kacperak46 Posted September 27, 2017 Share Posted September 27, 2017 11 hours ago, Skylon said: Welcome to the forums! I suggest moving the thruster out and up, and hiding the top with another part. The link above shows someone who made one in stock, though it was a long time ago. Not sure how to do the heat shields, but I look forward to seeing to the finished version! Thanks! I have fixed the thruster problem and i think i have a solution to the heatsink, i just figured out that you can make the heatsink have a icon for jettisoning it! I should have the file on KerbalX by friday Quote Link to comment Share on other sites More sharing options...
KandoKris Posted September 28, 2017 Share Posted September 28, 2017 (edited) Laythe Aircraft Carrier update We have liftoff Its starting to look like I will pull this off Spoiler I finally made orbit again I ended up sending 4 of them up before I had at least enough left over to make the burn to Jool without the re-fuel, with it I should have more than I need to get down to laythe. Since I had several 1/2 sections I started a bit of heat testing, turned out better then expected but it was just from LKO I'm sure slowing down from 5k+m/s at laythe will be far more taxing. Next step will be docking all 3 bits together and landing as one. I might send 1 for a flyby of Mun for a high speed entry test if all goes well to really test the limits. Also Jebs lands it like a Boss . Edited September 28, 2017 by KandoKris Quote Link to comment Share on other sites More sharing options...
Azimech Posted September 29, 2017 Share Posted September 29, 2017 (edited) Curious to see if I can pull this off. Stock aircraft with real control surfaces. Never mind the controls are reversed at the moment, I'm already happy it doesn't fall apart on the spot! The reason? KSP control surfaces have magical properties: they don't use a resource and don't suffer from compressibility effects or even control reversal, something all WW2 pilots had to deal with at high speeds. That's a lot of linkages to build and adjust ... and lots of possible points of failure. Edit: it's done. Edited October 4, 2017 by Azimech Quote Link to comment Share on other sites More sharing options...
Castille7 Posted September 29, 2017 Share Posted September 29, 2017 On 9/18/2017 at 9:07 AM, KandoKris said: Sub testing ; Why doesn't the grappling claw attach itself to the surface? . and is there a thread that lists parts by buoyancy ? I was hoping this would have worked for an underwater sea base Deepcore I built a while back and I had to result to the Ore tanks. Quote Link to comment Share on other sites More sharing options...
kapteenipirk Posted September 30, 2017 Share Posted September 30, 2017 As you can see from the picks below, the SSD Executor is nearing completion. The only thing that is really missing is the armaments. Ill probably also add some more lights to the super-structure to make it more realistic. I also need to remove the lights from the side of the hull as they don't light up the bit i wanted them to. There is a bit of an annoying issue with this ship, and that is lighting. It looks fine when it's fully behind Kerbin and out of sunlight as you can see on the pick below But, when there's sunlight...things don't exactly look right. Some parts light up fine, but others are still in the dark as if there would be something between the ship and the sun casting shadows on it. Anybody got any ideas what may be causing this as it honestly looks awful . Other than that lighting issue, im very pleased with the results so far . It's current size is around 600m x 200m. The size ended up being a bit of an issue during the build as even with full zoom-out and camera movement, I couldn't get the entire ship into view. I had to move the entire ship back and forth multiple times during the build by grabbing a tiny root part hidden inside the ships guts. Oh, and before you ask, i did need cheats to keep it together. I honestly tried my hardest to make it stay together, but i believe that the size and sheer mass of the thing is too much for the teeny tiny struts to handle, making it virtually impossible to make it stay together without using cheats. Quote Link to comment Share on other sites More sharing options...
Exothermos Posted October 1, 2017 Share Posted October 1, 2017 (edited) Lockheed Martin has been promoting a Mars mission that includes an orbiting Martain space station as well as a lander that looks like it is right out of 60s SciFi. These kind of proposals always inspire me to tinker with KSP, and I've managed to get a reasonable facsimile working nicely. It's totally overbuilt for what KSP requires for a Duna lander, but I was trying to copy form rather than adhering to KSPs needs. The result is that the lander has way more DeltaV and thrust than is really needed for Duna, but hey, i suppose it is capable of lots of other missions around the Kerbol system. It's delivered on a stubby booster with a faring to match the back of the lander, and uses much of the lander's fuel to reach orbit. Lockheed's proposal includes refueling at the Orbiting station for multiple missions to and from the martian surface, so I figured they would refuel the lander in LEO before ferrying it to mars. This helps keep the booster short , keeping the Center of Lift behind the center of mass; a problem when topping rockets with "wingy" vehicles. Anyway, maybe I'll make an entire mission pack, the hard part is essentially done. Edited October 1, 2017 by Exothermos Quote Link to comment Share on other sites More sharing options...
Majorjim! Posted October 1, 2017 Share Posted October 1, 2017 12 hours ago, kapteenipirk said: Some parts light up fine, but others are still in the dark as if there would be something between the ship and the sun casting shadows on it. Anybody got any ideas what may be causing this as it honestly looks awful . It's because of tweakscale.. Quote Link to comment Share on other sites More sharing options...
kapteenipirk Posted October 1, 2017 Share Posted October 1, 2017 1 hour ago, Majorjim! said: It's because of tweakscale.. Hmm, so far it seems that the P-wings are the only ones having this issue, so i don't know why tweakscale would be the issue. But, i guess it might be scale in general, i also suspect thickness of the wings might also be a cause, as some of them are super thin compared to their size. Quote Link to comment Share on other sites More sharing options...
Azimech Posted October 1, 2017 Share Posted October 1, 2017 Building a turbine car now. While this is nothing special nowadays, the steering is probably new. There's no need to change focus. Top speed is a meager 5.0 m/s, regardless of power input or wheel/ground contact. The turbine runs fine (up to 50 rad/s) but something goes wrong in the power transmission (gears). Might be some kind of bug, max rotational speed is 7 rad/s. It happens both with antennae and RCS balls, while the car itself is powerful enough to drive up a 15 deg. slope, using a 1:1 transmission. I've seen the same problem when building my tiny piston engine, won't run faster than 7 rad/s for love or money. The steering in action: Quote Link to comment Share on other sites More sharing options...
KandoKris Posted October 3, 2017 Share Posted October 3, 2017 (edited) Massive update from a weekend with too many hours spent on the PC and little sleep; I have now landed x2 1400+ part aircraft carriers on Kerbin. One at the equator and another near the south pole. Spoiler Decent is slow and yet nail biting That was number 1 and number 2 And I don't even remember that part but it looks stable Funny story with the landings thou, first one I didn’t use all the chutes ( had it in 3 stages not 2 due to an extra stage in the rear section which has been fixed) anyway I landed hard, very hard, like 16m/s hard the result was less then perfect 2nd time was at 3-4am and I fell asleep during the final leg of decent all chutes open and thrusters at ¼ power. In my defence the frame rate was about 1 per 4-5 seconds at that point and the first decent took approx 30 min but felt like so much more to make the 5 min trip. I don’t know how but it managed to land almost A OK, minus some fins and unimportant bits. This is what I awoke to; ok to be 100% honest those unimportant bits were the middle docking ports which is what i guess caused the whole thing to split, But once the port was deleted it did fit back together again fine. Oh and the main forward jets were either gone or disconnected limiting it to a snail's pace of 4m/s but the deck made it intact other than that its good as new sort of. Each received its name after a safe landing. KAC 1 - Balls Deep & KAC-2 - Buster, buster has the intact decking. Frame rate is abysmal once the 2 halves are joined (1 frame per every 2 seconds isn't uncommon ) it's almost unplayable on my machine... Almost… Only tests left are for the trip to laythe and workout how many dips to make it into a nice orbit and how low/fast those dips can be before things blow up also how much spare fuel there is to account for flight error’s. Spoiler Current status all juiced up and awaiting my exit window and more time to play. Spoiler Secondary craft included; 4 VTOL jets, 2 Submarine’s, 2 Aqua jets, 2 rovers and a friggin SSTO VTOL. Edited October 3, 2017 by KandoKris Detail Quote Link to comment Share on other sites More sharing options...
Thingymajigy Posted October 4, 2017 Share Posted October 4, 2017 New tanker, new boom, but I don't remember refueling being this difficult Quote Link to comment Share on other sites More sharing options...
HolidayTheLeek Posted October 4, 2017 Share Posted October 4, 2017 I've decided to build a B-36 Peacemaker as a challenge for myself, and surprisingly it flies (albeit, very badly) using only the power of electricity! It's pretty slow at climbing, and requires a trim to even get it to climb. I think I need to work on making it easier to fly, since I'm a terrible pilot haha. Also, it almost made my computer fry at 695 parts! (That's probably nothing for some of you people) I plan to add jets to it, like some variants of the real thing, but at the moment, I'm just moving the wing around, and trying out different motors to try and get better performance out of the pure propeller version. If anyone is interested, I might put out a download Quote Link to comment Share on other sites More sharing options...
Azimech Posted October 4, 2017 Share Posted October 4, 2017 Stock car, just painted. Another car you say? Well ... this one has a trick up its sleeve. I'm curious if you guys can guess the model. Quote Link to comment Share on other sites More sharing options...
kapteenipirk Posted October 4, 2017 Share Posted October 4, 2017 1 hour ago, Azimech said: Stock car, just painted. So, hod you get KerbPaint to work in 1.3. Or was the paint-job done using something new that i'm not aware of yet. I would love to know since i would really like to paint at-least one of the UCS aircraft's that i'm going to do at some point. Quote Link to comment Share on other sites More sharing options...
Azimech Posted October 4, 2017 Share Posted October 4, 2017 So, hod you get KerbPaint to work in 1.3. Or was the paint-job done using something new that i'm not aware of yet. I would love to know since i would really like to paint at-least one of the UCS aircraft's that i'm going to do at some point. It's this mod: https://forum.kerbalspaceprogram.com/index.php?/topic/159310-13x-dck-v026-transparent-aircraft-armor-stealth-coating-part-camo-and-other-goodies-for-ksp-stock-bdac-bdmk22-sm_afvs-m2x-quiztech09202017/ Quote Link to comment Share on other sites More sharing options...
kapteenipirk Posted October 4, 2017 Share Posted October 4, 2017 It's this mod: https://forum.kerbalspaceprogram.com/index.php?/topic/159310-13x-dck-v026-transparent-aircraft-armor-stealth-coating-part-camo-and-other-goodies-for-ksp-stock-bdac-bdmk22-sm_afvs-m2x-quiztech09202017/ Thx , gonna have check it out. Quote Link to comment Share on other sites More sharing options...
qzgy Posted October 7, 2017 Share Posted October 7, 2017 Went back to a helicopter. So far so good. Quote Link to comment Share on other sites More sharing options...
Azimech Posted October 11, 2017 Share Posted October 11, 2017 Teaser. Does anyone recognize what this will become? Quote Link to comment Share on other sites More sharing options...
Rune Posted October 11, 2017 Share Posted October 11, 2017 (edited) 1 hour ago, Azimech said: Teaser. Does anyone recognize what this will become? snip Descent was an awesome game. Rune. And I'm showing my age with that comment. Edited October 11, 2017 by Rune Quote Link to comment Share on other sites More sharing options...
Azimech Posted October 11, 2017 Share Posted October 11, 2017 15 minutes ago, Rune said: Descent was an awesome game. Rune. And I'm showing my age with that comment. Yeah, I have a grey beard. Quote Link to comment Share on other sites More sharing options...
Azimech Posted October 11, 2017 Share Posted October 11, 2017 (edited) Early version & stock parts, only use paint. Attitude Indicator needs some work, it rotates the wrong pitch. Mechanics for airspeed and altimeter not implemented yet, just testing the rotation of the needles. Altimeter and VSI are going to be problematic since we don't have a vacuum we can utilize. I'm going to try a trick with different rocket engines, one meant for space and another one for sea level. The difference in ISP could provide me with what I need. Heading indicator is going to be relatively easy. Turn indicator will probably need a real gyro, the slip indicator is easy. I don't think I'll be building a VOR or NDB. No, it's not meant for space. Just makes testing some stuff easier. Edited October 11, 2017 by Azimech Quote Link to comment Share on other sites More sharing options...
MiffedStarfish Posted October 11, 2017 Share Posted October 11, 2017 Just now, Azimech said: Early version & stock parts, only use paint. Attitude Indicator needs some work, it rotates the wrong pitch. Mechanics for airspeed and altimeter not implemented yet, just testing the rotation of the needles. Altimeter and VSI are going to be problematic since we don't have a vacuum we can utilize. I'm going to try a trick with different rocket engines, one meant for space and another one for sea level. The difference in ISP could provide me with what I need. Heading indicator is going to be relatively easy. Turn indicator will probably need a real gyro, the slip indicator is easy. I don't think I'll be building a VOR or NDB. Wow. When this is finished it will be incredible. Quote Link to comment Share on other sites More sharing options...
ScriptKitt3h Posted October 12, 2017 Share Posted October 12, 2017 Working on updating a BAE P.125 replica I made a while back up the current aero model; it's been proving slightly tricky since the wing shaping makes it tend to be a bit yaw-happy. This fighter never quite made it into existence thanks to the U.K. signing on to purchase the F-35 back in the JSF program's early days, but nonetheless this is a neat concept aircraft. The inside of the service bay is a Kerbal-scaled cockpit reminiscent of what the concept showcased. Quote Link to comment Share on other sites More sharing options...
MiffedStarfish Posted October 12, 2017 Share Posted October 12, 2017 Wow, I didn’t know about that plane. Shame we ordered the F-35, we could have had a stealth fighter... maybe even by the end of the century. Quote Link to comment Share on other sites More sharing options...
Azimech Posted October 12, 2017 Share Posted October 12, 2017 Installed the basic hardware for the speedometer. It works in this setup. There will be a lot of tuning. How it works: The jet engine close to the fascia acts like a spring, it blows against the elevon. When airspeed increases, drag on the elevon will push it backwards, driving the gear. Quote Link to comment Share on other sites More sharing options...
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