neistridlar

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About neistridlar

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  1. This is why I don't write my reviews directly in the forum.
  2. neistridlar

    [WIP] Neist Airliner parts

    You are correct, it does not have an animation yet. The texture is kinda broken too IIRC? Thanks for reminding me.
  3. neistridlar

    [1.4.+] Kerbal Wind Tunnel 1.0.1

    @Salvator Here is one of mine. The best I have done with it so far is 75x75km orbit with ~350m/s deltaV to spare. I marked the "exit point" that got this result, and sketched the path that got that result . I would have liked it to be more to the left (black doted line), that is higher speed, but the craft gets quite hot, and does not have too good of a heat tolerance. In general though, you want to get as much speed as possible out of your air-breathing mode as possible, and make sure you bring only enough liquid fuel, dead weight is the enemy of deltaV.
  4. neistridlar

    [WIP] Neist Airliner parts

    @qromodynmc tonight became tomorrow, but there is now a version with individual parts rather than variants. Be prepared to have your parts browser flooded with tail-pieces. @TMasterson5 The release also ads the 18CF6 and pylon for it.
  5. Jup, you can help become a judge if you want. Some of the recent submissions are on steam, but most of them are on kerbalX, and a few of them on dropbox. You could probably just download them, and upload them to your own steam account or something like that if you have to go through steam. So, if you want to help out with the judging, I recommend you read a bunch of the reviews already posted, and download a few of the craft and try them for your self, to get a feel for how the judging is done. Once you think you are ready I recommend you pick one of the previously reviewed craft and make a "practice review" and post it here.
  6. You wait for ~5 months and suddenly someone reviews your plane (yes it is a long time, there is a very long queue, and not enough judges).
  7. neistridlar

    [WIP] Neist Airliner parts

    @qromodynmc blackheart uses firespitter for the mesh switching and custom sounds. There are a few other alternatives as well, like B9 part switcher. I have decided against it for now, since I would like to have as few dependencies as possible (0 dependencies a.t.m.) and since the feedback I got here in the thread was to use the stock one. I am contemplating switching to one of the others though, because of backwards compatibility, and the rather limited abilities of the stock one currently. For instance I would like my modular wings to be a single switchable part as well, but the stock switcher does not allow for fuel capacity and wing area to be changed.
  8. neistridlar

    [WIP] Neist Airliner parts

    Works for 1.3. If you want I can post a version with nose cones and tailcones that don't use variants. Note that craft files will be incompatible with the 1.4 version though.
  9. neistridlar

    [WIP] Neist Airliner parts

    OK. It is correct that you can not change the size, you should be able to piece together a variety of shapes and sizes by combining them. If you have any specific excamples of what you are missing, maybe I can do something about it. These parts are fairly easy to make. Anyways, someone else said they might do a tweakscale patch for this as well.
  10. neistridlar

    [WIP] Neist Airliner parts

    Not entirely sure what you mean here? Did you try it in 1.4? The TCS parts have several variants so that you can build several different smooth tail shapes by combining them.
  11. neistridlar

    [WIP] Neist Airliner parts

    Well, the CF6 got a little nicer (now with proper textures). I have taken a little break to actually play the game though.
  12. neistridlar

    [1.4.+] Kerbal Wind Tunnel 1.0.1

    Stability depends on speed, altitude, and angle of attack. I'm sure you have seen your boosters fly off in a perfectly uniform spiral. So they are "stable" at that AoA, just that the thrust is at an angle to that AoA, so it changes at a constant rate. If there was no thrust though, it would just fall at that angle of attack. So, in essence, to convey this, you would have to plot the stability in 3 axis, with the 4th being the degree of stability. Crafts that have the sort of behavior that I described will typically have a pitch-torque/AoA curve that looks like a 3. degree polynomial, with a local minima and a local maxima. So it slopes upward near 0 AoA, but slopes down for higher and lower AoA. Though, if you play around with it you can get some really funky curves as well with several local minima/maxima. What I was trying to say is you can have island of stability/instability that only exist on certain AoAs for any given speed/altitude combo, which you may need to know about. Don't have a good Idea for easy visualization. The best I can come up with is to have a slider or something which you can use to "scrub" through the AoA for instance, and plot it like the other flight envelope graphs. Oh, and b.t.w. I do disagree that changing the AoI does not affect the flight envelope greatly. You can easily gain 10% in altitude or speed just by changing the AoI. You typically loose it somewhere else in stead though, like bad speed at low altitude, but good at high or vice versa.
  13. neistridlar

    [1.4.+] Kerbal Wind Tunnel 1.0.1

    I would think so. Use the AoA-pitch torque plots for different altitude/speed combinations. If it is sloping up, that means it is unstable, if it is sloping down it is stable. Steepness indicates how stable/unstable it is. If you know your fuel load at reentry it seems you can fill the craft to that load and have it calculate for that load. I wonder if there is a reasonable way of turning that into one of those flight envelope plots. All I can come up with requires 4 axis, though (and probably stupid amounts of computing power).
  14. neistridlar

    [1.4.+] Kerbal Wind Tunnel 1.0.1

    That is not exactly what I was trying to suggest. I was thinking, you have a drop down menu, where you can choose, for instance AoA , excess thrust, L/D, etc., and box to input a fixed value, and any point in the graph corresponding to that value would get drawn differently. So a little easier to program at least (seems to me you really have most of the code for it already). Just made a quick mock-up of what it might look like (ignore the nonsensical value, and complete guess of a curve). In the end though, its your time, so use it as you see fit .
  15. neistridlar

    [1.4.+] Kerbal Wind Tunnel 1.0.1

    Great! So, I did test at max excess thrust, and fuel burn rate was slightly lower, but fuel economy was more than 3 times worse, since it was going way slower. Also, I have been doing a lot of thinking, what would actually be the best indicator of fuel economy. V*L/D is good, but it fails to consider that a design might increase in weight to increase V*L/D, so V*L/D is not actually telling the whole story either. Really fuel burned/distance traveled is the most useful value. Also, an other suggestion: allow plotting an arbitrary curve, the same way you plot the excess thrust = 0 curve. So, for instance I might be interested in plotting AoA = 0 degrees, since that tends to offer the lowest drag, assuming you are using positive angle of incidence on your wings. And by playing around with its value, it can probably help figuring out the "corridor of max excess thrust" as well, to find the optimum ascent profile. I'm sure there are other use cases as well. And, I just had a bit of an epiphany. Don't know if your code will allow this, of course, but say you could set both the start and end point for each of the axis manually. Then redo the calculations for only that specific area, that should enable more accurate results of the areas of interest, since your calculation points can now be closer together.