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Azimech

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Everything posted by Azimech

  1. Props work fine with FAR. Built and flew the first ever mod turboprop in 2014.
  2. Guess I'll really only focus on piston engines, gearboxes and suspensions from now on We don't know that, yet.
  3. Ehm ... I don't recall atm. It's been ... three years?
  4. I invested some time into that in the past. Place the CoM at the attachment point but place the CoL at the far edge ... I actually wasn't impressed with the result back then.
  5. The only possible solution: an increase in max rpm. Time will tell if Unity will be able to do it. Just like real life ... the development of the propeller has been going on since 1901 and will continue ... probably for ever. "Back to the drawing board, guys!" By the way ... some actually like this design/test process.
  6. What, a model and an animation, with something that provides thrust due to the configuration file? What's the fun in that? Stock rotors and propellers are good enough, people have even been able to break the sound barrier, impossible in real life.
  7. Replace them with the smallest wheels you can set the brakes on, set springs & dampers to minimal.
  8. Interesting ... In 1.7.1 strutting to a loop does seem to work. Didn't I post my chain a few days ago?
  9. Unity's way of collider interactions means they become impressively imprecise at higher rotational speeds. The exception seems to be rover wheels and landing gear. But true, collider friction is pretty high. For this kind of krakentech, we should have the ability to choose the material and if it's "lubricated" or not. Collider friction is a set value in Unity when you export the model, but through coding there is a way to modify it. The library "ModuleWheelBase" (which governs all wheels in the game) has the option to adjust the friction setting on the fly. As an extra: the colliders with the least friction are box and sphere colliders, with spheres really winning. Complex colliders like tanks and wings and especially a Vernor are terrible. That's why the most gears you see are made from RCS balls. https://gfycat.com/anchoredfearlesscapybara-kerbal-space-program-ksp
  10. Probably the turbine diameter and/or propeller blade pitch. It depends, every speed has its own optimal angle. When I'm accelerating I'm adjusting it every 5 seconds or so. The engine speed has a redline (50 rad/s, 477 rpm) but too low doesn't work either. Props in KSP generally start to perform well above 35 rad/s (335 rpm).
  11. I think a weld function would make KSP into X-Plane.
  12. Don't forget about the drag. There's always the drag. And stock bearings always have some friction, some of it comes from vibrations. They always vibrate.
  13. @Servoyes the DLC adds some interesting opportunities. Instead of using the DLC for planes and helicopters I will use it for other things. I've been a master in both for almost 5 years, it's time to let it go. We might need a new engine (Unreal?) for this because joints continue to be a friggin' wreck in Unity. Anyway ... I'll be focusing more on piston engines now. It's my deepest love.
  14. Just a reply that I find it strange I can't like more posts per day with 7.5k rep. This like was aimed at you.
  15. Keep reporting. And I'm out of likes today. I was in EJ's stream as well. In any case, this is not acceptable.
  16. What makes you think they don't this? I've made mods myself and playtesting for weeks is a normal thing to do. But ... there are more styles to play than there are users ... a dev can only anticipate so much.
  17. Are you sure about that? Some high profile builders noticed it and weren't happy about it. Also very vocal. Me included. This hurts me. You know I need rigid stuff.
  18. That's pretty good for a helicopter ... It's higher than my first coaxial (which was also the first ever ;-) )
  19. It's not even a bearing anymore, just a model and some code. And I actually like motor overspeed and random explosions. We've been developing props & rotors since 2012 ... and when I invented the turboshaft engine in 2013 my helicopter lifted off with 7 rad/s because that was the game limit. The devs have increased the limit at my request every time. This is the very first turboprop on the planet, KSP 0.90. At one point something says poof but the engine continues to wobble and work. I like that. Once I flew a turboprop around Kerbin and at one point was a bit lazy ... didn't watch the revs enough. Damaged the engine. It continued to fly for many hours.
  20. I think your avatar pic is absolutely hilarious.

    1. HebaruSan

      HebaruSan

      Thanks! Unfortunately I found it via image search rather than creating it, so I've been meaning to change it for a long time.

  21. Another way, but even more brute force is how Cronus and Rhea do it. But it depends on how much power you feed the system. If a chopper is lacking control, the cause can be the CoL too high above the CoM.
  22. The DLC is the reason I probably won't be building helicopters or planes anymore. Only release what was already on the shelf. Interesting movement on this useless contraption. https://gfycat.com/sharpfavoriteannelida
  23. A stock solution might be to use multiple sets of legs or wheels, each with their own spring/shock settings. It's what I use on many cars to give them the exact cornering ability I want. Even use it on large airplanes to cope with difficult terrain. What I really dislike is the lack of bump/rebound settings. This could solve many issues, i.e going from underdamped to overdamped instead of bouncing off Gilly.
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