LF-only Jool 5 mission plan Laythe was not fine: (neither of them actually work yet - laythe might need a total redesign )
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totm june 2018 Work-in-Progress [WIP] Design Thread
Orky Kultur replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Laythe SSTO, replete with wack symmetry to make it fit in a Mk3 cargo bay It flies, although roll control can be kinda janky -
Working this morning on a laythe SSTO space 'plane' to fit in a Mk3 cargo bay While I understand that this thing technically should be balanced and appropriately symmetrical, the fact that it flies and doesn't spin out of control hurts my intuition But it does take off! And fly! - reasonably well while it still has more than about 300 LF left (that's the prettiest screenshot I've ever taken in KSP) I have no idea how to get it to space tho So I just flew it around til low fuel to test the handling while near-empty (it's shocking, but theoretically I'll be in space by that point anyway) And finally landed - a bit heavy, because I broke half my parachutes while testing the gear on the launchpad, but intact So... does anyone know how to get SSTOs to space?
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Spoiler thread for new Surface features
Orky Kultur replied to KerikBalm's topic in Breaking Ground Discussion
Awesome! thanks, I don't personally have much of a clue when it comes to delving into the internal plumbing of KSP -
The Ultimate Jool 5 Challenge Continued
Orky Kultur replied to JacobJHC's topic in KSP1 Challenges & Mission ideas
So, I'm hoping to give this a go, but first I have questions on rule 2: 1. How strict is it? Is it no clipping of any kind whatsoever, or only where there is significant function derived from the clipping? Specifically what I would like to do (no screenshots, sadly): mk1 liquid fuel tanks, radially symmetric around a central mk1 LF tank, do not /quite/ fit inside a mk3 cargo bay; it takes a single small nudge (holding down shift + move) inwards to prevent them clipping through the flat sides of the bay. Visually and functionally this is identical (center of mass is within the cargo bay either way and hence the parts are shielded from drag), and it is visually identical to the point where I imagine I could have 'gotten away with it' if I'd just not said anything. Is this within acceptable parameters? 2. If the answer to (1) is "nope, can't clip that"; does the no clipping rule apply to the launch vehicle? (Not sure my neurodivergent-ass brain would let me fly a launch vehicle with bits clipped through it anyway, but thought it was worth asking) 3. Do the new BG robotics parts, specifically pistons, count as structural or functional parts, and hence are they clip-able or not? [EDIT: I'm in the vehicle design phase right now, so if the answers to the above are all 'no don't do that' it isn't the end of the world, but I thought I oughta ask] -
Spoiler thread for new Surface features
Orky Kultur replied to KerikBalm's topic in Breaking Ground Discussion
Is there information available on which specific biomes these show up in? -
totm june 2018 Work-in-Progress [WIP] Design Thread
Orky Kultur replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
actually, centipedes only have one leg pair per segment, millipedes have two (also, y'know, neither of the above actually has the appropriate legs; some centipedes have >100, but no species naturally has 100) -
KerbalX.com - Craft & Mission Sharing
Orky Kultur replied to katateochi's topic in KSP1 The Spacecraft Exchange
Heya I've been having some trouble with another user on KerbalX; I can't find a way to block them, is this possible? If not, having such a feature I think would be a great way to reduce user harrassment. FWIW, their problem is they don't like seeing my craft uploads, is there a way to 'unfollow' people so they don't show up on your front page, or...? -
Made a replica whirlwind to add to my BDA-C Warhammer 40k collection Spent ages messing with robotics to make it self-reloading
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totm june 2019 Breaking ground - Test Zone
Orky Kultur replied to sgt_flyer's topic in KSP1 The Spacecraft Exchange
Working on making replaceable missile pods for a BD Armoury tank, with the second set of missiles stored inside the fuselage. Current problems are making everything fit without excessive clipping, and joint strength. (no pics, sorry ) Does anyone know a way (without additional mods) to make the strongest possible joints? Currently I've been using the smallest servos and second-smallest pistons for space efficiency; is this part of the problem? -
totm june 2019 Breaking ground - Test Zone
Orky Kultur replied to sgt_flyer's topic in KSP1 The Spacecraft Exchange
That is adorable and when it's programmed I must have one -
Are we still pretending the wheels/legs aren't broken?
Orky Kultur replied to Geonovast's topic in KSP1 Discussion
I mean, in practice I've seen 2-dozen helicopters and no walkers so *shrugs* -
totm june 2018 Work-in-Progress [WIP] Design Thread
Orky Kultur replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Eh, maybe for the Baal versions (the vehicle is finished now thanks to hinges (!!!) but I don't have screencaps) -
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BD Amore Adds a dating sim element to KSP, where you build relationship points between kerbals by sending them on missions together. What happens in those small cabins on long voyages to the romantic shores of Laythe? Now you'll find out
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totm june 2018 Work-in-Progress [WIP] Design Thread
Orky Kultur replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Spaceplane put to one side, so I can make a (sort-of) replica Space Marine Rhino that I will, among other things, be submitting for zoomadegames's thing Destroyed various tanks and small buildings at ramming speed; damaged a few wheels, but generally doing alright ^^ Little sluggish to accelerate, is there any way to boost that besides adding more wheels? Step 2: figure out doors (edit: turns out there's an expansion with hinges coming today) Step 4: Add details, maybe tweak outline to be more accurate Step 5: make a variant with chairs instead of crew cabins (higher part count, but + capacity and - weight Step 6: make Razorback, Predator, Vindicator, Whirlwind, Hunter & Stalker variants -
totm june 2018 Work-in-Progress [WIP] Design Thread
Orky Kultur replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Back after a long hiatus Saw a heavy SSTO design, thought I'd make my own - how hard can it be, right? (I've made spaceplanes before, little ones, but now I've actually read stuff on how to make them work and things). This isn't designed for career mode, so I'm not too fussed about things like payload fraction; I'm all about that payload mass (aiming for 4 orange tanks, because why would that be difficult at all?) Obviously it's missing, y'know, wings and engines and stuff. Like, the actual hard part. but I'm working on it -
Ask a stupid question, Get a stupid answer back.
Orky Kultur replied to ThatKerbal's topic in Forum Games!
e^0 How do I cure my hayfever? -
totm june 2018 Work-in-Progress [WIP] Design Thread
Orky Kultur replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
I've never built an SSTO beofre. I've never even flown one before. So, in preparation for a serious career mode run through, I thought "Let's figure out how SSTOs work!" Still, the craft has the specs necessary to make it to orbit, and actually with rather a significant amount of fuel to spare (which will presumably be less so when actually carrying a payload). It's just the pilot that's at fault here ^^;. Still to do; decide if I want to permanently add a probe, attach RCS thrusters (as I didn't realise the Mk2 inline port came with monopropellant supply), and add a solar panel/battery. Those that know; is the shock cone on the front actually helping me at all here, and would it be a significant drawback weight/drag-wise if I were to replace it with a shielded docking port? -
Ask a stupid question, Get a stupid answer back.
Orky Kultur replied to ThatKerbal's topic in Forum Games!
We would probably all die. How low can you go? -
STOCK Fully Functional Rubik's Cube
Orky Kultur replied to cubinator's topic in KSP1 The Spacecraft Exchange
Just take my rep! Out of curiosity, how does this compare arrangement-wise to the bearings in an actual rubix cube, which I can only assume does not in fact use docking ports?- 41 replies
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Why, what is that mysterious ship? Why the strange aesthetics? Consider this: Problem 1: To protect fighters inside, carriers need to be very big. Problem 2: Large craft need a lot of armour, equalling a lot of mass/parts. Problem 3: once sections of the armour have been destroyed, that ship will always have a vulnerability in that spot. Eventually, even the most durable ship will have to be retired simply due to not having enough armour left to survive another battle. Note 1: if available in sufficient quantity, fighters are kinda expendable. An individual fighter makes very little added contribution to its fellows. A carrier/drive unit, on the other hand, is very useful to fighters as it allows them to move and engage new targets, particularly those they cannot reach alone. Solution 1: don’t bother carrying them inside. Use the ‘carrier’ as little more than a drive unit Solution 2: Attach the armour to the fighters. This keeps the armour external, providing sufficient separation from the drive craft without having to use a complex exoskeleton. As each chunk of armour is attached separately, you can’t force a craft to shed all of it by hitting a part ‘upstream’ of it in the design chain. Additionally, as each part is separately mobile and attached via docking ports, after a battle damaged fighter/armour units (FAUs) can be replaced. Those that cover particularly sensitive areas, like the engines, can be switched out on the fly during a battle for intact fighters from a less valuable section of the ship. Now, I will be the first to admit that this system isn’t particularly realistic, and relies heavily on a turn- based style of combat. A more realistic version of this idea might be having effectively a ‘swarm’ of craft released from a carrier that interposes itself in space between the carrier and the enemy. But hopefully it should work for conventional KSP combat as it stands today. As such, it gives me great pleasure to present to you a ship demonstrating this concept: The S1-1 ‘Socialite’-Class Light Fighter Station And her companion FAU: The V2-1 ‘Vibrato’-Class Featherweight Fighter/Armour Unit Still to come: I finished the V1-1 ages ago, but tbh it’s not really a very interesting craft (which is why I haven’t got round to posting it). I’m currently working on a civilian mothership and compatible ground base system (but, fitting things in mk3 cargo bays is hard).