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Yakuzi

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Everything posted by Yakuzi

  1. Great stuff @SQUAD, loving the new textures!!! Could you also add a completely light grey fairing pretty please, like NASA and spaceX are using for isntance (potentially with a toggle to put your flag on)?
  2. Hey @katateochi! Is there any chance of adding a feature that allows for different versions of a craft to be categorized on one craft page (e.g. passenger, fuel, cargo, vtol versions)? Else I'd have to create heaps of craft pages that are basically the same ship. For the sake of overview this would be great IMO. Thanks for the amazing work!
  3. I worked on a stock long range SSTO version of my "Nova" series spaceplanes. Due to its state-of-the art nuclear turbo RAPIER engines, the "Hypernova" has over 4,000 m/s deltaV in 82 km circular Kerbin orbit and can perform a return trip from the Mun, Minmus and Duna* * hypothetically, I'm still figuring out a landing protocol that doesn't involve lithobr(e)aking Also, I you haven't done so already, be sure to grab a copy of the "Katateochi" class heavy cargo SSTO (also stock) from KerbalX... you can't afford not to fly it :
  4. In honor of @katateochi and the fantastic work he's done with KerbalX, meet the "Katateochi" class heavy transport spaceplane (with permission ) )! The "Katateochi" is fully stock, delivers a 36 t payload to circular MKO (250x250 km) and is a breeze to fly. Be sure to leave a thanks/like for katateochi in the dedicated KerbalX thread on the KSP forums and grab a your copy of the craft at KerbalX (where else) now! Full album here. Please keep your hands and arms inside the vehicle at all times and enjoy your flight!
  5. I took a new stock SSTO spaceplane I'm working on for a test flight at civil twilight:
  6. Thanks for the craft file Meep! I had a look at the plane and there where some issues (besides the lack of a front wheel as @Gordon Fecyk mentioned above ): As Gordon mentioned, the most critical issue is that the rear wheels are too close to each other, resulting in severe oscillations and deviations in direction of the craft The rear part of the engine pylons are not strutted, causing flexing of the pylons and the landing gear attached to the pylons (you can clearly see this when the craft is first loaded on the runway from the SPH) When attaching the front wheel like Gordon's craft above, the nose of the plane is pointed down at an angle. While this increases down-force (think formula 1 car), it makes it harder to lift off, increases stress on the landing gear and compresses the springs, which can result in unwanted yawing on the runway The rear wheels had steering turned on, which can also lead to deviations in direction on the runway I modified your craft to mitigate these issues (grab it here), and made some additional quality of life changes: Rear wheels: disabled the steering, made the wheel base bigger then moved the wheels up and closer to the Center of Mass Front wheel: changed the friction to 0.2 Engine pylon: autostrutted the trailing fuel tank Wing type B: autostrutted this as well as it flexed quite a bit while flying Control surfaces: disabled 'pitch', 'yaw' and 'roll' where they weren't necessary (this is also very helpful during flight) Now the plane hardly deviates from the center of the runway, and you can take off at ~70 m/s by gently pitching up. I hope this helps, if you haven't done so already, be sure to read Keptin's visual guide on aircraft design, which is old but still very relevant!
  7. Everything in the natural world complies to the laws of physics... even lego (or the capital of Nigeria).
  8. There is a very common problem with the default friction parameters of landing gear that causes this behaviour. To work around this, right-click your front landing gear, override the friction control* and set it to a value of ~0.2... this should fix your issues. If not, please provide some screenshots or, better yet, a craft file * You'll need to enable "advanced tweakables" in the main settings menu.
  9. Can you provide a credible reference? @SQUAD @Darth Badie is it true that the console version will get more updates... that would be pretty big news.
  10. Great stuff Squad, really looking forward to the rocket parts overhaul! @SQUAD, since you guys are working on textures atm, could you please fix/change back the attachment rules for the Mk2 fuel tanks? The current behaviour is inconsistent/unintuitive/buggy and causes asymmetric glitches*: Incorrect part rotation: Asymmetric radial attachment behaviour: * and there's currently no in-game way to work around this, unlike the original attachment rule associated "problems". Much obliged!
  11. "Will launch early next year" August 2015. Squad does seem to like its early year release dates...
  12. Sandbox has been good enough to keep me hooked for years. Career is a complete mess (it's more of a KSP beginners guide with some random side quests thrown in) and hardly challenging/interesting/rewarding. I haven't played career since it was introduced and probably would've stopped playing KSP altogether if it was the only game mode. Career could be amazing if some decent game and user experience design is implemented (as discussed above and the multiple dedicated threads that have been posted on the subject over the years). But alas, it doesn't seem Squad is inclined to give career the overhaul it needs...
  13. I can also confirm in stock 1.3.1.1891(x64). I also noticed that when you retract/extend the landing gear of a stationary vehicle, the wheels collide through the surface, and the craft appears to rest on the wheel axles rather than the wheels themselves. Whenever the gear is extended and locked, the craft bounces up from the axle height to the wheel height, sometimes quite violently. The change in surface interaction from axle to wheel may also be happening during loading of a save, resulting in this bouncy behaviour. EDIT: On further investigation, the behaviour I described above seems to happen only with the "Large" and "Extra Large" landing gear. The "Small" and "Medium" landing gears don't clip through the ground during retraction/extension, however they do bounce on completing the extension sequence, particularly the "Medium" landing gear which also seems to hover above the ground during retraction/extension.
  14. I just finished my latest stock orange tank to LKO hauler: Grab the craft file at KerbalX!
  15. Then I'd like to keep it the way it is, so change one of 'convert' votes to a 'keep current format' vote please. Just set the default to 'sort by date' and we're golden.
  16. I voted 'change to chronological', but I would still like the option to sort by votes. The default should be 'sort by date' however IMO.
  17. I recently got back to playing KSP (took a break for more than a year), and today I started working on my first* stock orange tank to orbit SSTO. It barely makes it to LKO, however, and re-enters the atmosphere on fumes: * After KSP 1.0 released that is Also, I updated my stock SSTO spaceplanes on KerbalX , so be sure take them for spin in 1.3.1 if you're keen Sherpa Bushido Nova Super Nova
  18. Any word on a fix @JPLRepo? From a UX perspective this is very unintuitive/inconsistent behavior and unlike the original Mk2 attachment 'problem' KSP 1.1 (1.2?) set out to 'fix', there are no in-game work-arounds for the bug-like behaviour the 'fix' created*. PS: I tried to link a thread I started about this very problem in 2016, but it seems it was deleted. So here's some pics that highlight the issue: * even if you modify the attachment rules in one copy of KSP, the parts flip over when you load the craft in another copy.
  19. Good to hear it's working again! Any idea which changes between 1.3 and 1.3.1 caused/resolved these issues?
  20. The thing is, from the tests that I've performed in stock 1.3.0.1804, I don't see any evidence that Aerogav's claim is valid. Are you playing this 1.3.0.1804? If so, could you send me a SSTO craftfile that: 1. Performed well in a previous version (please specify which one, e.g. 1.2.1). 2. Describe how it performs differently in the current KSP version. This way we can actually test if there are actually differences instead of acting on suspicions and assumptions.
  21. I don't observe this in 1.3.0.1804, cones on terminal nodes still substantially reduce drag and increase craft performance... Which version of stock KSP did you perform your testing in? As far as I can tell, the aero adjustments introduced in 1.2.x are still the most recent ones. @Gaarst wrote a comprehensive analysis on drag that seems up to date.
  22. Since 1.3 you can change the ambient lighting in stock KSP. Works great together with scatterer to produce the effect I'm assuming you're looking for. Check out the pic below (not mine):
  23. Interesting challenge... there are a couple of unclarities in the rules though: 1. So there is the main mission to determine the flight time. Are there an infinite number of attempts to get the multipliers or just one single extra attempt? 2. In the main mission, do you have to complete rules 1 to 7 in the same run (particularly rule 2 and 3)? 3. Are you allowed to remove the oxidizer/monoprop from your craft for the main mission, and add these again for the multiplier attempts later? Or do you have to use exactly the same fuel load every run?
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