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Rocket Surgeon
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Lockheed L-1329 JetStar I saw this in the Bond movie "Goldfinger" and was inspired to recreate it because of the unique dual engine design. Click the images for larger versions. As seen in Goldfinger: As seen IRL: And just a few more images: Statistics: Crew: 1 pilot Capacity: 4 passengers Top speed: ~300m/s in level flight (1080kph or 583 knots) Dry weight: 5.9t Loaded weight: 7.9t Powerplant: 4x J-20 Juno engines Part count: 38 Controls: 1 - Toggle "flaps" (recommended for takeoff) 2 - Toggle cabin lights 4 - Toggle ladder Stage - This releases the engine pods, so maybe don't use this button Flight: As this is a recreation of a passenger jet from the 60's-70's, the flight characteristics are not very impressive. This is actually fairly accurate to real life, it's no fighter jet! The speed is higher than realistic, but the service ceiling is not very high. By default the wing fuel pods are empty. The plane will fly with them fueled, but it is even more sluggish on takeoff. Takeoff: I recommend you hit 1 to deploy flaps, set the brakes and spool up the engines. Once the engines are spooled up, let go of the brakes and it should take off down the runway. SAS helps. If you don't use the flaps and try to take off manually it tends to be a little squirrely and can bounce. Flight: Once you are away from the runway it is safe to hit 1 again and disengage the "flaps." Again, it is not a fighter jet so your turns and maneuvers should be slow and methodical. Not to say that it's unstable, but it's not recommended for inverted flight or tricks. Landing: I'm not a great pilot, but I had to slow way down. Landing can be difficult and a bit bouncy. You can try slowing way down and using the flaps. Tips welcomed. Download: https://sites.google.com/site/katzcospace/downloads/Lockheed L-1329 JetStar.craft Also posted on my website here: https://sites.google.com/site/katzcospace/lockheed-l-1329-jetstar Enjoy!
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I think the bottom line most people would agree on is CPU upgrade would be the most benefit. Mike has a point though, might wait until Unity 5 update.
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Dealing with >500 data from experiment in MPL
KatzOhki replied to Foxster's topic in KSP1 Discussion
I think you could maybe just process one experiment at a time, but if it's more than 500 with a single experiment then I don't know what to tell you. That's the kind of glitch that would force me to some kind of save modification. -
Probably needs to be recorded as an issue to fix somewhere down the line, if possible. Maybe with the installer at least.
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Someone please explain this RAM limitation to me.
KatzOhki replied to Dafni's topic in KSP1 Discussion
There are flavors of Linux that can boot from a 3.5" floppy, but I tend to go with the ones that are geared towards a little more GUI. Puppy Linux is one that I like, but for KSP I would probably do Mint as well. You almost certainly have room for it on your HDD, I would guess. -
I like AMD personally for CPU and if we do eventually get multicore support for KSP then they could be a good way to go. He didn't say he was up for building a PC or not, but it is more bang for your buck.
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What is the most HORRIBLE way one of your kerbals died
KatzOhki replied to 322997am's topic in KSP1 Discussion
On a combined training mission / solar outpost contract mission, 9 Kerbals launched straight up into a solar orbit. Having completed the contract, the trainees returned. Their return vector took them directly into the Kerbin atmosphere at a velocity of over 3000m/s. At this velocity heat caused the command pod to vaporize and kill Gike Kerman instantly, but she was the lucky one. The intense heat and G forces caused the remaining crew to FUSE into their fellow shipmates and parts of the ship ala The Philadelphia Experiment. so yeah, pretty gruesome. -
You know you've built a huge rocket, when ...
KatzOhki replied to Jimbodiah's topic in KSP1 Discussion
Woot! Done that! -
Thanks! Here it is on Minmus: It's currently attached to my mining rig on Minmus.
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- fuel tanker
- mad max
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Hi all, I just wanted to share this with everyone. I'm rather proud of how it turned out. I've been a long time lurker on the Spacecraft Exchange as well, so I thought it was about time I contributed to it. This is a "Mad Max" inspired fuel tanker (aka "War Rig"). It is designed to be able to drive around on Minmus to deliver and transport fuel. It comes in two sections, the tanker section and the tractor section. The tank is designed to be able to independently fly to and from Minmus surface to an orbital station, but I have NOT tested this function yet. Please let me know what you think! Shiny and chrome, I ride into Valhalla! Star truckin' across the universe! CRAFT FILE DOWNLOAD: https://sites.google.com/site/katzcospace/downloads/Jebs%20War%20Rig.craft?attredirects=0&d=1 Tips: The original version did not have any room for Kerbals, but I have added two seats behind the cab. You may wish to add more. Launching these parts can be a bit unwieldy, I recommend launching the parts separately. Also, adding decouple-able reaction wheels helps with stability and maneuvering during transport. If you want to use this in career, but don't have the required drone core, you can easily replace them. Don't forget to re-add the headlights The RCS thrusters and small engines on the tractor unit are functional, but mostly there for decoration.
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- fuel tanker
- mad max
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[quote name='Wolfos31']To use Physics warp instead of time warp in space hold the Alt key while pressing < or >. I don't know what keybinding you'd have to use if you're on a Mac.[/QUOTE] "Option"
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There seems to be no consensus on whether the improvement will be "big" or not. I think it is safe to say that there will be "some" improvement, but as to exactly how much we will have to wait and see. My personal agenda is to strongly hope that it's a big deal since I have a 6-core CPU. As it is KSP runs well on my computer anyway, but hopefully it will improve performance for a lot of people. (I didn't build my computer specifically for KSP).
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Cool deal! Looks like she needs some training!
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Well, yeah Unity 5 is not going to magically make KSP x64 work, but having a x64 editor is going to really help things in terms of developing for KSP x64. (I think Harvester stated as much in the last dev notes).