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KSP2 Release Notes
Everything posted by shdwlrd
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Unfortunately. With the upcoming release of 1.4, who knows if the part models will still be viable. We'll have to see when that day comes.
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That statement was for the MM patches to correct the flaws with the shuttles and to update the configs to 1.3 standards. Smotheredrun isn't an official dev for KSO. He's just been rallying support to update KSO without totally violating the license. The only official dev is helldiver. Nazari1382 is the maintainer of the license until helldiver returns. Since neither of them have allowed anyone to at least do an update pass on the configs or the models, it's my opinion, that they are more than willing to let this wonderful mod die, much like the fabled Bobcat mods. I do apologize for the bluntness, I haven't been asleep yet and can't think of a better way to word my response.
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I hate to burst your bubble, but helldiver hasn't been on the forums for about a year now. I doubt that the EX will ever be introduced.
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That happens to me too. It's KSPs catchup mechanics. I've lost drills because of it.
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Ok, I was wondering if you were going to continue the fighter/bomber theme? Maybe some of the Luftwaffe secret advanced aircraft?
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Thank you for the review and order. Further testing by our experimental group suggests that if you reduce the cruising speed to 900-950m/s you can extend the range ~300 km @ 15000m. You are correct at stating that an altitude of 18000m will yield much greater range. The pitch up behavior upon using the airbrakes is a feature that helps reduce your airspeed quicker. As stated, this airframe can be fitted with any engine combination you would like. May we suggest changing out the 2 J-X4 with 2 J-90 or 4 J-33. With the J-90 engines, you can enjoy a cruising speed of 290m/s @ 9000m with a range of 2000km. With the affordable J-33 engines you will see a range of 2200 km with a cruising speed of 180m/s @ 6000m. (Notice: All prices will be quoted upon request.) Latitude Aerospace Group. PS. Not a real submission. I've was playing around with the airbrake positions. I wasn't able to balance the braking force cause I kept breaking them off during take off or landing. As for my testing at 18-19km altitude, the range is about 2900km @ a speed of 1380m/s. You are capable of reaching 1490-1500m/s, but stuff starts going boom. As a side note; If you use bi-couplers to make a nacelle and add 4 Rapiers and everything that is needed for use in space. It also makes a good SSTO shuttle too. (My first successful stock SSTO since .25)
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What's the weirdest thing that happened to you while playing
shdwlrd replied to GreenLight's topic in KSP1 Discussion
Testing different reentry profiles for a shuttle and having Bob being marked as KIA in between reverting to the SPH and the next launch. -
I don't know it this example is the situation that Poodmund is referring to, but this is my example. I'm writing patches for mod X that can't be updated do to licensing. I'm also writing patches for mod X to add compatibility for mods A, B, & C. The initial patches for mod X have to load. Then the patches for mods A, B, & C needs to load after mod X because I'm overwriting some of the values for mod X to be more friendly for mods A, B, & C. So the question becomes; How do you dictate the order in which the patches load? Especially when you need patches to load in a certain order without breaking MM? (eg, patching a patch)
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I have a feeling that's the reason too, but LFO is very heavy. When the KSO shuttles where made, I bet no one realized how heavy LFO actually was. With the aero changes with 1.0 not well documented yet, that made a mess of things. Some of the methods now used for balancing parts where not known until 1.2 when Squad brought on the army of moders. Now everything is documented, it's a lot easier to find answers to questions. I didn't know that the RL STS orbiter didn't use LFO after I played around with Pak's shuttle mod. Afterwards I lookup and learned a lot about the STS and Buran. There are still a bunch of technical tidbits I don't know, so thanks for teaching me something new about it.
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It makes adjusting the super25 a bit trickier than I anticipated. Some of the options I available to correct the CoM shift falls out of the realm of plausibly. I don't want to do that. I don't want it to seem cheaty. I wasn't able to remove the CoM shift completely for the dauntless. I was able to reduce it to a manageable amount. (About 1/2 meter shift from a 2-3 meter shift.) I removed the LFO and MP from the wings and added it to the cargo bay and adding a bit of weight to the command section. (Why it was in the wings, idk.)
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I know the root cause for that, but it's not correctable. The command model will have to be changed/divided to be able to correct the CoM shifting, but to keep the CoM in front of the main landing gear. I did a CoM offset to where the CoM wouldn't shift with fuel depletion, but the overall CoM moved to behind the main gear.
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[1.12.x] CorrectCoL - Stock Aerodynamics Design Aid Continued
shdwlrd replied to linuxgurugamer's topic in KSP1 Mod Releases
Ok, Thanks for the reply. -
[1.12.x] CorrectCoL - Stock Aerodynamics Design Aid Continued
shdwlrd replied to linuxgurugamer's topic in KSP1 Mod Releases
Would it be possible to show the center of pressure? -
Aircraft Takeoff and Landing Wobble
shdwlrd replied to Wrecker013's topic in KSP1 Gameplay Questions and Tutorials
A lot of the stock suspension issues lay in the fact that there is too much spring and not enough damping. (Much like when you see a car bouncing several times after hitting a bump in the road. The springs are good, but the shocks (dampers) are bad.) There is very little you can do about it if you run a stock install. If you are using Module Manager, you can write a patch to increase the damping or you can use the one I wrote for 1.2 and is still valid. -
Two guys walk into a bar. The third one ducks.
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Ask a stupid question, Get a stupid answer back.
shdwlrd replied to ThatKerbal's topic in Forum Games!
no, it's just mixed notes what is a common carrier? -
It depends on your definition of broken. If you think if something isn't functioning 100% as intended as broken, then yes, it's broken. Or as with the case of older KSP mods. Can you at least load the mod and use the parts without any patches even though they don't conform with the current standards. Then they are not broken. Right now it's just semantics. The KSO vehicles, station parts, and the super25 are useable. The dauntless crashes more than it flys, hence the reason I say it's broken.
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