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Redshift OTF

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Everything posted by Redshift OTF

  1. Lol, yeah this one is crazy big but a bit too big for the game to handle. I learned a lot from building it though.
  2. I just want to say that these thermometer hinges are a great invention and from testing are very strong! I won't reveal too much but I am going to use them in an upcoming project, (might take a little while to perfect), so thanks for your creativity.
  3. Lol no problem. It's probably not practical anyway. Especially if you have to press F5 after it has loaded just in case it explodes. I guess it's more of an exhibition piece.
  4. Thanks RixKillian! Nice flying and nice plane. I have built a large carrier available in the thread linked below however I don't think it is practical. At least not like the Dominion is:
  5. Time to push the boat out. Literally! *Groan* OK, here's the largest thing I've ever built I think. The KSS Obsidian Mega-Carrier! 867 parts. 3872 tons. 247.5m long. Almost a 1/4 of a kilometre of ship. You will need the Vessel Mover mod to move it to the sea of course. OK, too big for the hanger... Has enough room to park jets on the side to allow a clear runway for landings. It also has a decent sized island for overseeing take offs and landings. Hot keys: 1) Toggles rear engines. 2) Toggles thrust reversal on rear engines. 3) Toggles bow engines to turn left. 4) Toggles bow engines to turn right. Top speed is around 19 m/s. Obviously it is a little laggy but it still runs at about half speed on my PC which isn't state of the art. As a comparison, the US Nimitz class carriers are about 330m in real life. It leans a fraction to the right but I didn't want to add any more ore tanks to balance it out as I think 12 is enough. Sometimes planes wheels can stick to the deck when moving sideways on the deck, (not front to back though so landing is not affected), but that is just the way wheel physics work at the moment. Just lower and raise the gear quickly and you should unstick. I would be interested to know how easy it is to land on it! Download here > https://drive.google.com/open?id=0B9mK0rPybNaxN1VVZDZRclFfZXM Warning! Upon testing it looks like the carrier sometimes explodes if it is parked somewhere and you go back to it from the space centre. OK, that happens, it's KSP. However, I would recommend you press F5 to save the game before you go back to it. Unless you want to pick-up 800 odd pieces of debris:
  6. Hmmm, I built this experimental Walker some time ago: It had 8 large bearings, 2 for each leg and used airbrakes as levers to move the legs up and down using the hotkeys, (front left and rear right legs, then vice versa). It did work, kind of. The legs moved correctly but it didn't really seem to move forward, (at least not fast enough for it to go anywhere). Sadly, with the latest update the wheels on the bearings get too stressed and the whole thing falls apart now. It was a fun concept though.
  7. That's a good idea. Probably better than using control surfaces. I'm hoping my next beast will be 11 fuel tanks wide with an extra 2 at the side for a bit more width at the back. It's not a lot more but it should help.
  8. Heh, I just realised this myself when trying to use this mod with a plane using a single cluster of Juno's. I redesigned the plane with separate multiple engines instead. (Sorry, meant to quote a post here but it didn't appear) Thank you for this wonderful mod Allista! The only issue I have with it is that it seems to over-ride manual gear deployment and lands the plane on its belly and then deploys the gear. Is there any way to turn this off so I can control when I deploy the gear myself? Thanks. Edit: never mind, I went into advanced and turned off VTOL assist landing and it worked.
  9. Oh cool, I'm glad you like it! I'm planing on a 250m carrier next so it should be easier to land on. To turn planes around I usually engage SAS and make sure the front wheels turn in the direction you want to turn and the rear wheels turn in the opposite direction. There's usually enough torque to move the plane with the default SAS.
  10. Copy away! Here's the Stock version of the ship. Let me know if you have any problems. There are full ore tanks in the left hand side of the ship which you may need to partially empty to compensate for the removed weight of the BD armoury components. https://drive.google.com/open?id=0B9mK0rPybNaxMlBsSjVyaGhOWEU I have highlighted the one fuel tank I filled, all the others are empty, apart from the one mirrored on the other side. A lot of the parts are struts I used to hold the ship together as the deck tended to bow at the sides which wheels on planes didn't like, (probably the weight of the island and ore tanks). Typically, after up-loading this I realised that this was probably due to the catamaran style of the ship so I will probably make a bigger version of this and structure it in a different way.
  11. Thanks for the comments and likes! I will post a non-Bd Armory version tonight as non of those parts are critical to the structure of the ship.
  12. Finally, the Kerbals are able to field their great jets all over the planet with their newest Aircraft Carrier. The KSS Dominion! 555 parts. 1,858 tons. 147.5m long! So big I can't even get decent shots of it in the SPH. Dwarfs other ships in its path. Looks good at night too. The island is bristling with defences. I think I used 6 full ore tanks on the other side of the ship to balance it out. Access to the deck for Kerbals. "I'm on top of the world!" Hotkeys: 1) Toggle the 7 Goliath engines 2) Toggle thrust reversal. The ship is pretty rock steady and wont list whatever planes you place or land on it. Can travel up to 30m/s. 12 Shuttle tails are used for steering as SAS would have been useless. I'm not a good enough pilot to land on it without a VTOL plane but the length and the front ramp allow conventional take offs to be pretty easy. There's a probe core on the front of the ship for easy control. I would recommend using the Vessel Mover mod to place it in the sea, unless you want to fit wheels and drive it into the water! Download here --> https://drive.google.com/open?id=0B9mK0rPybNaxMHZscnpja2RVNlU
  13. Lol, that happened? I wish I'd seen a video of that. I used to have a problem where switching vessels outside of physics distance caused vessels to spontaneously explode. Perhaps that was the same bug...
  14. Hmmm, I get a 3 second delay while the carrier loads but after that it works fine.
  15. Here's my current project. I will hopefully upload it tomorrow: I was shocked to find a 555 part carrier could actually run in real time on my setup, (2nd gen core i5 with 8gb of ram)! Not with 4 harriers though as they are 114 parts each. 147m long.
  16. Nice idea for the wheels. You could surround them with empty ore tanks so they look like the rubber skirt a real hovercraft has. Maybe make a turboshaft fan at the back for forward thrust. I would make one myself if I wasn't doing anything else.
  17. Er quick question. Is there a new version of No Offset Limits for 1.1 yet? I was surprised how much I use it considering the old version doesn't work, (at least for me). Thanks.
  18. Oh I see. Yeah, 72 parts for just the thrust producing parts is ambitious! I read that 1.1.1 has improved some of the properties of fixed wheels, maybe making them stronger. That is encouraging.
  19. Keeping the dream alive I see. It's almost a tradition to defy the latest patch and get something flying. What's changed to make these engines better in the latest version of KSP? Also, a side question, did they change all the graphics in the latest version? My VAB and SPH look, well, not to my liking and my FPS is taking a big hit. It's like the lighting is all wrong.
  20. Ooops, sorry. I just saw the blue avatar and posted. Maybe a plane with 20 lasers clipped into each other with an 8km range might do the trick.
  21. Damn it! Stealth Weasel 2 Why didn't I put some armour on them, lol. I suspect that will be the next innovation. Thanks for doing the match inigma!
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