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gGATORr
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Everything posted by gGATORr
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Hey space fans, (that tiny white dot framed by the hangar door is a Kerbal) This was actually the first craft I created in 0.90, but I had never actually launched it because it causes my framerate to drop to less than 1 fps;.; But I pulled it back up today, and was able to edit it into space. It looks great, and I really wish I could have fun with it, but my computer just can't handle it. Features two sets of operable hangar bay doors. Thought I'd share it with y'all in case any of you have computers that can handle it. Let me know if you want the .craft file. And let me know what you think! GATOR ------------------------------------------------------------------------- DOWNLOAD
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Not sure, I play vanilla.
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By using landing gear wheels as bearings and reaction wheels set to max roll trim to drive the rotation. This video gives you a good view of how it works (just skip to the end):
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Hello there! Check out this 100% stock close air support gunship! Inspired by the AC-130, but not meant to be a replica. At over 800 parts, this flying giant features real propeller propulsion (4 custom-made reaction wheel driven engines) and an aim-able side cannon with deadly accurate adjustable optics. But don't take my word for it, watch it in action: y04It has a lot of room for aesthetic improvement, but, like most of the stuff I share, it's more of a proof-of-concept. Let me know what you think! Enjoy! GATOR ----------------------------------------------------------------------- DOWNLOAD
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Fantastic ingenuity! Loved the trebuchet especially!
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Great aesthetics! Almost makes me want to venture into the realm of SSTOs.
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[STOCK HELICOPTERS] KH-Skywhale and KH-Guppy
gGATORr replied to Jon144's topic in KSP1 The Spacecraft Exchange
Simply outstanding. I'm blown away by the size and aesthetics of these helos! I love "real" cockpits and internals on crafts as opposed to the stock cockpit modules, and it looks like you did a really nice job with that. How's the handling on each of these, and what are their part counts? -
Zumwalt Stealth Destroyer by Zokesia Skunkworks!
gGATORr replied to zekes's topic in KSP1 The Spacecraft Exchange
YES. This is awesome! Well done! -
Thanks man! And yea, I was trying to remember the who it was that I first saw using the adapter end cap method... it was a good while ago
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Thanks! Glad I could inspire you
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No idea, I haven't used any mods in a long time.
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Operating instructions are now in the original post. Let me know if you have any questions.
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No problem! Thank YOU for the compliment! And to spark your imagination: I've used this for a couple other things besides propellers, such as rotating turrets for battleships. I made a really awesome AC-130 with an aim-able turret poking out the side that shot little decoupler-rockets using this technique, but alas, I can't find the .craft file;.; Let me know what you come up with! It needs five things: On the drive, you need: 1. reaction wheels of course 2. a command module (I always just use a flat probe core of the same size as the reaction wheels I'm using) 3. a power source (the reaction wheels need power to spin. I use the nuclear generator things embedded radially at about the midpoint of the whole assembly) 4. conical adapters on each end And on the actual craft, you need: 5. Two sets of wheels (at least three each, but more is better) attached radially at each end such that they hold the drive in place. These wheels are the most important part, as they act as bearings on which the drive turns. Also, you need a decoupler of course to disconnect the drive from the actual craft. Once it's decoupled, the drive is it's own "craft". So then you switch to the drive, use max roll trim to make it spin (make sure SAS is not on), then switch back to your main craft. Hope that helps! Also, it's not meant to be a replica of any specific plane. Just a generic warbird-style aircraft. It's really not that hard to do either. Just takes a little patience. I'm assuming that by "keep them decoupled", you're talking about holding the drive in place once it's decoupled? This is accomplished by capping each end of the drive with conical adapters, and having two sets of radially attached wheels on the main craft acting as bearings for the drive to spin on. These wheels should be positioned so that they just touch the adapters at around their midpoint. These wheels also prevent the drive from moving forward or backward. No problem, I'll put operating instructions in the original post here shortly. As for the max altitude, I'll leave it up to you to find out. I have not the patience for it. I enjoy building and inventing much more than actually piloting the craft I make, so I generally test it enough to ensure that 1. it's reliable and 2. it flies well, then leave the rest up to you all, as I begin working on my next project. And please, by all means, take this design and use it. That's the reason why I share my creations. So that they inspire others to take them and make them better and create things I would have never thought of. If you want to credit me, go ahead, I appreciate it. If not, that's fine with me too. I'm just glad you like it!
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Hey guys/gals, Here's a 100% stock warbird powered by a decoupled reaction wheel drive connected to a propeller. It's not super maneuverable, and cruises at around 36 m/s. Not much else to say... Here's a video of it in action: xPart count: 278 Let me know what you think! Also, let me know if you'd like operating instructions. Enjoy! GATOR OPERATING INSTRUCTIONS ----------------------------------------------------------------------------------------------------------- After launching the craft: 1. Engage brakes 2. Decouple drive (spacebar) 3. It should automatically switch to the drive. If not, switch manually. 4. Set max roll trim to the left (this is done by holding mod+Q until the roll slider is all the way to the left) 5. Switch back to the actual aircraft 6. Engage SAS 7. Release brake 8. Steer manually to keep plane straight as speed increases (tailwheel should naturally lift off the runway) 9. At ~29 m/s, gradually pull up to take flight 10. Buzz the tower! To stop the "engine", switch to the drive and either engage SAS or press mod+X. Note: Reduce speed to below 30 m/s for landing (or the tires will pop). ----------------------------------------------------------------------------------------------------------- DOWNLOAD
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Floating Aircraft Carrier (100% stock) - V2 OUT NOW!
gGATORr replied to gGATORr's topic in KSP1 The Spacecraft Exchange
V2 has been added to the original post! Enjoy! -
Floating Aircraft Carrier (100% stock) - V2 OUT NOW!
gGATORr replied to gGATORr's topic in KSP1 The Spacecraft Exchange
You know, I haven't actually put a VTOL on one of my carriers yet, so I'm not 100% sure. However, I can't imagine it would cause any problems. Like I said, with planes of the scale that I've been using, the carrier is basically a rock-solid platform. But hey, try it with one of your Viper VTOLs and let me know how it goes! -
Floating Aircraft Carrier (100% stock) - V2 OUT NOW!
gGATORr replied to gGATORr's topic in KSP1 The Spacecraft Exchange
Does that say "LHA-6"? That's your first problem! Trying to land a tomcat on an LHA haha! And I actually like the looks of your hornet better... for what that's worth -
Floating Aircraft Carrier (100% stock) - V2 OUT NOW!
gGATORr replied to gGATORr's topic in KSP1 The Spacecraft Exchange
Oh my! Haha that pilot just lost his wings. But yea, I guess that's part of the challenge! I've actually never had this problem with the little jets I've been using. I imagine you're F-14 is quite a bit heavier, and was going quite a bit faster though. Speed and weight are definitely going to be important aspects of the challenge. -
Floating Aircraft Carrier (100% stock) - V2 OUT NOW!
gGATORr replied to gGATORr's topic in KSP1 The Spacecraft Exchange
While your waiting for V2, here's a challenge: Land a conventional (no VTOLs) airplane on the carrier without the use of any type of retro thruster or parachute. The airplane doesn't have to be one of mine, so lets see what you guys come up with! GO! (+rep to anyone that posts video evidence of completion) -
USSR "Vulcan" Lunar mission (updated for 0.90!)
gGATORr replied to Nik_601's topic in KSP1 The Spacecraft Exchange
Amazing! Well done! -
Floating Aircraft Carrier (100% stock) - V2 OUT NOW!
gGATORr replied to gGATORr's topic in KSP1 The Spacecraft Exchange
Many, many more control surfaces, a couple more SAS units, and a counterweight on the opposite side. The highest I've gone so far is about 5km cause it just takes forever to ascend. But I don't see why not. You'd need infinite fuel though I really should look into the flaps-per-ton ratio, but that'll have to wait till after finals. In my design, I believe (I'm not on my computer right now, so I can't verify) that I put 3 of the highest lift rating control surfaces per wing. Each angled 15 degrees aft. That should do it unless you put a superstructure or some other heavy thing on it, in which case you'll most likely need more control surfaces. Also, make sure you're dropping it from an adequate height, as it can drop significantly before buoying up again. Thanks! I'm glad you like it! Unfortunately, finals are almost upon me, so I can't make any guarantees. It still needs a couple balancing tweaks. But sit tight and enjoy the V1, and I'll get the V2 out as soon as it's ready!