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Everything posted by Bleekosa
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different is not strong enough a word
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does the projectile really go that fast! or is this just a glitch? I MUST TEST THIS!!!!
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Your corvette has so many parts that it is hard to work on, so I thought making it seperate would be better. I'm not going to give up on integration though, I just need a better computer Also,i have concluded that Lv-t30's and aerospikes are not good engines to use for a railgun, far too unstable and have a tendency of cutting the clipped fuel lines.
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So here is what I've come up with so far: Download link: http://rapidshare.com/share/6CCD73FEE33BA40E0EE2565CA94FF5CE this is a radially attachable gun, I've set it up so that you double-toggle 1 to fire the gun, press space to load a bullet, which has to be fired almost right after. play around with it and tell me what you think
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The Bubble Ship from Oblivion! 2-Kerbal VTOL
Bleekosa replied to Cruzan's topic in KSP1 The Spacecraft Exchange
This is... so awesome :3 , i have always loved that craft since I first saw the movie! but what is that sphere under the cockpit? Is it just for control? -
Kk , thats exactly what i was thinking of doing, will post when its done (tweaking could take a while, I want to make it powerful and accurate.
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Do you mind if I download the craft and integrate the rail gun into it, I can make it so that it's still subassembly compatible
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It might need something smaller then what I've already designed. What size ammunition are you thinking of?
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Is this the ship you wanted to attach the rail gun to?
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I don't use mods very often but this is very cool, and ironically funny.
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Fiery Knight (mid ranged tank with special clip)
Bleekosa replied to brobel's topic in KSP1 The Spacecraft Exchange
not too complicated if you used rcs instead. -
Gusto is always good, and definitely more kerbal If I didn't wan't people using my design I wouldn't have posted it on the forums. Of course you can use it! just remember to give credit where its due, and if you can improve upon the design
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Fiery Knight (mid ranged tank with special clip)
Bleekosa replied to brobel's topic in KSP1 The Spacecraft Exchange
combining this with my rail gun design would be awesome! I can see how this clip design would work better then mine, I think a space version could also be made, I'm going to try it out and I'll post the results -
The accuracy of these rail guns is fairly high, although sometimes they can bug out, usually because the round doesn't fall correctly into the chamber
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The recoil decreases as the mass of the craft increases, and since this kind of space rail gun can be extremely heavy (I had a 200 ton version, but it got lost when 2.1 came out) the recoil is not as much as you might think, and you can always balance this out by doing a small burn afterwards with the main engines. as for armor piercing, I wouldn't know as I suspect my computer just isn't powerful enough to calculate the collision of two objects moving relatively at more then 400 m/s so the bullets just glitch through the target. I've tested this many times on my computer and this always happened, however on my friends gaming mega tower It seems to work, although I didn't have the time to properly test it. It'd be interesting to see if someone else could find a way of solving this issue.
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I was thinking of calling it a "pulsed wave mass driver" but rail gun just rolls of the toungue better, not to mention people know right away what rail gun means
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Hey everyone, I haven't posted in while here and I've had these wonderful creations for quite a while now so I thought it was time to share them. there are 4 crafts in total and they all work in a similar fashion, hit space to load a round into the chamber, and press 1 twice to fire the round. A relatively high rate of fire can be achieved with a bit of practice, aprox. 30rpm. here is the download link for all 5 crafts: http://rapidshare.com/share/BE8E138D0846100D57FA0F31ACD7DD1B A brief rundown of all 5 crafts(UPDATE: found old orbital railgun design,posted below) A. Orbital Rail gun A modification of my first space railgun design, this baby weighs so much that recoil is not a problem, but that does make it difficult to get into space This version has 1/2 meter ammo but the design was originally built to use 1 meter ammo so both can be used. it's muzzle velocity varies in strange ways compared to the weight of the ammo but hovers somewhere around 1.2 km/s. U can also fit an mk1 cone capsule as ammo and de-orbit a kerbal very efficiently 1: toggle main gun 2: toggle aerospikes 3:toggle nervas 4:toggle lv-t30's 5:toggle solar panels 1. basic rail gun A basic rail gun, and also my original design. the ammo can get stuck sometimes and it needs to be shaken out by using the railgun and firing in short burts until it falls into the chamber. but overall satisfying and reliable. It will need a simple base structure before it can be fired, and some more fuel wouldn't hurt. 2. Velvet wasp EML Interceptor An orbital space rail gun, it has no chamber where a round can wait until it is fired so it needs to be fired immediately after you hit space. It will lose delta V when it fires but you can use the back engines to balance it out. It also has three small docking ports where extra ammo clips can be stored, allowing for creativity with ammunition. 1: toggle gun 2:toggle main engines 3:toggle medium size docking ports 4:toggle solar panels 3. Panther EML Destroyer A destroyer equipped with the latest in rail gun technology. With its new, high powered main gun capable of muzzle velocities in excess of 1700 m/s (maybe more since this was tested in atmosphere, I wouldn't be surprised if tested on the mun showed its muzzle velocity to be ~2km/s), and a new high density anti-cling guided ammo clip. Its top safe cruising speed is 25 m/s (1/3 throttle with the jets) and it need to be slowed to below 0.4 m/s after each firing otherwise the ammo falls out of the chamber. 1:toggle main gun 2:toggle jet engines 3:toggle communotrons 4:toggle ladders 4. Panther EML Main Gun The main gun of the Panther, can be re-attached to a new craft (but mk3 command pod is starter piece) but fully functional in its current form. Coming soon: Rail gun airplane Imgur album: http://imgur.com/a/YTlV5#0 enjoy! P.S. How do I embed Imgur albums?
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SSTOs! Post your pictures here~
Bleekosa replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
This is the coolest looking SSTO I have ever seen! How well does it get into orbit? -
Hello everyone! Last week I posted a replica fighter jet, but now I'd like to share an original design, a spaceplane that I developed over a weekend to be extremely light, stable, and efficient. It can take one kerbal to low/high kerbin orbit with fuel to spare, (although I am not the best pilot, more of an engineer really, so I'm sure one of you could fly it better!) and twin ion engines for travelling around the kerbin system. I present to you, the Procne Mk.2 SSTO Imgur album: http://imgur.com/a/uSkew Download link: https://rapidshare.com/files/814707477/Procne%20SSTO%20Mk_%202.craft Action groups: 1: toggle turbojet engine 2: toggle intakes 3: toggle LV-T30 engine 4: toggle solar panel/communotron 5: toggle ion engines Powerplant: two saber engines (turbojet + LV-T30) two stock ion engines Resources: Electric charge: 455 Liquid fuel: 700 Oxidizer: 660 Xenon gas: 4200 Monoprop: 80 Ascent Instruction (or what I've found to be the most efficient ascent): 1. Turn on fine controls [caps lock] 2. press T for SAS, throttle up to max and press 1 3. After reaching approx. 70 m/s turn off T and pull up slowly until the craft is at 60 degrees and turn on T again. 4. Keep gaining altitude until you reach approx. 15,000 metres then turn off T and let the craft's nose fall to 20 degrees and hit T again. 5. At about 18,000 metres let the nose drop to 12.5 degrees + or - 2.5 degrees, and start gaining speed, keeping within 10-15 degrees 6. When Intake Air reaches 0.16 (which should happen around 29,000 metres, and you should be travelling atleast 1800 m/s) turn on RCS and hit 1,2,and 3 simultaneously, turn off T and pull up to a 60-70 degree climb then turn T on again. Once apoapsis reaches approx. 71 km, throttle down to min and wait till you reach apoapsis then burn to orbit. Whoops, forgot to hit 1,2, and 3 when Intake air reached 0.16, this happens at 0.14 (max thrust) but best not to test it, after all, don't wanna piss off the kraken I restarted the flight, but I rushed it this time so my speed build up with the jets wasn't as good Reaching the apoapsis, its time to burn to orbit: This was my second try so it wasn't very efficient, however I have gotten this thing into 110km orbit with 270 units of oxidizer to spare, and equivalent plus a little extra liquid fuel for re-entry. Enjoy
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Thanks, it took me ages to work out the kinks, and I'm still tweaking it
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Hey everyone, I've been playing kerbal for a while now and lurking the forums, but ive never actually posted anything, so here is a plane Ive been working on for a few hours, due to a bug with the air intakes, the tail fins like to explode as soon as the plane loads (no matter how many struts, believe me i tried) so just use unbreakable parts and no crash damage, as im not sure which one fixes the bug, but it works if you use both. here is a link to the imgur album: http://imgur.com/a/iKJ54 and here is the craft file: https://rapidshare.com/files/2005442061/CFA-44%20Nosferatu.craft mods used are minimal, only a few parts due to the complexity of this plane (and making it look good of course :3 ) 1. B-9 aerospace 2. SM-S plane pack Im using version 2.02 have fun