Azimech

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About Azimech

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    what's that noise?

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  • Location The Netherlands
  • Interests My girlfriend, my cats, playing bass guitar and guitar, astronomy/astrophysics; history, physics: hydraulics/pneumatics/mechanics; flight sims, my own built car, ambient noises, gardening & growing my own food, geography, modeling & modding, good sci-fi & fantasy.

    Music: Frank Zappa, world music, rock & metal.

    Favourite food: salads (no, really!)

    Favourite colour: super-intelligent shades of the colour blue. They demonstrate their dissatisfaction with the Universe by holding their breath until they turn a deep purple.

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  1. It really depends on the payload ;-)
  2. Indeed, I have a few gigantic cargo planes which have to operate with a wide range of CoM shift. I just give them a very long tail and a lot of control surfaces. With FAR I would change the design somewhat. With my helicopters it's a different story, I always put CoM in front of CoL because stock rotors can't compensate forward flight.
  3. Is this a request for help? Without any pictures or a shared craft file none of us can do anything with the information Somehow I can't imagine having infinite EC has a negative impact on the physics. At least it's something I've never heard before and haven't experienced myself in the last 4.5 years. Ziet er goed uit (looking good)!
  4. Unless you have gigantic pitch/rudder control authority but usually you're right. https://kerbalx.com/Azimech/77I--TCCS-Pallas-12
  5. Important read for all aspiring turboheads:
  6. For anyone having problems getting good performance out of your turboprops, here's a short list of do's and don'ts. 1: Don't use rigid attachment anywhere on the turbine shaft, this limits max engine RPM. 2: Don't use Kerbal Joint Reinforcement for the same reason. 3: Make sure your engine is capable of operating near 50 rad/s and keep it operating at those speeds. Unfortunately 50 rad/s is also near the physics redline so you need to watch your engine speed closely at all times. 4: Use a variable pitch propeller. 5: A larger diameter turbine means more torque. 6: Make use of the fact parts radially expand from the turbine shaft at speeds >30 rad/s. Build a stage for starting the engine, another stage that kicks in at 35 rad/s, these blowers start hitting the colliders of the turbine blades. 7: Try to build a stock fairing around your engine. All parts inside will be shielded and produce no drag. No airflow for cooling either so you'll need to build a cooling system as well. 8: Use Kerbal Engineer or V.O.I.D. for the ability to read engine speed. Example turboprop with multi-stage blowers: https://kerbalx.com/Azimech/77I-Azi12-Curious-Chakora-v31 Example turboprop with a stock fairing and cooling system: https://kerbalx.com/Azimech/77I--Azi19-Jolly-Jinn
  7. I admire your compact design but I think more people will like it over here: Development update, my Focke Wulf Fw 190-A4. Another major redesign. Click the album for picture descriptions.
  8. Super! But I've forgotten how to do it. Edit: it's as simple as pasting the link to the album.
  9. Forgot to mention the redesign of the engine involves a radical departure from the Chakora form factor I introduced almost a year ago. Instead of using a MK3 cargo bay as the engine frame I'm using a MK3 short fuel tank as the base and attach the blowers & bearing elements floating behind the fairing. The result is a superb increase in fuel capacity. Craft empty: 54t. Tanks full: 91t. I also discovered joint strength is not only based on basic part mass but also resource mass which is a serious bug! To illustrate: flying with tank full, everything fine. Tank almost empty: kraken attack. Solved it with a few struts. I believe the landing gear autostruts might switch dynamically to which part they're connected to, another reason we need more control over their behaviour.
  10. Small update: redesigned engine and introduced a simple fairing. The old one had the looks of a fairing but was really just a drag hog. The result: 80 parts less and a speed increase from 540 to 576 km/h. But now this engine needs a cooling system as well - it overheats in 10 minutes and explodes. Dimensions and position need some tweaking. The hole is a problem to get right, the fairing system has the incredibly irritating tendency to snap, making the hole too small or too large. I'm very happy with the results so far!
  11. If you ever decide to build a stock turboprop, the Brewster Buffalo is a fine choice and seems a bit of a legend in the Finnish air force. While the Finns liked it and highly successful against Soviet aircraft, the Dutch called it the "flying coffin" because it was inadequate against Japanese fighters early in the war. Aircraft based on radial engines are easier for building turboprops although I've built my Bf 109 using a "flat" turboprop.
  12. Keep asking, I'll join :-)
  13. I'm really going to finish it this time. I promise! Now with winter camo! :-P I've continued the development of my Focke-Wulf Fw 190 A-4 from where I left it last August. A lot has improved. I've redesigned the core so it's possible to exchange the engine for a newer one (only in the editor) without disrupting the fairings. The engine is the improved Chakora 4.0 using 60 blowers. Lowered the cockpit somewhat and increased pilot size. Made the canopy detachable and the pilot should be able to jump/fall from the cockpit and use his parachute. The list with improvements is far from complete. Max speed is ~540 km/h (German planes didn't measure speed by tying ropes together) using adjusted aero and almost empty fuel tanks, which is a bit slower than a real one. It's very easy to fly and the engine is reliable unless running in overspeed. I might build an A8 using a GM-1. I might even build a D9 or later. To do: clean up the exteriour, improve the pilot, create the dashboard. Change the position of the prop blades so they look good at operating speed.
  14. Thanks, I'm curious to see your bf 109. Decided which version yet? You can use KerbPaint but ... currently paintable parts do not produce a shadow and unpaintable parts can be seen through other parts. And you need a custom config to make more parts paintable. Someone made a few and I've added a few as well. C-130: look for EJ_SA on KerbalX. He's made multiple giant stock aircraft using a working cargo ramp and/or nose.