Jump to content

ScriptKitt3h

Members
  • Posts

    1,094
  • Joined

  • Last visited

Everything posted by ScriptKitt3h

  1. Ah, the wonders of Youtube uploading. I had to spend hours just trying to get my last upload to YT to ever work, and that was just a simple video from ShadowPlay.
  2. Cute! Quite a lot of detail you packed inside that sleigh there.
  3. After saving what was left of an SSTO that lost its wings and engines due to aerodynamics-induced RUD, I snapped this nice shot of Jool and Kerbol from the planetwide ocean of Laythe...
  4. So, more like a Lewis Gun, or more along the lines of a revolver?
  5. Believe it or not, that's the #1 instability issue with it- it LOVES to roll upside down like that, so much so that even when trying to bank even slightly it rolls over or self-stabilizes back to being upside down.
  6. Stumbled upon this thread earlier and decided to DL the mod and make a few test craft: 1) The (Gravity) WellJumper, a personal transport SSTO able to quickly make orbit straight off the runway due to the twin shcramjets in the rear. 2) Big Bertha, a large (though by this thread's standards, small :P) cargo SSTO with a rear ramp and Shuttle-inspired overall design. ^Works quite well on Laythe, though shortly after this screenshot was taken I pulled a bit too hard one way on the stick and the Gs took off my wings and engines. 3) A large lifting-body passenger SSTO inspired by Interstellar's Ranger vehicles. Even though I normally play with stock craft (save for the occasional dabbling with BDArmory and utilization of visual enhancement mods), I'm definitely keeping OPT installed on my copy of KSP. Those K-size cargo holds are perfect for hauling the rovers I've been fixing up out to Laythe and other far-flung places!
  7. Nice TIE yourself! I've gotten the Striker to fly on Kerbin, sure... but it's not fully controlled flight. Lots of flipping and rollovers, and so on. I suspect it's primarily due to the wingform, between the downward-cant of them and that they're longer in the front.
  8. Yup, though it definitely needs some work to fly (which I'm tinkering with over time, to see if I CAN indeed get it to fly in-atmo.) in planetary atmospheres in KSP, mainly since the solar collector "wings" on this TIE (and most TIE variants in general) tend to push the CoL in front of or into the center of the CoM, leading to a very, very flippy aircraft. That being said, I might look at making some replicas of other TIE variants later on, like the TIE/ph Phantom (aka V38 Phantom), or some of the other more exotic TIEs.
  9. Yes, it's a right-click menu option that has to be enabled by turning on Advanced Tweakables.
  10. As of now, you really want to start small with SSTOs, and work your way up to larger designs as time goes on. In addition, understanding how the current stock aero models drag and so on will GREATLY improve your designs, as I've learned firsthand myself after not playing KSP in a while. An SSTO can look sleek on the outside, but it non-occluded parts inside the body are causing massive levels of drag while in-flight, it's not going to be a successful design. Also, RAPIERs are by and far the best engine design for SSTOs (not the only viable option, but the simplest to implement and fly with), especially due to their massive power increase at high speeds.
  11. Alright, finished tuning my TIE Striker replica! Release Thread: Now to just get the Shiv SSTO and the Thrush Dropship WIPs finished...
  12. A LONG TIME AGO IN A KSP GAME NOT THAT FAR AWAY... Meet the TIE Striker! It's a replica of said craft from the new movie, Rogue One: A Star Wars Story Described in the fiction as "a streamlined starfighter" meant primarily for atmospheric patrols over Imperial installations, this TIE fighter variant is a two-seater! The front seat is the cockpit, and the rear a passenger/copilot seat. On this replica, both are functional. However, a word of warning: Due to the size limitations inherent with replicas of this type, the TIE Striker has limited LF/O fuel, so if you want to get creative with it, be sure to enable infinite fuel in the cheats menu. In addition, due to how TIEs weren't really designed to fly under real-life aerodynamic conditions, the Striker doesn't fare too well in atmospheric flight. More shots from a TIE Striker over Laythe Scarif: For the Empire! Download Link
  13. Yeah, the ejection seat works fine now (either in the downward-launch or upwards-launch configuration). I'll have to give them a once-over with the auto-strutting, as those visible ones are a result of old habits dying hard.
  14. That SSTO fighter, the Shiv, is coming along quite nicely, especially after @Rune was so kind to help me iron out some issues with its drag and the aero. In addition, I've got 2 other WIPs near-ready to set forth upon the Spacecraft Exchange- one, a small @Cupcake...-inspired dropship I call the Thrush... ...and the other, a replica of the TIE Striker from Rogue One: A Star Wars Story:
  15. I'm said person from Rune's post above - can confirm, revised SSTO prototype can indeed do LKO in roughly 3 minutes flat. It's actually quite agile once up to speed as well, I may very well see about releasing it once I judge how well it flies with a docking port and RCS added on.
  16. Just trying to get back into my building groove here, might try and expand on these WIPs later on... ^Though I plan on making this one SSTO if possible.
  17. Alright, I'll have my plane up later today, just need to do a final check or two.
  18. Thanks for the compliment, though I will say that this is a necro and I've not the slightest idea how well any of these function (if at all) in 1.2.x.
  19. Now how are those i-beam guns firing? If they're using modded parts the guns wouldn't be able to be used in battle, as it wouldn't be stock anymore.
  20. I've not battled in 1.2.x, but I'd guess the participants could either plop a relay sat into orbit where you're fighting, or alternatively configure the save file to not utilize the comms network mechanic (which can be turned off in settings IIRC).
  21. Most people just use line-of-sight i-beam separatron-powered missiles and/or probe-core-guided missiles using LF/O or RCS engines (as they're controllable and work well for intermediate-range guided missiles). I would suggest reading over some of the older posts showcasing the various ships, weapons, and battles that players have created and participated in for reference and for inspiration- that's how I got started myself.
  22. Generally players who peruse the NBC thread utilize stock-only vehicles to engage in turn-based combat, though outside of the thread some of us have indeed used BDArmory to participate in other militaristic activities in KSP. The reason for not using BDA in turn-based combat is that it effectively makes each round a guaranteed win for whoever is actively moving a vessel (as they can just shoot until the target is dead/disabled), while stock munitions are a bit more creative and can either be highly effective or ineffective at certain tasks depending on design and use. I do need to start posting here again; haven't worked on some proper warships since prior to 1.1...
  23. Whee! Little test as part of a minor project I'm dabbling with when I've got time, heavily inspired by the X-33 and DC-X (in terms of being an SSTO) and the concept ITS starship by SpaceX (in terms of aesthetics). Obviously a major WIP, but it has quite a lot of "get-up-and-GO GO GO" capability as it blasts off the pad in no time flat under the thrust of 20 Vector engines...
  24. Think I've almost got the base aircraft done for my entry, just need to tweak it a bit to make sure all the rules are met (for example, to add a radar unit I may need to clip the inline inside the fuselage to some extent as otherwise it'd not really fit that well). Calling it the "Tantō" for now, as it's blade-like in appearance and is small and fast. The design uses a single stock panther engine for thrust and uses a pair of Vulcans and quad .50 cal MGs (the M2 ones, not the turrets) to put large torrents of lead downrange quite quickly. Also, the black sections on the leading edge of the wings is a set of leading-edge control surfaces, slightly pushed in for aesthetics (though still visible, especially when maneuvering). EDIT: Debating how much I want to keep the Brownings on there, as they don't overheat as fast as the Vulcans, but the Vulcans have on-par or better burst DPS and fire rate, plus if I remove the quad .50s I can add more 20mm ammo. Hmm... time for some tests.
  25. Are your planes allowed to be built utilizing Panthers for your propulsion? I might have an entry ready.
×
×
  • Create New...