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Everything posted by Azimech
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KSP Loading... Preview: Turbine Engines
Azimech replied to St4rdust's topic in KSP1 The Daily Kerbal
Props work fine with FAR. Built and flew the first ever mod turboprop in 2014. -
High altitude rotors... I think I discovered a K-effect
Azimech replied to a topic in Breaking Ground Discussion
Ehm ... I don't recall atm. It's been ... three years? -
High altitude rotors... I think I discovered a K-effect
Azimech replied to a topic in Breaking Ground Discussion
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. -
High altitude rotors... I think I discovered a K-effect
Azimech replied to a topic in Breaking Ground Discussion
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. -
High altitude rotors... I think I discovered a K-effect
Azimech replied to a topic in Breaking Ground Discussion
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. -
totm june 2019 Breaking ground - Test Zone
Azimech replied to sgt_flyer's topic in KSP1 The Spacecraft Exchange
Replace them with the smallest wheels you can set the brakes on, set springs & dampers to minimal. -
totm june 2019 Breaking ground - Test Zone
Azimech replied to sgt_flyer's topic in KSP1 The Spacecraft Exchange
Interesting ... In 1.7.1 strutting to a loop does seem to work. Didn't I post my chain a few days ago? -
totm june 2019 Breaking ground - Test Zone
Azimech replied to sgt_flyer's topic in KSP1 The Spacecraft Exchange
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 -
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).
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That is seriously impressive.
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I think a weld function would make KSP into X-Plane.
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totm june 2019 Breaking ground - Test Zone
Azimech replied to sgt_flyer's topic in KSP1 The Spacecraft Exchange
@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. -
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.
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Keep reporting. And I'm out of likes today. I was in EJ's stream as well. In any case, this is not acceptable.
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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.
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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.
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That's pretty good for a helicopter ... It's higher than my first coaxial (which was also the first ever ;-) )
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Reaction wheel props not dead yet!
Azimech replied to Tyr Anasazi's topic in KSP1 The Spacecraft Exchange
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. -
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.
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totm june 2019 Breaking ground - Test Zone
Azimech replied to sgt_flyer's topic in KSP1 The Spacecraft Exchange
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 -
Precise slider adjustments
Azimech replied to Majorjim!'s topic in KSP1 Suggestions & Development Discussion
Agreed, the sliders aren't precise enough. -
Landing Legs and Critical Damping
Azimech replied to MechBFP's topic in KSP1 Suggestions & Development Discussion
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.