SchweinAero

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About SchweinAero

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  1. I'm linking this here for the sake of chronicling the history of stock propellers. This person, Squiddy, claims to have exceeded 343 m/s in level flight. There seems to be no public craft file, though.
  2. Awesome! I'd take it for a spin myself, if I had a meteorite... >.> That recovery boat looked great too.
  3. Thank you! Every part and function here is bone stock. The trick is that the authority limiter also affects how far the surface deploys: crank that up to 150 and then keep the elevon permanently deployed while switching deploy direction, and you'll get almost 90 degrees of rotation. It's only too bad no control surfaces are longer than they are wide, or this could yield pretty good WW2 naval fighters.
  4. This is an experiment in folding wings without multi-part hinges. Switch the deploy direction of the Big-S Elevons to toggle them up and down. The craft will take off at 40 m/s and land safely at 100 m/s on level terrain. Also includes a radioisotope generator for infinite roving range. Craft file on KerbalX
  5. I support this, if only for the ease of getting pretty screenshots while maneuvering around a station. But I used to have KAS too, and getting any work done in orbit was an excercise in timing before the poor kerbal drifted out of range again. We have no way of anchoring ourselves to a module, so fine jetpack controls are the bare minimum to ask for.
  6. Then how about taking it one step further, and co-opting the closest approach markers to show where your orbit passes closest to the targeted one. Time doesn't need to be considered at all. Then you could judge the apsis match of your Hohmann using those and the velocity match using the imaginary vessel. Mostly devil's advocate, I find the current procedure easy enough.
  7. If you selected an orbit as a target, where would the target direction marker point? What would your relative velocity with a stationary path be? Though this does make me wonder about another scenario. Imagine targeting an orbit and, from that moment, seeing navball markers as if the closest point to your vessel on that orbit was a normal spacecraft. A new closest point chosen for each frame, and its "orbital velocity" calculated from the properties of the orbit. Would this help with something?
  8. I support supporting this. Are there any people who support not supporting this?
  9. The two NoNameShips servers reliably have people playing most of the time. There's a stock one and a a heavily modded one with near-future parts, weapons and robotics.
  10. Почти все англоязычные ютюберы произносят Gilly как [gɪɫɪ], то есть, "Гилли" или "Гиллий". Кроме того, "дж" фонема не очень русская.
  11. In my humble opinion based on experience, this suggestion (which has been called the "warp drive" approach to multiplayer) has some merit because it avoids making several desynched universes. On the other hand, it might wreck Delta-V requirements - something DMP-style subspaces never do. Edit: Let's say I'm orbiting Jool prograde at Laythe's altitude, directly opposite Laythe. I want to get to Laythe where another player has a station. With the suggested system, could I simply go to medium timewarp until I catch up with that moon, without doing any maneuvers? Under DMP, I would make my maneuvers while warping freely, and after I entered Laythe orbit, the other player would click a button to synch up with me and make the station tangible to my craft.
  12. It looks like the glitch showcased in this video, so it's at least present in stock KSP. Did restarting the game fix it? https://youtu.be/h2ZXP8Dr-IE
  13. As the saying goes, check yo staging! Before heading to the launch pad, make sure your staging groups (right side of screen) are correct and in order. They will trigger with each successive spacebar press from the bottom up.
  14. You can even launch a craft already full of ore, refine it all into monopropellant, recover it and still profit. Has anyone made a systematic comparison of Funds to Earth currencies? I foresee game balance causing some weird values, like a chunk of pure steel costing more than a similarly sized computer or sensor full of electronics.
  15. @Abastro and anyone intending to build an efficient propeller plane: First off, you can have smooth blade pitch control by setting your propeller blades to Deployed and using the authority slider in flight. Second off, though, my experiments tell me that 45 degrees is the ideal blade angle. Regardless of craft, altitude, or velocity, changing the blade pitch to anything other than 45 degrees just slows the plane down. Anyone else getting the same result? I'm having a hard time believing this, but it might just fit KSP aerodynamics.