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Work-in-Progress [WIP] Design Thread


GusTurbo

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@Clown_baby, that is dedication to the same design. How many different version does that make now?

Yeah I know..., I get kind of ocd with my craft. Especially replicas. And rebuilding from scratch always makes it a little better. But that is version 2.2 so I've gone through at least 20 variations.

I know its hard to tell but every time i post it it is significantly different.

But it's done now so I'm either gonna build an f16, a shuttle, or rebuild my gundam.

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Just when I thought the hard part was over, I found out the I can't control a helicopter with such a heavy payload...

I have no idea how to build the bridge deck at this point...

http://i.imgur.com/CgvNOY8.png

Dude.. You are using infinite fuel right? Just use hack gravity and RCS to move them into position. There is no way you will be able to precisely maneuver something like that.

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@vitek45c, that, sir, is the kind of redesign I like to see. Low part counts for the win! And it looks better than the gazillion-clipped-tanks monstrosities out there, well done.
And it looks better than the gazillion-clipped-tanks monstrosities out there
monstrosities

*cries*

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*cries*

Hey, monstrosity can be a good thing sometimes, don't take it the wrong way!

ZcqVDIr.png

I'm back at huge rings, this time for my 1.0 career save. That thing ate a km/s in drag losses (gotta add some boosters!), but it was actually a bit too stable on ascent. Also, 185 parts on the pad.

Rune. But yeah, I'm know for my cursade for the lowest part count possible.

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cys1RxO.png

Two of the largest Kerbodyne tanks. To orbit. Only requires the biggest rocket engines known to man. And, at 300-odd parts, more computer than I have. Feel free to pick up the pieces of this project, just give me credit for the original idea. PM me if you want the original craft file, it's perfectly flyable in atmosphere (forgot the RCS thrusters), just not under time-warp. WARNING: The key word here is "seconds per frame"!

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It works :cool:

Energia (with Zenits) is 145 parts (previous version was almost 900!) Buran is 351 parts and weights 80.54 tons (fully fueled).

Payload is 80.54 tons (fully fueled Buran) + eqivalent of 8786 units of liquid fuel and 5253 oxidiser to 100x100 km orbit.

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Explosions!!

047o2Vs.png

Y9RecWE.png

Edit: just noticed that i forgot to remove jet engines from Buran (derp), so the payload might be slightly larger.

Edited by vitekc45c
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0Hb6fpn.png6uqgT0t.png

My Space shuttle version 1.1, with less than 1/3 of the part count of 1.0 (the 1.0 without the extras {1,350 parts}, the full 1.0 version had 2,500 parts...) (so far). Now to keep it from falling apart. Somehow this lags as much as my 2,500 part ships without (real) fairings.

One of my #1 wishes (I have 3....): for my laptop to have no lag, loading time, and have infite RAM and CPU power.

Edited by LABHOUSE
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Ive been making an avro vulcan replica, this screenshot is quite old as the intakes are completely redone so that they are as thick as the fuselage. The wings are also redone so that they match that distinctive delta shape.

The plane weighs ~210 Tonnes with the maximum amount of fuel without disturbing the centre or mass and lift position and that equals around 23000 Litres? of fuel. I need to see how many engines i can get away with as at the moment it uses 12 Turbojets, 3 clipped into each other per nacelle, which drain the fuel like tomorrow unfortunately.

She carrys a crew of 6, however historically the vulcan only carried 5 so leaving a seat spare is recommended. Full ladder access is available allowing crew members to dismount and inspect the aircraft.

In the centre of the plane is the huge bomb bay which easily allows a 2m missile to be installed.

Shes fairly maneuverable too and has the correct number of airbrakes that the early vulcans had of two on the top and two on the bottom of each wing. A drogue shoot is also fitted in the tail for extra stopping power once touched down. She easily leaps off the runway at ~80 m/s and can land at around ~50 m/s.

I still need to determine range and maximum speed by tweaking the engines and finding the optimal fuel load. At the moment its hitting out at around ~330 m/s which im not happy with, and the design in the screenshot below had a maximum altitude of around 16,000m, which is similar to the real vulcan however she has a nasty habit of pitching down and not pitching up at that altitude, which hopefully the new wing shape has fixed. I'll get back to you on how it goes, and if it goes to plan then it'll be released relatively soon, so watch out, theres a vulcan ahead...

bs41yKv.jpg

Edited by Vagani
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WIP Typhoon class missile submarine:

UD4k2zw.jpg

It packs eight missiles, each in its own tube (idea inspired from Mad Rocket Scientist's submarine), and has an interiors for Kerbals to walk around in. They will also be able to climb on top of the sail thanks to a small pod clipped into it. I still need to complete the interior, touch up the stern, strut the thing to kingdom come, and test it. I may toy with the idea of giving it torpedoes too, but we'll see if I can get this to work first.

Please, any ideas are welcome. Also any soviet music to listen to while building this would be appreciated. :D

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So whats the verdict on 1.0.3?

Expect nothing to fly the same as before. Not worse, but definitely different. Rockets are somewhat more stable/lenient, SSTOs guzzle more LF than you'd expect and can get faster than before. SRBs are actually powerful.

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Expect nothing to fly the same as before. Not worse, but definitely different. Rockets are somewhat more stable/lenient, SSTOs guzzle more LF than you'd expect and can get faster than before. SRBs are actually powerful.

I have a bunch of broken SSTO's now.

All these no longer work, the strength of parts seems to have been nerfed also, a lot of my craft are self destructing when pitching.

c5NofSR.jpg

9P1sia9.jpg

iWmf1fB.jpg

TF9gx7o.jpg

CivwyI5.jpg

Edited by Roflcopterkklol
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Saves broken.

Saves what??

Edit: You mean this? That can be fixed, thank Kod.

Rune. Please tell me that was you, and there is a way to make them behave.

Edited by Rune
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Saves what??

Edit: You mean this? That can be fixed, thank Kod.

No, the issue I had was with the VAB. When I entered it with my 1.0.2 save transferred, part tabs were gone, the UI was junked up, you couldn't load or edit anything, etc. I had no career save, just a sandbox or two for making crafts, so I just had to transfer the craft files over which worked.

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No, the issue I had was with the VAB. When I entered it with my 1.0.2 save transferred, part tabs were gone, the UI was junked up, you couldn't load or edit anything, etc. I had no career save, just a sandbox or two for making crafts, so I just had to transfer the craft files over which worked.

Well, I have successfully ported my save using the aforementioned fix for a heatshield-equipped ship. So doable. I didn't find any issues in the VAB other than Editor Extensions acting up, but that's a matter of upgrading to a new version (when it comes out, the current patch still doesn't fix angle snap). Still, so far so good, though I haven't tried SSTOing and reentering yet, other than with rockets. I'm liking the new heating model very much!

Rune. Radiators. Gotta add radiators to my mental checklist.

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WIP Typhoon class missile submarine:

http://i.imgur.com/UD4k2zw.jpg

It packs eight missiles, each in its own tube (idea inspired from Mad Rocket Scientist's submarine), and has an interiors for Kerbals to walk around in. They will also be able to climb on top of the sail thanks to a small pod clipped into it. I still need to complete the interior, touch up the stern, strut the thing to kingdom come, and test it. I may toy with the idea of giving it torpedoes too, but we'll see if I can get this to work first.

Please, any ideas are welcome. Also any soviet music to listen to while building this would be appreciated. :D

Nice! I can't wait to see the interior!

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