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KatzOhki

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Posts posted by KatzOhki

  1. 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.

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    As seen in Goldfinger:
    http://www.impdb.org/images/9/95/GFLockheed_JetStar.jpg
     
    http://images.akamai.steamusercontent.com/ugc/430484747229143675/9A41E142854709FF1849A160AB4D1F09849E64AF/
     
    http://www.impdb.org/images/1/15/GFN711Z.jpg
     
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    http://www.impdb.org/images/d/d5/GFL-1329.jpg
     
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    As seen IRL:
    https://upload.wikimedia.org/wikipedia/commons/3/3e/A_IRIAF_Lockheed_JetStar.jpg
     
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    https://upload.wikimedia.org/wikipedia/commons/b/bb/Lockheed_L-329_N329J_DCA_13.04.72_edited-4.jpg
     
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    https://upload.wikimedia.org/wikipedia/commons/1/10/Lockheed_C-140A_59-5962_LEB_15.06.63_edited-3.jpg
     
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    https://upload.wikimedia.org/wikipedia/commons/0/07/NASA_C-140_JetStar_propfan_testbed_at_Dryden_1981.jpg
     
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    https://upload.wikimedia.org/wikipedia/commons/e/e4/Lockheed_VC-140B_Jetstar_USAF.jpg
     
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    And just a few more images:
    553D49657BA6A5560CEFA4873B6C3AFE5DA702B6
     
    1583445CA871BE1FEFE757339EBFF932F0BECF2D
     
    BF991A39EFBAA7FC31CDAAEBDE2C340C32F0C0C5

    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.
     
     
    Enjoy!
  2. 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.

  3. 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! :)

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    Shiny and chrome, I ride into Valhalla!

    DD07A1D1DE48ABAA1652618CAB83E55EA3955D78

    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.

  4. 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).

  5. I really don't know where comes the impression that Unity 5 fixes all KSP x64 bugs/crashes. Fact is, that in software development, if these bugs are not reported and fixed then they do not magically vanish in the next version. I've heard that Unity 5 has better support for the x64 Unity editor, but this has nothing to do with the KSP x64 related bugs. So, if any of the x64 related crashes are fixed in Unity 5, then it is just a pure luck.

    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).

  6. I guess it depends on what your definition of "big" improvement is. Since the physics engine (physx, not sure the version numbers) is one of the big users of CPU time in KSP you can expect porting that to multiple threads to help. Somewhere I heard that physx can use the GPU for physics processing, but I really have no idea whether that's true or not.

    Edit: I got ninja'd. OK so, from what I have seen being discussed the newer version of physx in Unity 5 does support multithreading. All I could find was this: http://docs.nvidia.com/gameworks/content/gameworkslibrary/physx/guide/Manual/API.html#multithreading

    Edit again: http://blogs.unity3d.com/2014/07/08/high-performance-physics-in-unity-5/

    *shrug* Here's hoping :wink:

  7. Unity 5 is an update to the game engine. This means a few things for performance. Number 1 is that we expect a 64-bit version to be released which should allow KSP to use more RAM. The physics engine will be updated as well, which would hopefully (this hasn't been confirmed yet) allow for much better performance on multi-core processors. Graphics are expected to change slightly. I don't think you should have to spend too much to play KSP well.

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