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Hey @HatBat, I have a suggestion for music tracks for your videos. My recommendation is the album  Illumination by Jennifer Thomas. It actually has a few good songs in it that I thought might fit your videos. But if you're looking for absolutely epic music, then I highly recommend the album Epic Action & Adventure Vol. 4 by Epic Score. These songs are just awesome!

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1 hour ago, THIRTY9CLUES said:

Hey, Is Hatbat allowing for adjustable landing gear and is there a problem what version of ksp is he using?

No, the only mod allowed is BDArmory and then ONLY for ground vehicles/planes. There's no issue with his KSP version, it's just that running multiple VFX mods plus camera mods plus having recording stuff running PLUS having tons of ground and air or space vessels loaded at the same time causes a quite frustrating amount of physics lag, and this means things take longer. The less mods he has to use to keep the series running, the better, hence the need all spacecraft to be stock and ground vehicles to be as stock as possible.

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I believe that the only reason he allows BD armory for planes and ground support is the fact that making stock missiles that are anywhere near accurate is next to impossible. Believe me, I’ve tried. The best I could make was an air to ground missile that was reasonably accurate, but was just very hard to predict exactly where it would hit the ground. I don’t want to say it’s impossible, just damn near impossible. Idk if others have done better. Probably, knowing my skill level. But I will automatically have a deep respect for anyone that can make a reliable stock atmospheric air to air missile.

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10 hours ago, THIRTY9CLUES said:

Hey, Is Hatbat allowing for adjustable landing gear and is there a problem what version of ksp is he using?

You can build with stock landing gears just fine. Just do some clipping if you feel a gear is too big.

Edited by NotAnAimbot
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7 hours ago, Mycroft said:

I believe that the only reason he allows BD armory for planes and ground support is the fact that making stock missiles that are anywhere near accurate is next to impossible. Believe me, I’ve tried. The best I could make was an air to ground missile that was reasonably accurate, but was just very hard to predict exactly where it would hit the ground. I don’t want to say it’s impossible, just damn near impossible. Idk if others have done better. Probably, knowing my skill level. But I will automatically have a deep respect for anyone that can make a reliable stock atmospheric air to air missile.

Maybe if you built a really tiny rocket using the spark engine, a thin unmaned probe, and four wings. But I will test it to see if it works.

3 hours ago, NotAnAimbot said:

You can build with stock landing gears just fine. Just do some clipping if you feel a gear is toi big.

I was just trying to make the plane look cleaner.

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2 minutes ago, THIRTY9CLUES said:

I was just trying to make the plane look cleaner.

Clipped medium gears work very well for most planes, and look clean. Here's some pictures of my retracted and extended XF-4's gears. Could be better with adjustable, but just fine with stock as well. The aesthetic difference is way smaller than the disadvantages for adding and keeping up to date yet another mod.

OdI41Xt.png

ZaEemzP.png

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3 minutes ago, NotAnAimbot said:

Clipped medium gears work very well for most planes, and look clean. Here's some pictures of my retracted and extended XF-4's gears. Could be better with adjustable, but just fine with stock as well. The aesthetic difference is way smaller than the disadvantages for adding and keeping up to date yet another mod.

OdI41Xt.png

ZaEemzP.png

Yeah I know but my gears have to be placed on an angle and could you tell me the max part count for planes and ground vehicles. And nice plane, 1. 1.2 right? (game patch)

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12 minutes ago, THIRTY9CLUES said:

placed on an angle

There's literally no difference between straight wheels and angled wheels. Why do you absolutely need angled ones?

Max part count is a soft limit on 400 parts, read the OP. Some bigger ships are featured, but they're mostly ships that are very important to the plot.

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4 hours ago, NotAnAimbot said:

There's literally no difference between straight wheels and angled wheels. Why do you absolutely need angled ones?

Can't speak on his behalf, but I've occasionally put gear at a ~20 degree angle facing away from the center of the aircraft, because the wider base increases the stability. 

Also for anyone who's interested, I spent some time today organizing the old Cyten craft repository which I originally posted in 2014 with all of my current 1.1 vehicles. I initially figured the new thread would be created soon and I would just wait until then, but I've decided in the meantime the my old post will act as a good library. Clicking on my signature will link you to the page, and all of the Cyten craft file downloads are there, as well as some history. New logo, too!

Spoiler

7nHxHFZ.png

 

Edited by Mobius
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8 hours ago, Mobius said:

wider base increases the stability. 

Doesn't seem a problem to my current craft. Unless you have a single fuselage base coupled with large wingspan, you should be able to use your fuselage to clip in wheels, or even put some on the wings.

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Hello, i am Choice, a pilot and a engineer (not really)

And this is my latest plane (also the first to upload!) 

It is the A-164 Wipeout! It is a replica from the A-164 in Arma 3! :)

 


 I really can't figure out how to upload albums from imgur into here..


The A-164 Wipeout is a replica of the A-164 Wipeout from Arma 3. And the A-164 is a version of the A-10 Warthog, just 20 years in the future. 

It is an air to ground attack jet, but this version don't have weapons because it's the version i posted in here, but i made one with weapons, right before i left on my vacation. It doesn't lag at all for me :)

Specs:

Part count: 55

Length: 10.2m

Width: 9.7m

Weight: 9.729t

Craft file: https://www.dropbox.com/s/rcvo8r3k0vnrmv4/A-164 excrementseout.craft?dl=0

Casualties while production: 3.5 kerbals.

Performance: It is not too quick to turn, but it takes really much to get this thing out of control, it is also really fast. And it has blinky blinky lights!!

Action Groups:

Reverse thrust: 1

Blinky lights: Stage

Mods used: 

Quiztech Aero pack: http://spacedock.info/mod/836/QuizTechAeroPackContinued

Aviation lights: http://forum.kerbalspaceprogram.com/index.php?/topic/16801-113-aviation-lights-v39-fixed-by-moardv/

MK2 expansion: http://forum.kerbalspaceprogram.com/index.php?/topic/109145-11-mk2-expansion-v1707-update-582016/

TweakScale: http://forum.kerbalspaceprogram.com/index.php?/topic/101540-113-tweakscale-v2213jun-24-the-chainscaling-update/

SXT Stock Extension: http://forum.kerbalspaceprogram.com/index.php?/topic/71992-11-sxt-lacks-stock-extension-sxt-25-10apr16-basic-11-compatibilty/


 

Edited by Choice // SLOTH Airlines
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1 hour ago, Choice // SLOTH Airlines said:

Ummmm... read the OP?:huh:

The craft is nice, but you have to read the rules for submission threads.

For instance, Quiztech, Av lights, Mk2 expansion, TweakScale, SXT, and B9 are all NOT allowed...

Try posting that in the main Spacecraft exchange area with its own thread.

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6 minutes ago, JTpopcorn said:

Ummmm... read the OP?:huh:

The craft is nice, but you have to read the rules for submission threads.

For instance, Quiztech, Av lights, Mk2 expansion, TweakScale, SXT, and B9 are all NOT allowed...

Try posting that in the main Spacecraft exchange area with its own thread.

Oh.. *DOUG* I'm so sorry, didn't read it (silly me).. I have posted it in the exhange, but no replies :/ I'm gonna delete the post
12 minutes ago, JTpopcorn said:

Ummmm... read the OP?:huh:

The craft is nice, but you have to read the rules for submission threads.

For instance, Quiztech, Av lights, Mk2 expansion, TweakScale, SXT, and B9 are all NOT allowed...

Try posting that in the main Spacecraft exchange area with its own thread.

Superb! Seems like i cam't edit the post because im on an overpriced iPad.. Can anyone delete my post?

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So I've got a bit of a problem. I was testing out one of my new star-ships recently, preforming basic tests and procedures with it, when I hit spacebar and staged. Now you may thing this is not a problem at all, but no no no. When i hit the space bar, the view switches to be parallel with the ground. I go to my map view and all i can think is "What the heck?" My game had suddenly decided that the ship had landed at 75000m above sea-level at 0 0 0 and whatever. Basically my game screwed up, and now i cannot test my ships as accurately and reliably anymore. Anyone know why this is?

FWI: I am using ksp 1.1.3

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1 hour ago, Greymangames said:

So I've got a bit of a problem. I was testing out one of my new star-ships recently, preforming basic tests and procedures with it, when I hit spacebar and staged. Now you may thing this is not a problem at all, but no no no. When i hit the space bar, the view switches to be parallel with the ground. I go to my map view and all i can think is "What the heck?" My game had suddenly decided that the ship had landed at 75000m above sea-level at 0 0 0 and whatever. Basically my game screwed up, and now i cannot test my ships as accurately and reliably anymore. Anyone know why this is?

FWI: I am using ksp 1.1.3

Did you hyperedit it into orbit prior without returning to the space center? Because that's a known bug with hyperedit, where if you stage or dock/undock after putting something in orbit, it'll bug out and park itself in space (quite literally, just floating in a "landed" state up where it was in orbit). The best workaround is to edit the ship into orbit, return to the KSC, and then re-access the ship via the tracking station. (It's best to test ships now unkerballed as a result of needing to delete your vessel afterwards instead of being able to revert.)

 

 

Of course, if you launched it "legit", via a booster rocket assembly, there's no reason I can think of that would make it do that.

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1 minute ago, ScriptKitt3h said:

Did you hyperedit it into orbit prior without returning to the space center? Because that's a known bug with hyperedit, where if you stage or dock/undock after putting something in orbit, it'll bug out and park itself in space (quite literally, just floating in a "landed" state up where it was in orbit). The best workaround is to edit the ship into orbit, return to the KSC, and then re-access the ship via the tracking station. (It's best to test ships now unkerballed as a result of needing to delete your vessel afterwards instead of being able to revert.)

 

 

Of course, if you launched it "legit", via a booster rocket assembly, there's no reason I can think of that would make it do that.

Ah thank you. All my problems are now solved.

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@Choice // SLOTH Airlines, I recently heard that imgur album imbedding is broken and will be fixed by the next forum update. And a moderator can delete your post, if that's what you really want, but I think you should just leave it. It's a good craft, and the post is pretty much guaranteed to be swallowed up very soon at the rate people post here. 

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2 minutes ago, Mycroft said:

@Choice // SLOTH Airlines, I recently heard that imgur album imbedding is broken and will be fixed by the next forum update. And a moderator can delete your post, if that's what you really want, but I think you should just leave it. It's a good craft, and the post is pretty much guaranteed to be swallowed up very soon at the rate people post here. 

Yeah, i found out that the album imbedding is broken. I think i have to get my post deleted, cause it's not allowee to post modded crafts :/ Thanks, and yeah, i'll just leave it :)

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So remember that dreadnaught I had promised?

http://imgur.com/a/pYQWv

Just got it finished. May not be putting up a cinematic for it though as I dont have access to a video recording program anymore.

anyway.


The Victorium Class Intel Dreadnought is the first of it's kind to ever be produced. The Dreadnought is designed to covertly gather information at a distance using the two Intel probes docked on the port and starboard of the craft, each carrying about 2000+ Delta-V. These probes are designed for longevity and reliability, each equipped with a RTG. As for the Victorium itself, she carrys a payload of 6 penetration torpedoes, each carrying the potential to slice through enemy armor. Her unique hull shape is designed to keep a low profile and protect against incoming kinetic damage by deflecting most of the energy (real thing). She is also well equipped to travel the entire system by planet hopping. Planet hopping, if you are unfamiliar, is a technique that has the star ship stop at various planets on it's journey to refuel. You see, the Victorium is equipped with Convertotron 125, enabling to to process ore gathered from planets. However, a separate vessel is required to mine the ore.

The Victorium Currently has 1,687 Delta-V and contains 471 parts (I wish i could have gotten lower).

Only action group is one, which toggles the solar panels. 

 


Would have been larger, but part count was a major factor here. The Previous versions of the dreadnought had over 1000 parts to it, making it ineligible to be submitted. Let me now what you think.

Download link: https://www.dropbox.com/s/40g59n7fi4x9dmk/Victorium Class Dreadnaught MK V.craft?dl=0

Edited by Greymangames
Darn forum scripts didnt work
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