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. I used to like space but I'm tired of it. There's not a single launch vehicle left that raises my heart rate. Therefore: other. Common vehicles: cars, boats, helicopters and turboprops - all stock.
  2. I could use a thousand words but it really helps if you take a look at some examples. If you still have questions then, I'll be happy to answer them. https://kerbalx.com/Azimech/77I--Turbo-Fanatic-XS-v10 https://kerbalx.com/Azimech/77I--Not-a-Detroit-Diesel-v10
  3. All of them are nice builds! What kind of power do you get from your coaxial turboshaft? Does it have variable prop pitch? I've been rebuilding some of mine, I'll post some pictures soon.
  4. Don't know if it's the first, it might be. Prototype 2-speed gearbox with neutral. Can easily be expanded to more. Control is something that needs to be developed further, in the future it should be as easy as pressing 1 to 5 for selecting the right gear. It's also pretty sturdy. Here are some pictures: I've chosen a very simple ratio, 1:1 for first, 2:1 for second. Naturally this is something you won't find in any vehicle but it's just an example. From the wireframe images in the album you'll also notice the secondary shaft stays where it is. Soon: stock planetary transmission. I made a few with mods in 2014. Here's a video from that era.
  5. Does this happen if you run without DMP? Well ... apparently I have to work on my layout. I have more than a hundred links but I'm guessing it's easier to just go to KerbalX.
  6. Okay, here goes. For this example I've modifed the T-30. Take a look at this segment in the part.cfg: MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 240 heatProduction = 192 fxOffset = 0, 0, 0.8 EngineType = LiquidFuel exhaustDamageDistanceOffset = 1.05 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 310 key = 1 265 key = 7 0.001 } } I copied it and placed it beneath the original. Now I compared it with a RCS thruster and modified the new segment like this: MODULE { name = ModuleRCSFX thrusterTransformName = thrustTransform stagingEnabled = False exhaustDamage = True thrusterPower = 240 //ignitionThreshold = 0.1 //minThrust = 0 //maxThrust = 240 heatProduction = 192 fxOffset = 0, 0, 0.8 EngineType = LiquidFuel exhaustDamageDistanceOffset = 1.05 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 310 key = 1 265 key = 7 0.001 } } Now, because this engine uses ModuleEngines instead of the newer ModuleEnginesFX, there is no separate segment to specify the exhaust effects and sounds. Therefore, no FX and sounds. If you adapt an engine which does use ModulesEnginesFX, add the following line like this: name = ModuleRCSFX runningEffectName = running And it should use the standard EFFECTS segment. To do the same with ModuleEngines, you should do the same as in the above example but copy the EFFECTS segment from a different engine and manually replace the effect names with the ones specified at the top of the part.cfg. To make it more visual, this: fx_exhaustFlame_blue = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.0, -10.3, 0.0, 0.0, 0.0, 1.0, running fx_smokeTrail_light = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_exhaustSparks_flameout = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, flameout sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout will stay the way it is, and you create the new segment like this: EFFECTS { running { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 0.1 0.0 volume = 0.5 0.05 volume = 1.0 0.5 pitch = 0.0 0.5 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = fx_smokeTrail_light transformName = thrustTransform emission = 0.0 0.0 emission = 0.1 0.0 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.0 localRotation = -90, 0, 0 } } } To be honest, I haven't tested the FX stuff but it should work for a few of these effects. In the above example, you'll notice some missing. You'll need to specify a new sub segment and make an entry in the ModuleRCSFX section. Compare with other engines, the Panther is a good example. Some tuning of the effects might be required. Also, if MODEL_MULTI_PARTICLE doesn't work, replace it with PREFAB_PARTICLE and vice versa. So what you have now is an engine with two modes. However, they van be activated at the same time. To make stuff a little bit more realistic, I suggest to toggle the main rocket engine with the RCS button.
  7. Well ... I'm not too stupid but I've just spent 2 hours trying to find a FAR dev build for 1.3, then trying to get things to work. It doesn't, crashes during startup. Probably the wrong build, I'm 100% done with this. And if I'm having trouble with finding & installing this, lots more people will have this, really limiting the potential of this mod. I spent two hours. The average player is fed up with this in 5 minutes. So I'm wondering, wouldn't it be more useful to compile a version for KSP 1.2.2 since that one is fully FAR supported?
  8. Yeah, I hope someone will build a huge ship with this. Or start a challenge.
  9. That would probably slow it down to 0.2m/s.
  10. 77 Industries presents: "Not a Detroit Diesel!" (Gif shows older version of this craft) This craft uses an electric motor. No, not with reaction wheels, the real thing! The motor uses rover wheels to drive a shaft. Juice is provided by fuel cells. You’ll notice four different shaft sizes. The rover wheels have a finite torque which quickly declines with an increase in wheel speed. This construction is a sort of gearbox but without the coupling/decoupling of gears like in a normal transmission. Instructions: Just stage, tap forward key for a few seconds, then use trim forward until max. It will start moving by itself. If you want more control, select one of the propeller blades and pin the context menu to the screen. Change focus to the propeller and back: you can now move the control authority slider to change propeller pitch. A shaft speed readout is useful, I use the mod V.O.I.D. for that. As far as I know you can’t use SAS together with trim forward, thus steering is best done by trimming as well. Depending on propeller speed, you might need to adjust the trim to compensate for drift. While this machine is no diesel, I use the mod Rover Wheel Sounds with my own sample to relax. Yes, I've recorded a Detroit Diesel :-P You can download it in the link below, it’s the complete original mod but with added sounds and a changed configuration file. License is included. Just install manually like you would any other mod. https://www.dropbox.com/s/xqq5x654t44d1z5/AzimechVehicleSounds_v10.zip?dl=0 Link to craft file.
  11. Unfortunately, I couldn't find a pattern. Seemed as random as raising and lowering the landing gear. I figured a change in CoM might be the cause but ... it wasn't.
  12. Nope, Apparently I had a kraken drive all along. Fixed it but now the max speed has dropped to 17m/s. I'm happy with it though.
  13. Fantastic news! Thanks!
  14. New engine (motor?). You'll notice the three different shaft sizes, fully exploiting the capabilities of these wheels (Actually, size 0 is missing, I removed it). Max engine speed is 26rad/s which is also the best operating speed. Changing propeller pitch should be done slowly and gradually or else engine speed will suddenly drop off sharply. If this happens I slide the pitch back and the speed climbs up, in steps! Very interesting to see the torque curve of these rover wheels in action. And you could see this as a rudimentary gearbox. If I can find the kOS script someone wrote for use turboheads, we could have a sort of automatic gearbox XD. For sure, once rover wheel action groups have been repaired (motor toggle) I'm going to build such a gearbox and use Rover Wheel Sounds for some accurate gear shifting sounds! Explanation: the mod only plays a sample if a turning wheel has the motor enabled. I'm sure some people will be interested. Also interesting: during the tuning process some of the settings created a "physics feedback loop" which made the engine turn at a fixed speed, even when powered down. So I made a sort of kraken drive. I couldn't get power from it though.
  15. Apparently the logic behind rover wheel traction is a bit strange. I parked the engine and saved the game. When I got back the engine wouldn't run faster than 9rad/s. Apparently a number of wheels had decided to change direction. Solved it but I've got the feeling more is going on here. Top speed has increased to 15m/s with the engine running 24rad/s, and I'm guessing a few wheels are still rotating in the wrong direction.