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Fueniker S.

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Everything posted by Fueniker S.

  1. Just to let you guys know, the multiple girder system worked well
  2. Another option is to replace your engine cluster with the four nozzle SLS engine; it has an impact tolerance of 20m/s and is a good landing gear in its own right. Thanks, I might try that girder style, also I really do want legs for aesthetics. cantab, the legs' suspension is already locked, yes Geschosskopf, thanks for the reply, but I want this thing to be able to go up multiple times, either due to landing spot being wrong, or fun. Agost, the intakes are indeed meant to conceal legs, worked better on one of my smaller rockets though, and I don't want to use the SLS engines because when it comes to mounting any form of landing legs, it just doesn't look right Overfloater, I personally love that style of landing legs, I use them for my capsules, truly a great thing. So I guess I'll try the girders and try to keep them fairly hidden, thanks everyone for your input, will see how things go.
  3. Seeing as this is a reusable first stage, I do plan on having the engines on when landing, yes. I have tried the girders in the past, nightmare it was.I guess I could try to remove some legs, but the reason I have so many is because the Rocket itself is really heavy, and when I land, the legs collapse, but I might be able to find a couple legs to remove. As for the wider base, I prefer to keep my rockets looking "life like" ish, plus using FAR makes it easy to fly as well. Thanks for the response, -Fueniker
  4. Greetings all, I was hoping someone could think of a simpler and more elegant landing apparatus for my Sauterelle rocket, because frankly, this doesn't look that great... Anything stock would be great, I don't want to have to get a mod just for some legs. Thanks in advance, -Fueniker
  5. Objective: Record highest possible G-Force reading using Kerbal Engineer with an aircraft. Required Mods: Ferram Aerospace Research Kerbal Engineer Redux Rules: Doesn't need to be a constant pull, can be burst (i.e. pulling out of a dive bomb). Must be a plane using a jet engine(Stock only), no rockets. Plane must survive the G run, else invalid. No rocket assisted atmospheric entries, takeoffs, whatever. Submissions: Must provide screenshot of K.E.R. reading your peak G-Force. Feel free to supply craft file to amuse lurkers and inspire competitors. Multiple entries permitted, only best will stay on leaderboard. LeaderBoard: 1st -- Fueniker S. -- 355.660 2nd -- 3rd -- 4th -- 5th -- Leaderboard with Aero Failures 1st -- 2nd -- 3rd -- 4th -- 5th --
  6. About the height of my CoL, I remember reading somewhere that above the CoM makes the plane more stable, but below gives you more control, if you tried the K version, you would see that in effect. Try putting bottom mounted wings on your plane, and maybe give it some dihedral if it rolls in the pitching. EDIT: I used this post to further my understanding of how planes work, and the relation between CoL and CoM, http://forum.kerbalspaceprogram.com/threads/52080-Basic-Aircraft-Design-Explained-Simply-With-Pictures EDIT 2: Monkey, I must say dear sir, that that is a jolly looking aircraft you have developed, I'd like to see something of your own conception which rivals the performance of my craft. Until then, try the K version plz.
  7. Hello, just letting you know that it is possible to create some planes that can turn remarkably fast and maintain stability, heck just look at my Spanner jet, it pulls up to 80Gs, and even maintains speed incredibly well. http://forum.kerbalspaceprogram.com/threads/76858-The-Stock-Craft-Repository-%28v0-24%29?p=1365462#post1365462 I don't know how it works, but it does, proving that agility doesn't have to be nerfed by tweakables or the use of a joystick.
  8. Hello all, I've come to show my latest plane, The Spanner, and it's variants. Please note that this PLANE is stock, but it only works in FAR, and probably wouldn't work with stock aero. The Unlocked version can pull up to 80Gs, with the others pulling somewhere around 45Gs constant. Any suggestions on how to get more Gs out of this or any plane with FAR would be appreciated Craft Files: http://kerbal.curseforge.com/shareables/223743-harpoon-spanner-variants
  9. Also, I forgot I had another plane that I was quite fond of, anyone ever hear of the Antonov 225? If so, I hope you enjoy my recreation using FAR, KAX, and ProcDynamics. I don't have to much to say about this plane, seeing as it explains itself, big, heavy, HUGE, slow at sea level, Monstrously Big, and what else? Oh yeah, it goes hypersonic and really high altitudes.
  10. FAR can actually be easy to use... to a degree, here read this: https://github.com/ferram4/Ferram-Aerospace-Research/wiki personally it didn't teach me much that I did not already know, but there is still some valuable info to be learnt from it.
  11. Thanks, my brother and I were considering contacting Ferram and telling him we broke his mod, lol.
  12. Hey guys, impressive crafts. Personally, I prefer the really maneuverable planes over anything else, that being said, my brother and I don't usually build things together, but when we do, impressive things happen Here is our HailStram_K_Comet, Built under FAR. yeah.... we don`t understand how it works either
  13. Yeah, stock aero physics are horrible, but on a more serious note, what mod gives you that KSC with added hangers and runway?
  14. Sorry for this late reply. As to your question, personally I've never really experienced that scenario, and so I've no idea what happens. However, i wish you the best of luck in updating your KSP and saving as much of Kerbalkind as possible.
  15. Well that depends, if the modded Parts are compatible (however seeing as you have ~40 mods, that's probably not the case), then you have nothing to worry about when it comes to your ships. If some of those parts are incompatible, then you will not be able to even load your modded crafts, unless you manually add the missing parts by taking them from older Part Packs and updating their code (If you open the .craft file, you can actually find out what part you might be missing). When it comes to plugins, they usually will not affect your ships, unless of course the mod contains parts as well. So yes, you should rescue your Kerbonauts from crafts containing modded parts.
  16. Hey guys, here are just a couple of my own planes, space planes and even VTOLs. Enjoy!
  17. But how did you make it black? And yeah, great job on the design.
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