Shaun

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About Shaun

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    Spacecraft Engineer

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  1. Shaun

    MK2 Cargo bay less draggy when open?

    I would expect the drag when closed to be lower than what it currently is, either open or closed... MK2 parts are far too draggy.
  2. Shaun

    MK2 Cargo bay less draggy when open?

    Probably. My craft is 50 tonnes and quite drag friendly. Using the wind tunnel mod, the MK2 bays are solid red for drag. It takes me 6 panthers to push the craft to 785m/s.
  3. Shaun

    MK2 Cargo bay less draggy when open?

    I have created a bug on the tracker here: https://bugs.kerbalspaceprogram.com/issues/20997
  4. So I've been testing out a new supersonic bomber. If I cruise at about 19,000 metres, I can reach about 785m/s, however I've discovered upon opening the two MK2 cargo bays, I begin to accelerate. This aircraft is fully stock, no modifications to any parts. I have Kramax Autopilot holding the pitch and heading, so the aircraft isn't pitching down when I open the doors. Anyone else found the MK2 cargo bays to be less draggy when open?
  5. Shaun

    [1.4.X] KS3P

    Hmm for me, since 1.6.1, the bloom doesn't work in flight, but works when NAVHUD is enabled. I hope the GUI is released soon, as it will make diagnosing and fixing visual issues much easier.
  6. While there are many mods that can change the speed and altitude units on the navball, I've yet to find one that changes the speed units in IVA/cockpit views. It would be nice if there was a way to change speed units, which would be more useful to atmospheric vehicles. A digital altitude display would also be nice. Otherwise, being able to see the navball in IVA would be nice.
  7. Shaun

    Dfthu's General Craft Dump

    Wooh! More planes!
  8. Shaun

    Krakonian Skunkworks

    Would be very helpful: I work too much
  9. Shaun

    Krakonian Skunkworks

    Really impressive little jets! How do you make them blueprints though?
  10. Shaun

    Dfthu's General Craft Dump

    Nice rockets, but damn I love seaplanes.
  11. Shaun

    Best way to prevent part amount creep?

    Start believing simple is beautiful. You’ll start to think simple craft are way better, especially if they’re atmospheric. Personally I can’t stand all these super realistic looking replicas. The Aeris 4a is beautiful
  12. 2.5m passenger cabin 2.5m cargo bay a hinge 1.25m cargo bay with doors and no ends (service bays limit length of payload) .625 round nose cone .625 longer cylindrical fuel tanks
  13. Shaun

    Best way to prevent part amount creep?

    Thanks to the auto strut system, struts aren’t needed. There is also an option in settings that allows fuel to feed if not directly connected, which means you can get rid of fuel lines. You can still disable cross feed to stop various stages feeding. For me, every part has to be practical. Once that’s done, I may clean up with a few aesthetics, aerodynamics etc. Nothing too crazy; a winglet, little antenna or something. Nothing like “I’ll attach empty RCS tanks to my rocket engines so it looks like they have helium tanks.” or “I’m making a replica so I’m going to add a ton of solar panels to make a cockpit.” I find the problem with replicas I see on the forums, especially planes, is that they all concentrate too much on looks and not on performance. Most have so many draggy parts, the jets can’t reach mach 0.50 so they have to clip in more engines, giving a stupidly fast take off and climb, but then they get to speed and all the laggy aerodynamic effects take over. My replicas only resemble the basic look and function of what I’m going for. If I’m making a U-2 for example, I’m not going to clip a load of small wings together to get the wing shape, because now I have 50 parts per wing. I’ll just use the larger wings, providing more life, less physics to calculate and a cleaner airframe. If it’s got a long cigar nose and long wings, everyone knows it’s based on the U-2. If i rotate the wings slightly, it can cruise at high altitude without the need of SAS. The only time I’ll use more parts is if I want to use Juno jets in place of a wheesy or panther; much better altitude and speed performance than the wheesy, better efficiency than the panther, lighter and cheaper than both.
  14. Shaun

    [1.4.X] KS3P

    When using the cutaway views, bloom on engine exhausts are removed, even if bloom settings are equal for both flight and IVA.
  15. The x8 drag multiplier that KSP uses is astronomically high; so much so that jet planes have massive amounts of thrust, but can't gain speed at altitude, even when there should be sufficient thrust to do so. I could easily lower the drag multiplier, but that would knack up the game when I'm launching rockets. Surely there's a way to fix this. I'm presuming the game uses a drag curve like the one above. Perhaps lowering drag below mach 0.9 by a factor of 4, or 8 would mean planes could act more realistically at subsonic speeds; slow take-off rolls, and speed building up slowly as altitude increases. Past mach 0.9, the drag curve would remain the same, so rockets and supersonic flyers would act the same. This would mean that perhaps subsonic flyers could finally circumnavigate Kerbin with less fuel than hypersonic aircraft. Alternatively, lowering thrust to jet engines and sticking the drag multiplier on 1 could sort the issue.