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1greywind

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Everything posted by 1greywind

  1. Models, textures, overall design quality is poor. I strongly dislike it.
  2. What? In real world we don't have KSP's "souposphere". Average air drag losses for Earth launch vehicle is ~0.5-3%. Gravitiy losses are ~15-20%. So we need big rockets because of of air, but due to exponent over mass ration in rocket equation.
  3. I don't know is it 100% accurate, but this footage is widely used on russian TV (i.e. ).On ~1:45 in video below you can see interstage between first stage (URM-1) and second stage (URM-2). And this gives nice look onto semi-assembled tanks of URM-1s for upcoming Angara A5.
  4. Searching google for news regarding upcoming december maiden flight of Angara A5 I've found this cute video: https://www.youtube.com/watch?v=jmT6UR0sjUA&feature=player_detailpage It is a little dated (2012) and has giant watermark across entire frame, sorry. I wish we someday get something like this in KSP: imagine "assembly line" and then "roll out" sequence after you click "launch" button in VAB.
  5. Few blooming apple trees would look more in place than wooden cabin, if you know that I mean.
  6. Hmm. Yep, I need to fix race track to work with 0.25 @Wanderfound: Limit for RCS is mostly to promote small and efficient designs. There are not much space inside track rings, so bigger crafts will stuck inside and ruin experience. But if you realy want to try this challenge with LF rocket, I will not stop you
  7. Usage #1: Usage #2: Uses for Rings - orbital bases or interplanetary ships with "artificial gravity". Uses for Cylinders - O'Neill's style habitats or orbital docks. Spheres and domes: domed planetary bases, etc.
  8. As other stock crafts: just an inspiration for new players. It is not very suitable for flight nor very practical. Just demonstration of "how you can connect parts together".
  9. Side effect of my ring-like station building project is completed. Subassemblies to build rings, spheres, cyllinders, etc; First release: http://forum.kerbalspaceprogram.com/threads/95538-Subassemblies-to-build-rings-spheres-cyllinders-etc
  10. I've created set of subassemblies, that can be used to build perfectly round and aesthetically pleasing ring-like structures. Enjoy: http://forum.kerbalspaceprogram.com/threads/95538-Subassemblies-to-build-rings-spheres-cyllinders-etc
  11. Using power of Parts Angle Display and SelectRoot plugins I was able to create set of subassemblies, that represents sections of circle. Joined together they make almost perfect ring. Using them you can build crafts in shape of ring, sphere, cylinder, donut, etc. Download zip contains folder "Ships" with example .craft filde, and "Subassemblies" with subassemblies .craft files. Unzip to your KSP save directory. Subassemblies come in three types: Type 1: From left to right: 10 degree section, 15 degree section, 20 degree section, 30 degree section, 40 degree sectoin. They has names "1 N ring section". Where N is 9, 12, 18, 24, 36 (sections per full circle). Each section consists of 5 parts: 2xModular Girder Segment 1xRockomax Brand Adapter 02, 2xStructural Fuselage. Type 1 rings all together ("rings 1.craft" included in download): Type 2: From left to right: 10 degree section, 15 degree section, 20 degree section, 30 degree section, 40 degree sectoin. They has names "2 N ring section". Where N is 9, 12, 18, 24, 36 (sections per full circle). Each section consists of 3 parts: 1xRockomax Brand Adapter, 2xStructural Fuselage. Type 2 rings all together ("rings 2.craft" included in download): Type 4: From left to right: 10 degree section, 20 degree section, 30 degree section, 40 degree sectoin. They has names "4 N ring section". Where N is 9, 12, 18, 36 (sections per full circle). Each section consists of 5 parts: 1xFL-T200 Fuel Tank, 2xBZ-52 Radial Attachment Point, 2xFL-T200 Fuel Tank (you can replace this tank with any other you want and get a ring with diffirent radius). Type 4 rings all together ("rings 3.craft" included in download): Showcase: DOWNLOAD
  12. @astroadrian99: I have started racing challenge here: http://forum.kerbalspaceprogram.com/threads/95366-Zero-G-RCS-Race! Track is now optimized via parts welding and placed onto Kerbin stationary orbit. So you can check will wheeled vehicles work under centrifugal force or not
  13. @Kulebron: your request has been completed: race track now is welded and should run fast on any computer.
  14. @Vaporo: Yes, you can use o-10 (default pod has 2 of them) @Yakky: Hmm. Track should remain stationary. So, applying rotation (spinning) on track is prohibited (rules updated) @Kulebron: It works with ~15 fps on my 4 years old PC (Intel i5 750 quad core @ 2.67 GHz, GeForce GTX 470). I have no experience with welding mod, but I'll look into it.
  15. And this is my lap time with video proof:
  16. Welcome to Zero-G RCS Race! In this challenge I encourage participants to build a RCS racing pod (or use provided one) and show how fast it can race on double sided ribbon track in space. Race track: You can use those action groups to control lights: 2 - inner side white lights, 3 - inner side color lights, 4 - outer side white lights, 5 - outer side color lights. Race track has been rebuilt using welded parts and now has pretty resonable parts count of 168 (and most parts are physicsless) Old, pure stock version with ~1100 parts count is obsolete now. more images Challenge rules: Download this KSP save file: dropbox link. It contains game save with track on kerbin stationary orbit and welded parts cfg file. Unzip into your KSP folder. Locate racing track in Control Station (it is only active flight in save - station on 1500x1500 circular orbit over Kerbin). Use only monopropellant RCS thrusters and/or engines on your custom design pod. Any mods are allowed, except for autopilots of any kind. No debug menu cheats during flight allowed (no infinite fuel, etc). But you can cheat (hyperedit, hack gravity) to bring your custom pod to racing track if you want. Before your start race you must place your racing pod onto small docking port at green section (to ensure that everyone starts from same position. To start race undock your pod from start position (action group: 1 - undock docking port) and make screenshot to set start time. Race is ended when your pod comes into stop near wall at outer blue section. (Yes, you must kill your velocity at finish position). Stay within track rings during race. Track should remain stationary (do not apply rotation to it before starting race). To confirm your attempt provide video recording or at least 3 screenshot: one at start, one at track middle section (where you go from inner to outer ribbon side) Lap time is calculated as diffirence btween flight time (number at top left corner) at start and finish position (remember: your pod should be stationary relative to race track at finish). Fastest time wins. Scoreboard: 1greywind 2:55 ( ) Update: Race track has been optimized! Please redownload challenge zip file! It now contains game save and welded parts.
  17. You mean centrifugal force? Because there are no such thing as artificial gravity And unfortunately friction in KSP works very weird, wheeled vehicles have big troubles to move over another moving vehicles.
  18. EVA race track is space station designed to host racing tournaments in microgravity environment. It features two-side racking track, that starts on the underside of station in zone with green lighting and ends on outer side in blue lighting zone. This is not yet fully completed project but I want to share it to hear some response from the community. My ultimate goal is to create racing Challenge for small RCS maned crafts on this race track. May be with obstacles. Initially I thought about pure EVA jetpack race, but as it turns out current EVA controls are not suitable for flying on rings (you don't have way to rotate camera with your Kerbal) BTW: Can someone with parts welding experience check the .craft files and give some advice on parts count optimization? GALLERY: DOWNLOAD: .craft file with station prepared to launch warning! 1119 parts! .craft file with station torus only 909 parts Save with tours orbiting Kerbin on 200x100 oribt fat your disposal 913 parts
  19. @Dakitess: sections used in sphere are just 2.5 meter conic adapter and 2 surface attached structural fuselage pieces. No cubic struts.
  20. @Rune: I'm planning to release arc sections (I currently use them in 4 sizes: 12, 18, 24 and 36 segments per full circle) as set of subassembiles. So any person interested in rings or cylinders in their designs will be able to just assemble section or needed size then weld it to reduce lag. Personally I can tolerate lags from about ~1000 parts crafts.
  21. Work continues: sphere made from 20 degree arc sections (new section design: just 3 parts each) Cylinder built for O'Neill style habitat base. But "mirror wings" of corresponding size that are part of O'Neil design, are beyond my PC performance. May be I'll build orbital dock or colony ship in such shape.
  22. @Rune: Speaking about O'Neill habitats - look that I have in my VAB: Then you have rings, it is easy to make cylinder I wish KSP will have larger flat or even curved structural elements in future...
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