ghostbuzzer7 Posted October 9, 2016 Share Posted October 9, 2016 Coming soon.... Quote Link to comment Share on other sites More sharing options...
SaturnianBlue Posted October 10, 2016 Share Posted October 10, 2016 I've practically finished HMAS Sydney and Kormoran, all there is left is some painting and potential welding of the torpedo tubes and cranes I installed on the two ships. I placed all the guns aboard both ships, added the seaplane crane to the HMAS Sydney, finished the rigging, installed custom built torpedo tubes (so the turret had the correct amount of tubes), and covered up the armaments on Kormoran in the way it really did using Infernal Robotics. (With sliding doors for armaments on the side which concealed the ship and had the deck guns covered up with a hinge mechanism) The sliding mechanism in motion A closer look on the torpedo tube doors and the guns on the deck Torpedo Launch A closer look on the HMAS Sydney's torpedoes This shot shows the seaplane crane, and if you look closely, you can see the AA guns (there was no "stacked" quadruple turret AA gun, so I just took 4 single turret ones and stacked them on top of each other! Quote Link to comment Share on other sites More sharing options...
pTrevTrevs Posted October 12, 2016 Share Posted October 12, 2016 Kicking off 1.2 with something I've wanted to do for years. Until the Vector was added, I had to hold off because there were no engines that powerful enough to lift a Saturn I and small enough to fit on the first stage. With a string of projects that had nothing to do with space (some of which didn't even get finished), I figured it's time to get back to the game's intended purpose. I also found an opportunity to check out the new communications system in 1.2, even though it wasn't historically accurate to launch a payload on this configuration of the Saturn I. Spoiler Blooper of the Day Struts. Never forget 'em. Quote Link to comment Share on other sites More sharing options...
He_162 Posted October 12, 2016 Share Posted October 12, 2016 1 hour ago, pTrevTrevs said: Kicking off 1.2 with something I've wanted to do for years. Until the Vector was added, I had to hold off because there were no engines that powerful enough to lift a Saturn I and small enough to fit on the first stage. With a string of projects that had nothing to do with space (some of which didn't even get finished), I figured it's time to get back to the game's intended purpose. I also found an opportunity to check out the new communications system in 1.2, even though it wasn't historically accurate to launch a payload on this configuration of the Saturn I. Hide contents Blooper of the Day Struts. Never forget 'em. I really enjoyed this! I love the radiator fairing! Quote Link to comment Share on other sites More sharing options...
Martian Posted October 13, 2016 Share Posted October 13, 2016 Setting up my Kerbal Tourism fleet, with this behemoth of a fuel tanker having just settled into orbit waiting for its launch window to Jool to act as a refueling hub for ion drive starliners that will be heading that way soon. Calling it the Walrus. Quote Link to comment Share on other sites More sharing options...
pTrevTrevs Posted October 13, 2016 Share Posted October 13, 2016 Saturn I with Apollo Command Module boilerplate. Still have some kinks to work out, namely the connection between the CM and the S-IV stage. The S-I stage has so far performed without any problems on both variants I've tested. Also, it looks like parachutes collide with each other now! Quote Link to comment Share on other sites More sharing options...
Castille7 Posted October 14, 2016 Share Posted October 14, 2016 (edited) StarLab-7 The plan is to build an interplanetary space station which will have two ring stations spinning in opposite direction. The core is a swivel that's working well at the moment but after the rings are attached and spinning this might not be the case. Next I will launch the Xenon Gas powered sections and dock them on each side. These are being built next. StarLab-7 Core Section in Kerbin Orbit Mission Complete Edited November 25, 2016 by Castille7 Quote Link to comment Share on other sites More sharing options...
Columbia Posted October 15, 2016 Share Posted October 15, 2016 (edited) Long post in 3.. 2... 1... (Sorry about the profile pic. I'm trying to look for a decent one..) I set some time off to work on the airliners. Way, way, way better than working on WW2 planes. And besides, 747s are nice. The main reason I built the B747-100 was to serve as a framework for the SCA which I have perfected (not really) over the past few weeks. But it also served as an excuse to release a "747 family" thread.. which I haven't done. Great! The Shuttle was a little longer and larger than the "normal" design for an orbiter you usually see, and so it's a *little* disproportionate. But it separates from the 747 flawlessly and flies really well. So far, the B747 family's close to completion, but the B747-8 is something i just.. don't have the morale to do. Look at that thing. It's no longer economical in this time and age, where the B777 and A330 thrive in long-range. My friends and I agree that the Intercontinental version might fail in sales. Why still build it? Moving on! I started work on the Aerospatiale-BAC Concorde. My tests had infinite fuel and electricity on, though, so it wasn't a true test. It needed 340 m/s to break the sound barrier... I got it to 320. And perhaps the most importantly, I'm at work on a cinematic right now -- A trailer for my airliners. (If you're observant, you can see that the fuselages aren't full length. I wanted to make it look like the scene had airliners parked near each other, yet didn't want my computer running at snail pace, and filmed at night so that the shadows wouldn't appear. This one's a setup for an engine under maintenance. Still far from completion though. Give me.. two weeks? I guess? Edited October 15, 2016 by Columbia Quote Link to comment Share on other sites More sharing options...
pTrevTrevs Posted October 16, 2016 Share Posted October 16, 2016 More Saturn I and Apollo Boilerplate tests I'm still dealing with the sturdiness of the rocket, especially on the fairing connecting the S-IV to the boilerplate. Since it looks like parachutes don't clip through each other anymore, I replaced the radial mount ones with these, to better represent Apollo parachutes. Blooper of the Day "Escape" Tower Quote Link to comment Share on other sites More sharing options...
Castille7 Posted October 16, 2016 Share Posted October 16, 2016 (edited) StarLab-7 Update First I would like to mention I am bringing this project into the new 1.2 version of KSP. @The Aziz After taking a look at The Aziz's Idea it made me take a second look at my first swivel design for StarLab-7. This setup is looking cleaner at the moment and I've also noticed if I spread the wheels out towards the edges of the batteries it should help with the strength to decrease the chances of wobble. I will update later when more progress is done. Mission Complete Edited November 25, 2016 by Castille7 Quote Link to comment Share on other sites More sharing options...
panzer1b Posted October 16, 2016 Share Posted October 16, 2016 Well made a new dropship for the newly designed tank destroyer i made yestreday. Anyone know what its based upon (its not a 100% authentic replica but its literally as close as i could get without going insane with parts)? Engine layout should be a pretty obvious give-away. Also, ignore the fact that its capable of carrying vehicles, real one could only transport troops and didnt have a hollow inside. If it wasnt barely controllable, had some sort of dV, and didnt require over 200 parts (using oscar-Bs on anything larger then a starfighter is a very bad move), then i could be happy with it as it is. Gonna spend some time overhauling this thing to give it decent capabilities while hopefully cutting the part count and still keeping the general look and shape of the thing. End result will most likely end up a little bit more inspired by then an actual replica, but im defenetely gonna keep the hull layout and the exterior engine layout. Quote Link to comment Share on other sites More sharing options...
pTrevTrevs Posted October 17, 2016 Share Posted October 17, 2016 I think I finally worked out the kinks with the Saturn I and Apollo boilerplate. I do have one question regarding it though; if I turn on advanced tweakables in settings and then use it to apply autostruts to a craft, will the autostruts still be in place if the craft is downloaded by someone else? Anyway, here's the third and final variant of Saturn I. Apollo CM boilerplate with a Pegasus micrometeorite satellite. This is the first time I haven't executed a high altitude abort with the escape tower. It's hard to tell, but I'm pretty sure the Pegasus launches carried the CM all the way into orbit. Boilerplate separation. The S-IV has two sepratrons with a small amount of fuel in them to push the stage away from the boilerplate. Pegasus deployed. Too bad the game doesn't have a real micrometeorite detector, I had to settle for solar panels instead. Meanwhile the boilerplate slowly drifts away as it transmits telemetry back to the ground. This particular model has no parachutes, and is not meant to survive reentry. A few more checks and tests to make sure everything is good here and then it's on to the Saturn IB! Quote Link to comment Share on other sites More sharing options...
Majorjim! Posted October 17, 2016 Share Posted October 17, 2016 8 hours ago, pTrevTrevs said: if I turn on advanced tweakables in settings and then use it to apply autostruts to a craft, will the autostruts still be in place if the craft is downloaded by someone else? Yup, I asked that question too and it was confirmed that those settings are preserved in the craft file. Quote Link to comment Share on other sites More sharing options...
Jon144 Posted October 17, 2016 Share Posted October 17, 2016 Quick tease on what I hope to release this week. Lots of new features including asymmetric braking to help turn this goliath. Quote Link to comment Share on other sites More sharing options...
Castille7 Posted October 18, 2016 Share Posted October 18, 2016 (edited) StarLab-7 Update I've updated the previous swivel by extending the wheel bearings to the edge of the batteries, this swivel is now working great. I was having a little bug trouble in 1.2. After returning to the craft from a saved game using the Tracking Station the craft separated into three sections, I found a walk around by returning to the saved game using F9 rather than using the Tracking Station. I decided to build the swivel and the power plant as one piece to reduce the complications, the results are here in this video. The Dawn Engines are giving too much spin so I will only use two per side for continuous rotation. If you did not see the first post, the plan for this project is to have a Double Ring Interplanetary Space Station with the Rings spinning in opposite directions. Edited October 21, 2016 by Castille7 Quote Link to comment Share on other sites More sharing options...
Guest Posted October 19, 2016 Share Posted October 19, 2016 (edited) Guess what that is :S Edited October 19, 2016 by RevanCorana Quote Link to comment Share on other sites More sharing options...
pTrevTrevs Posted October 20, 2016 Share Posted October 20, 2016 First Saturn IB test flight, with uncrewed Block I Apollo spacecraft. First Saturn IB launch failure, and first emergency abort for an Apollo spacecraft Can someone tell me whether or not the S-IVB had any form of RCS on it? It was very diffuclt to control and began spinning out of control as soon as it ignited. Of course, that may have been because one of the SLA fairings was flopping all around the place because I neglected to apply struts, but still... Quote Link to comment Share on other sites More sharing options...
SaturnianBlue Posted October 21, 2016 Share Posted October 21, 2016 I took the HMAS Sydney out for a spin and everything is working well - except for the fact that when I launch the torpedoes, 50% of the time they explode when they hit the water. This was not happening when I tried it earlier, so I will have to do more testing to find the cause. Turning the tubes into position Releasing the tubes, and having a bit of the custom torpedo tube explode A huge explosion as the torpedo explodes when it hits the water. Sometimes it does moderate superstructure damage to the area around it, other times it almost completely wipes the middle superstructure and heavily damages the hull too. Another major problem I face is whether to use Kerbpaint or not. Right now my 1.0.5 seems to act very weird, and I don't know if 1.0.5 can handle the load of the two ships even if I fix it. I certainly don't know if Kerbpaint will get updated to 1.2, or if it will work on OS X. Any input on what to do would help. (I should set up a thread for the ships soon.) Quote Link to comment Share on other sites More sharing options...
Jetenginestar Posted October 21, 2016 Share Posted October 21, 2016 (edited) I built a freighter, using 2 Cargo Bays for extra space.. Landing Bay Doors Thrust Reversers, Armed! Edited October 21, 2016 by Jetenginestar Quote Link to comment Share on other sites More sharing options...
__Ultimatum Posted October 21, 2016 Share Posted October 21, 2016 Working on this for a Duna mission, Need Vtol thrusters/ boosters to get into the air, other then that, its an ssto. Quote Link to comment Share on other sites More sharing options...
Castille7 Posted October 22, 2016 Share Posted October 22, 2016 Sailplane Combo Sorry so many craft builds lately, I've been having lots of time on my hands and I can't get enough of KSP, not sure if I ever will! also it's often quite on here. Quote Link to comment Share on other sites More sharing options...
Castille7 Posted October 23, 2016 Share Posted October 23, 2016 (edited) WSH-500 WingShip I once built this craft in an older version of KSP and it was looking terrible so I put it on the back burner (left it alone for a while). I found it on the internet, it's built by a Korean Manufacturer. Recently I thought about a better way to build it and this craft is now looking much better than my first go at it, and handling amazingly well, I was surprised to say the least during it's first testing. Spoiler Edited October 25, 2016 by Castille7 Quote Link to comment Share on other sites More sharing options...
SaturnianBlue Posted October 24, 2016 Share Posted October 24, 2016 I managed to get Kormoran working in KSP 1.0.5 (So I could use Kerbpaint on my MacBook Pro) although the Infernal robotics part that lets the torpedo tubes gets badly messed up most of the time. I was able to paint the Kormoran (though I had to guess the paint scheme on a couple parts). Overall it is fine, but I wonder if it will be able to operate with HMAS Sydney. Quote Link to comment Share on other sites More sharing options...
Castille7 Posted October 25, 2016 Share Posted October 25, 2016 WSH-500 WingShipUpdate 10.25.16 Ladder System and Cupola Modules Added Wing Adjustments Made Added Rudders Quote Link to comment Share on other sites More sharing options...
panzer1b Posted October 26, 2016 Share Posted October 26, 2016 Well ive managed to make a version of the following which im quite happy with in the part count and functionality dept. The scale is beyond completely off though so i guess ill call it a "Chibi" Cylon-Basestar. At least I managed to get the majority of function the real thing had, and it looks pretty close to the real thing too (ofc within stock part limitations). Currently equipped with 6 fighter slots (1.2m hardpoints that can accept any fighter that isnt excessively large and or has stuff sticking past the docking port), 12 0.6m hardpoints internally for simple guided missiles (can be used to carry extra ammo for fighters if you dont want or need actual weapons on the carrier itself). The best part is that i actually managed to create some armor (something every older version lacked), not alot and i never expected it to tank tons of fire (its a carrier afterall), but its not as easy to kill as you would expect for something using MK2 parts as primary armor plating. This is what was left after ~6-8 direct hits from ibeam weapons, yeah one of the arms is totalled and another is heavily damaged, but given that many other ships should have been dead from that much firepower, i think its great armor on a carrier... Survived a ramming attack from a 40t subcapital ship at 100m/s too (and i actually managed to ram it straight up the arss where the engines and critical stuff is located so that would count as a direct hit to known weakspot). Not bad at all. It actually looks more pretty damaged then fully functional imo ... Quote Link to comment Share on other sites More sharing options...
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