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Hector_919

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Everything posted by Hector_919

  1. I came across another bug: in some occasions (it seems to be randomly) either the SABRE precoolers don't work or the SABREs are generating much more heat than normal - they keep overhaeting ridiculously fast. In order to compare the effects to 'normal' behaviour, I've run some tests, and the worst overheating so far didn't allow a SABRE M to go over 300 units of Thrust (Rocket mode) without overheating despite a precooler. this effect can aslo appear on one plane some SABREs while others on the same plane run perfectly without even turning bright red (the exhaust part). Is this a bug or a feature - and in the latter case, what affects the Heat generated and what can I do to keep my engines from blowing up? thanks for your answers, sorry for my english Hector Edit: no, there are no other engines anywhere near that could cause that much heat. none.
  2. I noticed another quite unusual behaviour of the B9 gears*: during acceleration on the Runway the single and dual gears alike started to 'wobble' sideways (bending left and right, mostly switching sides from frame to frame) with about 5 tons of Aeroplane weight per wheel. The tilted wheels cause parts of my plane to 'steer' sideways, eventually resulting in a plane crash before Takeoff, struts don't help very much. I suspect that the Gears can be bent sideways much easier than the stock gears, causing even low sideways forces to bend them much further than what would be healthy for my Kerbals. This is supported by the fact that the high clearance gears seem to show this tilting more frequently. My questions are: - is anyone experencing something similar, has probably even found a solution? - is this the result of something that is supposed to be the way it is (It's not a bug - it's a feature)? - are the developers going to do something about that? If you need to reproduce the issue, I can provide a SSTO design that always crashes this way unless you activate the 18 VTOL Engines I've added. *the only other mod I use is Ferram aerospace research
  3. In order to deploy Rovers and Base parts to other planets I tried to use the HL Cargo bay system, but came across the problem that the Hl Tail section cargo ramps don't allow to deploy 2.5m Parts because the upper end of the Cargo ramp door is too low. Would it be possible to raise the upper part of the Cargo door, similar to the Cargo ramp of the C-130, like in these pictures? If bac9's reaction to 'drop bays' (as I'm gonna call the upside-down cargo bay concept now) is comparable to the devil's reaction to Holy water, this might be a compromise. S2 tail section cargo ramps wouldn't hurt either. If you really need something to deploy the rover out of the crago bay, why not use some pistons to move the floor of the cargo bay down, like an elevator? aside from avoiding damage through falling down, it would probably look quite cool... greetings Hector
  4. With all that you could easily build your own fleet, seriously... one thing I noticed is that you used a lot of 1x1 panels instead of 2x2, causing a higher part count and leaving parts of the ship intact. This kind of weak spot was what allowed a mosquito equipped with the weakest torpedos of the entire series to kill the Grendel class Destroyer in macey's last video. also leavong a little more space between armor and hull makes reloading easier and increases the effectivity of the armor on bigger ships (Weapons [notably heavy torpedos] often push the armor inward, sometimes far enough to have vulnerable parts pop through). have you tried guided weapons already? I can see drone pods on the top of some of your SRB-torpedos, but without other control systems - do (can?) you use them for steering? The (unfortunately part-count intense) guided Missiles I used on the Reaper have ASAS, RCS and a good balance that allows reliable steering in all fuel and thrust situations and have proven to be lethal for even a vanguard. the Range is quite comfortable, but I wonder if that's necessary if you think about the round-based nature of the last Battle. does anyone feel like taking a look at them and telling me his opinion? Being objective about your own construction can be quite hard...
  5. no. a lot of people already asked for this on Maceys channel, if he has a release date, he'll most likely release it via YouTube.
  6. I had the same thoughts, so I tried to look for criteria of what I thought determined a Cruiser in Maceys Videos - and that was what seemed the most logical. Naming them by roles is of course mandatory, for example 'missile frigate' (has lots of smaller missiles), 'support frigate' (can refuel/rearm fighters) etc. - but after going through some wikipedia articles, I thought assigning the classifications to sizes/construction properties seemed more logical. You are right, these were missing on my list. I'm sceptical what 'smaller aircraft carriers' is supposed to mean - If they carry the fighters on the outside, you could as well add docking ports to other ships. If they are carrying the fighters on the inside, I think they can't get a lot smaller than the Spirit of kerbin - or did you have something completely different in mind? Convoy ships are important and I've got some ideas already - but I've also got three exams in two weeks, this may take a while... excellent source
  7. my suggestions: - light Fighter - powered by Ion engines example: mosquito (these tiny little things macey transported with the Spirit of Kerbin) - medium fighter - powered by LVT engines, low armor 2,5m main hull diameter example: Isprit - Heavy Fighter - powered by LVT engines, armored 2,5m main hull diameter example: Shade - Frigate - 5m central hull diameter medium to strong armor main weaponry: light and medium torpedos (1m diameter) example: Thor - Destroyer - 5m cetral hull diameter medium to strong armor main weaponry: Heavy Torpedos or Missiles (2,5m diameter) example: Grendel - Cruiser - 5m central hull diameter strong armor main weaponry: lots of Heavy Torpedos plus some anti-fighter weapons example: Vanguard - Carrier - has a Hangar allowing it to transport fighters inside medium to strong armor example: Spirit of Kerbin
  8. I've also got something: the Reaper MK3 multi-purpose Frigate Part count (fully armed): 416 Part count (no Ammunition): 252 Part count (Launch vessel): 1293 TWR: 0.5 main engines, 0.125 reverse thrusters (according to flight result window) Action Groups: [1]: activate main engines, switch off reverse engines [2]: switch off main engines, activate reverse engines [3]: switch off all engines [0]: toggle Excalibur RCS (I recommend to leave the excalibur RCS switched off when flying the reaper) Fuel supply: 3600 liquid fuel 4400 oxidator 750 Monopropellant Controls & movement: ASAS 16 RCS blocks 6 SAS Modules (sufficient for maneuvering) 10 Atomic engines (8 main thrusters, 2 reverse thrusters) 1 MK1 cockpit 1 RC-L01 large remote control pod Utilities: 4 Clamp-O-tron Docking ports 12 Clamp-O-Tron jr. Docking ports 1 Clamp-O-tron Senior Docking port (stern, in line with center of mass - perfect for mounting something for transport) 8400 units xenon (supposed to be used for smaller fighter refuelings) although not as convenient for rearming as the Sirit of kerbin, the high number of docking ports allows to support and transport a small group of fighters Armament: - 12 'Pike' Torpedoes (fired in volleys of 2 each) 1m diameter TWR: 15 0.9 km/s terminal velocity 8 parts each stackable How to use: shut down all other engines (Action group 3) throttle up aim, fire (spacebar) and enjoy. before firing again undock the previous' torpedos docking port with the decoupler recomended use: demolition of constructions with light or no armor. effective over short and medium distances accuate enough to ake down fighters. not yet tested against shades, but the high velocity of the projectile looks promising. - 2 'Excalibur' Heavy anti-Armor Missiles 2,5m diameter TWRs: cruise speed: 1; final approach 3-5 terminal velocity: 1.7 km/s [cruise engine only]; 1.2 km/s [all engines] 26 parts each 8 RCS Blocks, ASAS, sufficient electricity for 2 hours 50 minutes of activity Warhead impact tolerance: 999 (structural pylons) How to use: check if the weapons' RCS and fuel tanks are full - refill them if not (KSP sometimes hates sophisticated constructions) undock the entire torpedo from the docking port and swich to it via map or target selection maneuver it out of the missile bay with RCS decouple the docking port (in a way that does not send it back in the weapon bay) and launch the cruise engine (spacebar) aim at the enemy, activate ASAS and accelerate keep a collision course with RCS controls. If you have spare fuel when closing in, launch the final approach stage (+200% thrust) Enjoy the fireworks recommended use: Heavy or armored targets, preferrably big and easy to hit. launch from high distances. the Reaper can also load four standard SRB torpedos instead of the Excalibur missiles Armor: main hull armor: 2x2 structural panels (80) Weak points: - Engines - Weapon bays the Cockpit section has an impact tolerance of 60, making it quite resistant to impacts from light weapons. if 60 is too low for you, replace everything above the rockomax adapter wit a MK1-2 Command Pod and give it some Armor the large docking port allows to add and transport a large variety of additional modules, for example: - Fuel tanks - ammunition - crew containers / rescue pods (hint at all the stranded kerbals in orbit around laythe) - additional fighter Docking ports - landers - anything else you need big advantage over specifically designed ships: you can modify the frigate to perfectly fulfill whatever role you need it for. disadvantage: It won't be as effective at a specific task as a ship entirely designed for that task Download the Reaper MK3 proof of travel launch manual / warnings: do not accelerate with more than 2 gees or something will break do not abruptly decrase the trust by cutting of your engines (default: x) - decrease it with ctrl or something will rupture. (you can see what happens when you don't in the proof of launch picture #6: the jumbo docking port was supposed to stay on the frigate, but I accidentially hit x and lost not only the docking port, but also the fuel supply of one orange fuel tank. Fortunately I already had a stable orbit (see image #7). the launch vessel itself does not have RCS - you need your main engines for steering maneuvers hint: you can kill roatations by timewarping to 5x and returning to normal. steering during ascent ist challenging but possible. when you use the Frigates' RCS, make sure you deactivated the Excaliburs' RCS (Action group 0) - check it manually to be sure!
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