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Nazalassa

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Everything posted by Nazalassa

  1. I do, indeed, exist. What about @Dakota?
  2. No, they do. If they had no drag, they would have no lift. However, heat shields have a damn huge lift-to-drag ratio, meaning they produce a lot of lift and very little drag. If you are only moniroting your drag with the red arrows from aero forces overlay, then it's likely that you did not see the drag from the heat shields. I suggest, if you did not do that yet, that you go into the debug menu (alt-F12), section 'physics', then 'aero', and enable 'show aero info in part menu' or whatever this option is called. Then right-click on one of the heat shields. You should see how much drag it generates, and possibly how much lift. If you need further help, it would be good to add a screenshot of the craft with the part action window open..
  3. Well, they may as well use both. But the point is, if it's shielded, it isn't taken in account into aero calculations, which means it will have neither one nor the other. No drag, no lift. The elevons should just not be shielded, and they'll work fine.
  4. N 0 Would be fair that us negatives win 8 times in a row, no? :)
  5. The heat shields have to be angled 45o forwards from the downwards position. That is, the curved part should be facing front-down and the rear part should be facing rear-up. Dragless planes are quite different from regular ones, which use drag to turn. Thus it is normal that a dragless craft turns differently, if at all. If you want more regular-plane-like controls, consider adding a vertical control surface, like an elevon, and a horizontal one, somewhere where they are not shielded. Then you can use them like normal plane control surfaces.
  6. Do kraken drives count towards 2. or 3. ?
  7. No, they will be aerodynamically 'shielded', so the game forbids deploying them, air-intaking them, etc. Robotic parts work though, but they can't change the shielding of any part: if they were shielded at launch, they will remain so, even if you use a piston to push them out of the fairing.
  8. Actually, any engine plate would work. You can offset things outside if they are attached to a node of the engne plate (except the one that hangs mid-air), and they will experience no drag.
  9. The SSTO speeder is quite old and I can't test it right now, but that's weird. iirc it worked for me. Maybe try downloading it again? Indeed they do. Make sure the engine plate has its fairing enabled, else it won't shield anything. Are you using FAR? In that case, both ships will likely not work, due to how FAR simulates shielding and aerodynamics in a much different way than stock KSP.
  10. If there is a KSP2-specific wiki, why would people add KSP2-related information on the KSP wiki? The only reasons I can think of are 1. not knowing there is a KSP2 wiki and 2. causing mayhem on purpose. If it happens, 1 can be solved by adding a banner or something stating that this is not the KSP2 wiki, and providing a link to it, and 2 can be dealt with in the same way as "spammers". (couldn't think of a better word for it)
  11. I don't think it should: the point of a "wiki" is to be editable by anyone who has information to add. There is no reason to archive it (in the sense of "making it uneditable", correct me if I'm wrong), since new information may need to be added, or existing information to be updated; for example fixing typos, adding or expanding translations, adding tutorials, and so on. Maybe it would make sense to archive it if KSP were a dead game, but it isn't. Some people will keep playing it, and these people may want to update some information on the wiki. It thus should be kept alive. Then, maybe the 'almost' in this quote was not to be understood as 'it very probably will', but as something else. In that case, I aplogize for not understanding it correctly.
  12. Or, actually, I think it would be better if we used a KSP2: namespace instead of appending /KSP2 to the page name, since it would interfere with translations (such as 'Pol/fr'). This we would have 'Pol' and 'KSP2:Pol'. Besides, should new KSP2 content come, that is not in KSP1, it can go in the KSP2: namespace, so that people clearly se it is KSP2. (see Dres for an example) If you agree to do it this way, I am willing to take time to migrate KSP2 information to their separate pages. (That would require, however, that a wiki admin creates the KSP2 namespace.) If we use this method, should content from mods be added to the wiki, we can put them in a separate namespace as well (e.g 'gpp:Gael'). Also, should we create a separate Infobox/Body template for KSP2 celestial bodies, or keep the KSP one?
  13. Have a look at my try on Pol in the KSP wiki, maybe it'll work. (we should continue any discussion here: https://forum.kerbalspaceprogram.com/topic/224071-official-ksp-2-wiki)
  14. In case we need to keep all data in the KSP1 wiki, tell me what you think of this little test I made with Pol: https://wiki.kerbalspaceprogram.com/wiki/Pol and https://wiki.kerbalspaceprogram.com/wiki/Pol/KSP2
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