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KSP2 Release Notes
Everything posted by Hary R
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Bonjour à tous, je suis en train de créer quelques mod en ce moment et je me suis dis, pourquoi pas partager mes (lente) progrè¨s ici. Donc voici: Part sans plugin (du moins que je n'ai pas créé): AUC ADF 3 cockpit MK1 size: Baser sur l'YF23 et les nouveaux texture de B9 (que j'aime beaucoup) ce cockpit est le premier d'une série de part dédier au avion et autre SSTO que je suis en train de créer, le reste viendra suivant le temps que je peux consacer àla modélisation/import unity/test. nous voue inquiéter pas pour la texture du siège, c'est fait exprès. Le "slayer" : 6Ut7T un air augments rocket qui peut fonctionner avec n'importe quel atmosphère. c'est un petit moteur de 0.65m qui produit 150KN en base pour 340s d'isp dans le vide mais grâce à son air augmented mod, il peut monter jusqu'a 6* cette pousser de base et à 800s d'ISP en atmosphère. C'est chiffre son basé sur les donnés que j'ai sur ce type de fusé et équilibré mes gouts pour étre utiliser sur des SSTO moyen. Bon le modèle présente encore quelque problème de modélisation (couture visible et problème d'éclairage) Liste des parts prévus (sans promesse): - 1 adaptateur MK1 vers MK2 avec air intake. - le nouveau MK2.5: fuselage, réservoir, entré d'air, adaptateur MK 1 vers MK 2.5, adaptateur MK2 vers MK2.5. Le MK 2.5 sera une version légèrement élargie du MK2 lui aussi basé sur l'YF 23. On verra le résultat. - des réacteurs (jet) adapter au MK 2.5 - un moteur hybride puls detonation engine Scramjet pour fuselage MK2 - des moteurs futuriste (à la near future technology) plasma. et plus encore.
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not really in KSP but:Finishing the easy part of creating a partmod, moddeling. [imgur]ZGRTC[/imgur]
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Can't launch vehicle with pilot in command seat
Hary R replied to Pixel Kola's topic in KSP1 Gameplay Questions and Tutorials
Short answer you can't from the editor. Long answer: the trick is to put you kerbal in a command pod that is not attached to the craft, for example on the stability enhancer, and have it get to the seat on the launchpad. -
For Questions That Don't Merit Their Own Thread
Hary R replied to Skyler4856's topic in Science & Spaceflight
[quote name='RainDreamer']In a post-apocalypse situation, how long can a nuclear power plant run, provide there are still people with knowledge of how to run and maintain it surviving?[/QUOTE] Well if you have the people with knowledge, the only problem will be supply and man power. With that well, there is no reason it won't last as long as it would in normal situation. -
Seriously guys even tho i get the OP's grief, if you thinks this game is a real full release, [B]your are wrong[/B]. Remember, Aero and Heat were overhauled (heat were introduced) for 1.0.X, never tested before and testing is still on the going, no real beta phase for those. What are Squad doing now (well contractors, as the main team is having trouble with Unity 5) tweaking, balancing, retesting, in other word : [B]a beta phase[/B]. I hope 1.0.5 is the last required tweak for those or else game will still change and old design will no longer be usable. For mods, even a simple bug fix can break them as you never know if a part of a program, a line in a code that get changed in a bug fix were actual used by a plugin.
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On my first mun mission in 1.0.X i thought, i've made it multiple time before, should be easy with that design, just transfer fuel when main tank is empty... Surprise, you can't do that up until you upgrade R&D...:(
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I've found out that for Tylo, the safe speed of shut deployment is 0m/s relative to the ground...:sticktongue:
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Hey guys, you know what, 1.0.5 made reentry on the sun [U]more[/U] impossible than it used to.:cool:
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May be I should tell what i'm thinking of this. First, i understand what the OP is talking about, and indeed Squad way of handling minor update is far from ideal. I mean having to re-download the entire game for a minor fix (1.0.4 i'm looking a you) is a luxury for some of us.( 1.0.5 build 1028 was in my mind too). Backward compatibility from 1.X and onward? I was expecting it but we all know why it became a simple dream. New aero and heat should have been implemented in 0.90 and tested from there up until it was good enough that no further tweek was necessary. Man! no other feature is more game changing then that! EDIT: by the way for the curious, I've began a career mod from 1.0.1 and still use the same save in 1.0.5 so at least some backward compatibility was there.
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I tested a new kind of rocket an air augmented rocket: [IMG]http://i.imgur.com/LT4PWh5.png[/IMG] made it to orbit [IMG]http://i.imgur.com/bVQhIJl.png[/IMG] [IMG]http://i.imgur.com/lSvP0eH.png[/IMG] It still need some work on the modeling side.
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Well some good point here, I mean, the 1.0.5 bring in some interesting part for space plane and Kerbin/Laythe exploration and the new boynacy is good for roleplay (submarine city on laythe anyone) but i guess the game still lake in what to do on the planet. here is what I think of it, we have enough part, maybe some more cutting edge near future space part would be good or more space station part but what this game really need are activities. I mean for example the surface science need a major modification, the click and result don't fit the part for me. May be...it's just an idea... create a science part that work only if you put a sample in it, have your kerbal/rover pick the sample and take it back to the part or lab equipped with it before having the result or better, have it be processed by multiple part before having 100% science result (the fun will come from knowing that you really do something instead of just clicking). Or something similar (In the mean time guys, that would make a great mod). Well what I want to say is, we aren't lacking spacecraft part. we are lacking activities/real science to do.
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That thing is beautiful
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I take my time, no need to hurry is my philosophy. In fact, and due to limited play time, since 0.25, none of my career have achieved full tech tree. the solar panel one, no far beyond fly without it.
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Would it be feasible to actually use guns as a propulsion source?
Hary R replied to a topic in Science & Spaceflight
Man you are wright! I mix up my number:confused:, got something like 0.016 of TWR. Well yeah, it is feasible IRL with this gun a least. -
Would it be feasible to actually use guns as a propulsion source?
Hary R replied to a topic in Science & Spaceflight
The GAU-8 avenger can generate 45Kn of recoil, weight 281 Kg when empty and have a muzzle velocity of 1000 m/S (can it be considered exhaust velocity?) I don't think that's enough for a rocket (a plane may be) and that gun is one of the most powerful I know. So no, it's not feasible a normal bullet firing gun. -
For Questions That Don't Merit Their Own Thread
Hary R replied to Skyler4856's topic in Science & Spaceflight
Outside of USA, it is the same thing. -
Well Star Wars is more a science fantasy, technology is in the same realm of magic in fantasy world. Setting it in a fantasy world wouldn't have changed it that much.
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Tentative de mod --> questions / NSS satellite / S3 Soar concept / A300..
Hary R replied to Nookos's topic in International
Plutot joli et j'aime les animations pour les moteurs du satelite. -Tu as trouvé un module pour ces animations, si tu n'es pas contre l'utilisation d'un plugin externe, je dirais que le BDanimation de BahamutoD est ce qu'il te faut. il permet de déployer et de rentrer le moteur àl'activation et àla désactivation. Le cas du crossfeed est particulier, ça vient du nouveau system des jet. Peut import où se trouve ta navette, ton A300 pompera toujours tout les liquid fuel disponible normalement ça marche par stage mais si ta navette n'est pas sur le même stage que ton A300, làje ne sais pas. Sinon, ben bon courage pour la suite de ce projet. -
PartModule - I'm confused.
Hary R replied to Fengist's topic in KSP1 C# Plugin Development Help and Support
No, as PartModule is used for any part in any vessel (engine, wheel, tank, asteroid, even kerbal on EVA), the class is called for every vessel that are within physic range, or else they can not be act upon( or even loaded). If you want your plug-in to be activate only for the active vessel, you need to call the bool IsActiveVessel. -
Not all of them. Depend of the country, yes I do think otherwise and some country patent system are a "bad design" then. End of off topic for me.
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Never a system is created to allow abuse, evil people find a way to abuse the system.
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For Questions That Don't Merit Their Own Thread
Hary R replied to Skyler4856's topic in Science & Spaceflight
The real life equivalent of this weapon is the fuel air bomb (thermobaric weapon), it use the surrounding O2 to ignite the fuel it carry. A large number of this weapon can surly burn a large portion of the O2 in a precise area (making the air unbreathable). But an entire atmosphere, I don't know! with enough number may be.... I guess. edit: yeah! Like what NuclearNut says below, the number of fuel air bomb required will be the equivalent of the mass of the atmosphere. That's not a few salvo. -
Attention toute fois àce que tu exporte, les assets de Squad sont tous sous copyright.
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Quel fichier 3d, les parts? les vaisseaux entier? les planètes?
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How far have you gone in Kerbal Space Program?
Hary R replied to Columbia's topic in KSP1 Discussion
one kerbal that have successfully survive a lithobreak on Duna:( after 2 years of play. Need to play more.