g00bd0g
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Posts posted by g00bd0g
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Does KAC work with 1.11.2? I can't seem to get it to show up...
edit: got it to work by manually downloading installing. Seems like ckan doesn't have the latest version
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10 hours ago, Pds314 said:
Alright. Another run at 301.7. No damage. No PRE. No runway-destroying.
Warning: musicNo runway destroying because you didn't land on it Also, the speed record is the SLOWEST speed displayed during the 10 second run. I saw 301.5, please feel free to correct me if I'm wrong by providing timestamp of start/stop.
I have added you to the leaderboard, as it is an impressive craft and I believe you are "trying" to comply with the rules, but please make sure to read the fine print for any future entries, Thanks!3 hours ago, mystifeid said:Unfortunately 16 'S' type blades don't fit on the small turboshaft engine without serious clipping. Even with 12 blades there's a small amount of clipping and when I tried 12 on the Arrow it went slower.
So I went the other way and tried 6 blades per engine and saw the speed increase to more than 298m/s. This time best speed was achieved at low altitudes. Go figure.
Adding another eight engines made absolutely no difference to the top speed but for sheer amusement, it is the 24 engine "Barbwire Canoe" in the video below. It gets down to 4m above the water and it's a pity there's no ground effect in the game.
Speed run starts at 4:21 on the game clock. Speed 298.6m/s.
Super impressive! Appreciate your adherence to the "spirit" of the challenge. Are we approaching the theoretical maximum for LF power prop aircraft?
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1 minute ago, Pds314 said:
Hyperedit can teleport the craft to Jool at millions of times the speed of light. Or teleport Jool to the craft for that matter, which is a way bigger physics alteration. But whatever. I can just press the disable mod button.
Question: would a landing with a non-disabling prop strike be disqualified?If it destroys the part it is disqualifying.
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A successful intact landing on the runway is a requirement and part of the challenge. This ensures aircraft are actually stable and handle well and have low enough stall speeds to land without RUD. Also adding a no parachutes for vertical descent rule, OK for horizontal decel.
Also, while I beleive PRE doesn't "intend" to change physics, how do we know? Have you or anyone ever validated it? Given that it DOES directly interact with physics code. I would rather disallow it unless it is proven to have no effect. If you can't be bothered to uninstall it for the challenge, I will just add a note to your entry, assuming you provide a valid entry with a landing and everything
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1 hour ago, Pds314 said:
301.4 m/s with motors. For some reason the landing broke the runway.
That plane is sweet. However, no physics mods allowed (added to rules list), and you definitely did not finish with the same part count you started with
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1 hour ago, Pds314 said:
It isn't up to competitive speeds yet, but it is an unpowered 260 m/s plane. I think the next step is increasing the blade count. Since I'm getting many problems I normally encounter at 280 at 260. Probably because of additional drag from the turbine.
Just remember "stock parts only, stock props or rotors for propulsion only". This mean no rotary wings or other parts for propulsion.
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4 hours ago, Pds314 said:
Is there a category for planes with no electric OR LF?
If it's propelled by the new BG props let's see it.
10 hours ago, mystifeid said:Something completely different - the
flying pigBroad Arrow. Uses 16 turboshaft engines. Top speed - 291.2m/s.Very nice! I think the top prop speed might just be in the low 290's. Until someone proves otherwise...
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Just wanted to say THANKS to the Devs!!! Ya done good.
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10 hours ago, XLjedi said:
Should we post the current RL world record holder for propeller driven aircraft?
https://en.wikipedia.org/wiki/Fastest_propeller-driven_aircraft
...just as a point of reference.
Sure! some pretty Kerbal planes there
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This challenge is simple. Go as fast as possible in level flight at any altitude using the new BG motors and prop parts. The spirit of the challenge is to create "realistic" (in the Kerbal universe) prop driven aircraft. This means stock parts only, stock props or rotors for propulsion only, no reaction wheels and no torque enabled, no cheaty clipping or assembly techniques. For example, you can put parts inside of structural tube, but not clipped into a fuel tank. You cannot clip 100 motors into each other, etc...
- Must takeoff from the runway, perform the speed run, and land on the runway, with same parts you started with.
- No parachutes for vertical landing, though drogue chutes for decelerating are fine...
- Must maintain altitude +/- 10 meters over 10 seconds for the speed run. Lowest speed value displayed will be your record.
- No parts or physics mods. Graphics and info mods allowed.
- I will maintain Electric (including Fuel Cell) and LF categories.
- Video or sufficient pics for evidence required, craft file may be requested for validation.
- Must provide craft name, claimed speed, and timestamp start and stop for speed run.
I'll kick it off with my Kornier Ko 335!
https://kerbalx.com/g00bd0g/Kornier-Ko-335
Leader Boards
Electric
Pds314 - unnamed? - 301.5 *(did not land on runway)
g00bd0g - Kornier Ko 335 - 290.5
LF
mystified - Barbwire Canoe - 298.6
mystified - Broad Arrow - 291.2
Frozen_Heart - Pr-1C Biplane - 150
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2 hours ago, Snark said:
They're all turned off by default.
If you mount a propeller / heli blade statically (e.g. attach it to the body of the ship, rather than on a spinning propeller), then turning these on will allow it to function like a control surface, same as any of the ailerons / steerable fins / etc.
But will they function like a cyclic/swashplate in a heli?
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Anyone know how the pitch/yaw/roll buttons effect the props in BG? I was hoping it would act like a swashplate for a heli but it doesn't seem to have any effect. Perhaps actuation speed is too slow?
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This is what I have been wanting for many years! Any ETA?
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Just found out about this mod from Shadowzones video. It has completely reinvigorated the game for me!
It is both awesome and infuriating that a group of modders has just blown away the work done by paid professionals.
Is there a way to donate?
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On 2/11/2019 at 9:28 AM, Martian Emigrant said:
Hi.
A good desirable option. Maybe at a price (A part, a mass, a drag) by adding say a spigot on a tank (Or two, one for LOX, one for LF).
That would add a slight cost and some flexibility. You could assign a button to toggle it.
As for "All aircraft", well, no.
Aircraft still have to burn fuel to do a "Quick" return to the airport (When actual weight is over the maximum landing weight).
A fuel dump capability adds more maintenance check (More cost) for something rarely needed on a commercial airliner.
An aircraft might need such a thing on take-off if it can't climb with the lost of an engine. Not happening much with modern, reliable, OP engines.
Plus (It does happen) imagine say an A380 like aircraft accidentally dumping on the ramp in say JFK. Nightmare on more than one level.
If they can get the aircraft certified without then it doens't have one.
Even an aircraft that can dump will take a few (Or more than a few) minutes. It as to do with the size of the valve and the size of the tank.
ME
EDIT: Adding a plume of fuel from the spigot would be a cool visual.
OK, not "ALL" aircraft, but quite a few military and commercial aircraft do. Purely FYI.
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Tried to log into the web store to update my game. Says my IP is banned , not just the webstor but all of the .com ?!
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Further testing is even more confusing!
Fresh KSP 1.5.1 install with MHE DLC 1.5.1.
Video starts with me demonstrating weird CoL behavior from a save game I copied over from my previous 1.5.1 install. Then I switch to a new save created in the fresh install, no mods, and problem is gone? Hrmmm...
Original 1.5.1 install had been updated, not a fresh install. Only had a handful of mods installed through CKAN.
- BetterTimeWarpContinued
- ClickThroughBlocker
- Distant Object Enhancement
- KerbalX Mod
- MechJeb 2
- Toolbar Controller
In both instances I am in the same game install, and only change the save game I am in. Both craft were created fresh during the test, they were not saved craft.
So the question is, why would the CoL behavior change between different saves in the same install/instance of KSP? It makes my brain hurt thinking about it...
To be clear the video below is a virgin 1.5.1 install with MHE DLC 1.5.1 installed. No mods or anything else. I only copied my save folder from my previous install.
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3 hours ago, Geonovast said:
I'm not able to reproduce it. Are you able to get it to happen in stock? I see you have a few mods installed. Could be one of those.
Really? Hmmm, I really appreciate you took the time to check. I will re-install from scratch and see if I can figure out what's causing it.
Thanks!
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On 11/6/2018 at 12:24 PM, FleshJeb said:
Is your root part in that cargo bay, and is it rotated 90 deg?
No it is not, though I did have to go and double check I replicated this with the simplest plane you can build and it definitely still has the same behavior. This is a fairly significant bug, I mean, how are you supposed to properly design a plane if you can't tell the CoL?
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Why does the CoL marker move when adding/moving a vertical surface? Pretty sure it never did the before? Hope it's just a SPH issue and not actually applying these forces in flight.
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All the people who say "I've never had this problem" have never tried to land a large ship on a small body. It is utterly and totally broken. Please show me a video of successful landings and loadings, of a large ship with large landing gear on, let's say gilly.
Additionally, landing gear on small aircraft are basically broken also. Combined with a ridiculously bumpy runway, early game aircraft are basically impossible to operate. Again, show me a video of a basic small aircraft, or almost any of the stock aircraft taking off and landing with reasonable behaviors.
It's borked...
I posted bug reports when 1.1 came out and squad literally denied the issue existed .... They did finally "confirm" one of the reports. and it's at 10% after 2.5 years. The other they claim "needs clarification". Seriously? Squads team can't load a stock aircraft and try it and see for themselves?
https://bugs.kerbalspaceprogram.com/issues/9557
https://bugs.kerbalspaceprogram.com/issues/9561
C'mon Squad, put on your "big boy" pants, and issue an official statement on the issue (unless it exists, I've never seen it?). At the minimum say, "yeah, there's a problem but we can't fix it". Or *gasp* maybe make an effort at least equivalent to what several mods have done to make it better.
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7 hours ago, Vexillar said:
The new delta-V readout on the navball has a slightly different feel on top of the functional improvement.
What? Where?
And they better fix the landing gear or I'm getting off this train!
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Would this mod work for "auto recovery" of a space plane? I want to launch rockets to orbit using a space plane, but I'm really not interested in flying each space plane back to the pad. Is there a way to just "magically" recover the space plane after it has launched it's payload?
Meneuver Alarm Bug
in KSP1 Technical Support (PC, unmodded installs)
Posted
same problem