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FleshJeb

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Everything posted by FleshJeb

  1. Principia, but good guess!
  2. My experience with people with autism (I had a girlfriend with two autistic toddlers) is that they are very good at figuring out patterns. Being able to figure out the logic of a user interface or an intended workflow is VERY important in I.T. I have also observed a lack of fear of failure, which is likewise very important (although it can contribute to a lack of good judgement). My ex's son used to find random web-based games and have them completely figured out in an impressively short amount of time. I showed him KSP once after his mother and I broke up--I wonder if he started playing...
  3. Big Ball: Make two of those and I'll say, "Nice balls, Triop." Overengineering: The best engines for boats are Panthers. Two power settings and you can turn like a mofo. Set them to yaw only, and place below the CoM so the boat rolls into the turn. Circular Intakes, Precoolers, and Nacelles are going to get you a LOT more air in low speed application. Pay attention to the intake speed as well as the area. Airflow = (craft speed + intake speed) * area. (with some adjustments for mach)
  4. ...and a claw on the plane so it can take the impact. You can even tuck it partially inside a fairing so it doesn't drag. @Triop Do you want a ship that hauls ass?
  5. That was the goal! Can you believe it all came from me looking at your Catfish and deciding to be really "extra" with it? I just need to decide if I want to convert it to a Single-Stage-To-Duna dropship, or give it an animated head and legs with the robot parts...
  6. Check the settings on the Utilities panel--That might be the MaxQ protection or G-limiter kicking in. If you have Mechjeb installed on the craft, it's never NOT on.
  7. And I thought I had come close to mastering drag-voodoo... This is scary. @Trogdor! I've found that the service bays are consistently some of the LEAST-draggy parts. My guess was that it's the reaction wheel and probe core causing all the trouble. If I were to modify your craft, I would put a 0.625m probe-core and reaction wheel inside a second service bay. I've pulled off Jool dives that reach 2x terminal velocity on very similar craft.
  8. Hi @Brikoleur, nice work! I have some really good tips and tricks to add to your tutorial, but I’m on my phone at the moment. I’ll edit this sometime this week.
  9. Wow, it's almost like collective bargaining is effective and good, and authoritarianism is bad... Galaxy_Brain.jpg
  10. Calling 911 because you can't remember 0118 999 881 99 9119 725 3
  11. I'm planning on surface-attaching a cylindrical piece, putting a rotor on each end, and then offsetting and flipping the bottom one to the top. Beyond that, I need to write some KRPC scripts to add and subtract to blade pitch via action groups.
  12. I already congratulated you on the fantastic video elsewhere, but congrats again! Also, I've been bingeing on old Cupcake videos and watching my buddy play The Isle, so this is at least 50% your fault!
  13. As far as I understand it, they're now hard-coded into one of the wheel modules. There use to be a trick where you could Module Manager them out, but that stopped working a while ago.
  14. 42 users on ignore (3 of those are signature only). Mostly the low-effort and/or console players--It saves a lot of screen real-estate. I only ignore posts, never mentions or messages. I also use my ad-blocker to take out most animated profile pics. (Not R.I.C, never R.I.C.) Now, if only I could pre-emptively ignore some of my own rage-posts...
  15. I was going to retaliate with something Finnish, but the Zydeco destroyed my argument.
  16. I see your fat truck and raise you a Sherp: In the meantime, I'm working on some variety of pterosaur. Sadly, I'm NOT going to try to make it an ornithopter. This is a very early WIP.
  17. You can turn continuous rotational motion into pendulum motion. At first I was thinking of a modified escapement system like a pendulum clock, but a crank-rocker is better. I know very little about mechanics, so this took me forever to find the terms for. I'd do it like this though:
  18. @Triop Why are you so darned handsome. Seriously, that was brilliant and magical.
  19. @Mikenike This might help you out. I don't think it's possible with Mk2 parts.
  20. Nonsense--We also give him money for snacks. (and so should everyone else, ahem, cough, cough)
  21. Agreed. And it's going to be fairly aerodynamically sophisticated. This is where I was going with the idea, BTW.
  22. I was going to PM it, but: A working helicopter with something like this as the rotor (Bonus points for doing the tail rotor as well): @Triop, @NBDesigns
  23. I don't know the exact altitudes, but you can control when the terrain detail kicks in via the minDistance variable in settings.cfg PRESET { name = Low PLANET { name = Kerbin minDistance = 4 minSubdivision = 1 maxSubdivision = 8 I would suggest trying a value of 2 or 3 for Mun and Minmus. You can even name a new preset other than the existing Low, Default, High if you want to be able to switch back and forth easily. The range of subdivisions (per HarvesteR) appears to be 0-11.
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