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AEIOU NIRDm Lifter V2 x64 Large craft! (WIP)


Arugela

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Looking for any help on design as well as sharing! 8) Also can anyone fly this well. I'm a little lagy with it. (This is technically a WIP!) FYI, I designed this to test our the multi engine config and see how it works out. Still doing that! 8)

http://www./download/jpdfd9ab6kd4s91/AEIOU_NIRDm_Lifter_v2.craft

http://www./download/7plxvzf6epcewna/AEIOU_NIRDm_Lifter_v3.craft (Updated version. See post below)

Name: Aurora Explorer Interplanetary(?) Orbital Universal Nuclear Ion Rocket(R.A.P.I.E.R.?) Drone Lifter(AKA it's large cargo is aprox. centered. Uncertain of weight capacity.)

Parts: 1497

Mass: 160.7t

Height: 5.0m

Width: 21.8

Length: 25.6

Electric Charge: 108533

MonoPropeliant: 810

Liquid Fuel: 4860

Oxidizer: 3740

Xenon Gas: 50400

Air intake: 3**/719(going for 800 max)

Solid Fuel: 96

Engines:

Ion: 66

Nuclear: 4

R.A.P.I.E.R.: 12

Turbojet: 12

0-10 MP engine: 12

Sepratron1: 12

Control: Varied

Cargo: Large Cargo(unknown capacity)

Crew Capacity: 6

In Cargo: 1 small self sufficient drone rover.

p><p>TIP: don

Also, one of the introduced problems was that the center of mass was supposed to be directly in the center of the large cargo bay. but I managed to mess that up while adding stuff. so you may want to weight it down before flying. I still have to find a way to make it centered like this during normal takeoff potentially. Unless the current design is better. The point was to get rid of issues with weight and fuel changes during takeoff and flight. The same reason most of my fuel is stacked on the wings.

UPDATE:

p><p><img src=

125kish orbit with lots of fuel. Not sure how far it can get though as it weighs 160t and It is very laggy. 3 real hours to get into orbit. So this will be more interesting when and if the game gets more optimized. I have gotten an earlie version to the mun but kept crashing it as I have virtually nil experience landing on low gravity bodies.

Edited by Arugela
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This originally had like 500k+ electric charge, but I simplified it a bit for parts counts sake. And the original version had 1200+ air intake. but when you do too much 8xradial in combination with complex wing setups it restricted me too much. I've changed the plane design a bit though since then. so I may have to go back and do that from scratch. It would lighten the plane as most of them were radials instead of the longer surface ones.

I discrovered putting endless electrical things in the engines front inside the control surface item was great way to sneak in large electrical power supplies and lesson the need for more annoying, if not heavier, solar arrays.

https://www./folder/4pq8jh4rb997ng8,gr2rggvrabhcu1p/shared If this link works this is for the above mentioned version.(It's one of those aircraft I believe.) I had to stop because of parts limitation and I started building the Lifter IIRC. I was testing to see how much per engine I thought was needed to get full circular orbits below 70k on just jets. I think it was 66-100 air intake. In the lifter I settled for half at 66(800 total) hoping to get the same affect with half(only rapier or turbojet) of the engines running at max jet altitudes before it went out and I tried to get into higher orbit.

Edited by Arugela
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While it looks awesome with over 700 intakes - and I am fairly sure that it is a CPU melter - you really do not need that many intakes.

2-4 radial intakes per jet are more than enough and that would save you something like 650 parts on that craft. Check my sig for more info and a little help on intakes.

Can your plane get to orbit? Whats the range once there? Does the engine mix (jets/rapiers/nukes/ion) work well?

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You might enjoy white lightning seen as you like craft with a large part count, not many people can use it, though i think it still might be a baby in comparison at 699 parts :P

(Btw i love the engine intake designs, very aesthetically pleasing)

njGQeOq.jpg

ZIpJ27H.jpg

qPJezyX.jpg

Can find the download link on my forum

http://forum.kerbalspaceprogram.com/threads/109004-Roflcopterkklol-Industries-is-back!-0-90-craft

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I have a question... Where exactly did you buy the nuclear reactor that is powering your PC? Also... how many frames per second are you getting?

It runs pretty slow. I'm not sure what the speed but it's getting better every patch. I'll have to do a time comparison from the clock to real world time.

Version 3: http://www./download/7plxvzf6epcewna/AEIOU_NIRDm_Lifter_v3.craft

I'm running:

Phenom II 1100T

560Ti 1gb edition

8gb 1600 DDR3

240gb SSD

Fedora 21 64bit

The rest of my computer runs fine while this is running. It's just the game that is slow. I chat on this and do other things while it is flying.

I was running that many intakes to be able to keep pushing at 40-50k altitude. Waht I really need is an easier way to shut down the engines. I guess I'll have to try manually shutting some off when I'm on the last stretch. If I fly correctly I should be able to circularize the orbit below 70k and then push up with that for alot less fuel. Not sure about the range. That is something I"m still working on. But the design can get into space. It's just about how little none pure liquid fuel reserves I can use. Though I did just get up to 799 air intake and seems to have problems on the runway. I think it's a strut issue I introduced though. It's now at just under 1600 parts! 8p

And, again, there is a point to the intakes. It allows you to fly more in the third level of atmosphere a lot better. This could allow for much cheaper runs if it can lift heavy loads for getting to orbital bodies. I'm just not sure of it's limitations yet.

And the intakes measure isn't the number of intakes it's the value on the runway. (Current/Max) Unless those are the same. I forget how much they add. I just came back from a break from the game. Kinda forgot.

BTW, I kinda figured most people had better computers than me and could run this better! 8)

I'll definetly try white lightning out. Just dled it. If it's more around 600 parts I should be able to use it with virtually no lag at all.

Runway test:

p><p><img src=

In game timer had around 18 seconds. Real world timer was around 9 minutes. I do almost nothing but this type of large count plane. I might just be used to it. BTW this is now V3. It has 799 max air intake and 1600 parts. My game crashed after taking the second pick. Not the normal occurrence but I'll have to see if I can get around it now.

BTW this thing is in pure vertical ascent at about 2/3-3/4 of the runway. And you can go straight up to 20k or more then start circularizing. Or whatever works best. Haven't figured that out yet.

Edit: Second run did around 19 seconds in 7 minutes! 8) And it's reaches 10k at around 1:30 on the game clock. so you can do the math(Actual test: 1:38 seconds in 35 minutes). I usually start some laundry, or eat something, or... pick anything. Mind you this is Rapier engines with Turbojets stacked on the ends though. So, it gets faster as you go up also.

I'm really hoping the 1.0 update, or one of them, introduce the physics fixes or some more performance boosts in some manner. It would be nice to fly this in a more timely manner.

Edited by Arugela
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No, I figured there were people out there with much better than mine who could run this much easier. My computer isn't exactly new. the design was to maximize air intake to get into orbit with as little non liquid fuel as possible and figure out how to get as much range and destinations as possible. And carry out other objectives like maybe mining later or hauling to orbit. It's kind of meant to do a little of everything. But I'm still testing it. And as you can see that testing takes a long time. Part of why I choose to put it up really. Hoping others could run it better and might get some feedback faster than me spending an hour or two flying it around.

Edited by Arugela
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