Optionalcoast
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Aerospace Developer
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Since Gillilys gravity is 0.049m/s^2 this mean you only need about 98,000,000 to make an object of equal gravitational influence to Gilly. Something id be willing to try regardless of what cpu 0 has to say about it. Edit: Dont foget about part welding. Edit2: Dose it even matter their is no plausible way to put that many parts on a ship (or multiple ships in close proximity). I think I just talked myself out of calculating gravity of ships, unless we get some way of making large ships like in the 10m tonne department.
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I think n-body physics would add a nice progressive gameplay element. Your first orbital vehicles will only be able to stay up so long if you dont keep fixing their orbit but as you progress as a designer and maybe though researching new tech you can impliment atomated velocity adjustments that can keep your vehicle in its orbit. Like maybe timed burns or a rcs systme that tries to keep your apoapsis and periapsis constant. But this would probably work best as a difficulty option when creating a game because i understand not all player want the added complexity having your communication sat fall out of orbit after a few hundred passes with the mun. I think it will also fun for advanced players to learn about how to fly spacecraft in and environment with multiple bodys influence and it would be more rewarding knowing that this behavior is very close what scientists and engineers deal with, with real spacecraft.
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Since the parts in ksp are very heavy compared to the aircraft that some of these engines are for could some one add a copy of the U.II as the Siemens-Halske Sh.III with about 200hp, tried my self but i couldn't figure it out. and i am making my planes almost entirely out of b9 pwings in far with the strength at 0.1 so they are as light as possible
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- helicopter
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at first i didn't understand how that possibly could fix the issue but it did Thanks
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still no luck idk what could be wrong i evern started with a fresh ksp install
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Ok ive tested NKD with BDAc 2.1.1 and 2.1.2 and setting off nukes they still have the stock explosion and dont seem to do any damage same with conventional bombs
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I have tested the B-83 and Paveway IV and idk if i have to arm them or something but the explosion effects look like stock parts.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Optionalcoast replied to ferram4's topic in KSP1 Mod Releases
I've noticed far calculates all wings with a flat airfoil meaning planes have an unrealistically high stall speed making things harder than is realistic. But I have an idea, maybe you could have a button on wings that could change the airfoil shape like how you can toggle a flag on and off on some parts maybe the option between flat and 3 or 4 other airfoils and far would treat the wing like it has that specific airfoil. But I understand this will be hard to get to work with stuff like p-wings so you should still focus on releasing the 1.2.2 version of 1.15.7.- 14,073 replies
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- aerodynamics
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Can you update the f-16 cockpit to work with AJE and the 0.625m turboprop seem like its very overpowerd since it out puts more thrust than engines 4x its size
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[1.8-1.11] Advanced Jet Engine v2.17.0 (June 26)
Optionalcoast replied to blowfish's topic in KSP1 Mod Releases
Can you please add support for the airplane plus mod since the engines are ovepowered with far -
Kerbal Space Program patch 1.1.1 is now live!
Optionalcoast commented on KasperVld's article in Developer Articles
yey -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Optionalcoast replied to bac9's topic in KSP1 Mod Development
Yeah the wings produce no lift for me. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Optionalcoast replied to BahamutoD's topic in KSP1 Mod Development
Ok so I have the 1.1 pre-release of this mod and when I launch a craft my mouse disappears. Its still their and I just cant see it even when i go to windowed mode.