Wingblaze
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Kerbodyne SSTO Division: Omnibus Thread
Wingblaze replied to Wanderfound's topic in KSP1 The Spacecraft Exchange
Quite likely. The stock atmosphere is soup, and the stock drag model is based entirely on weight. It does not benefit you, for instance, to put nosecones on your rockets as it just adds weight, and the stock model ignores the aerodynamic shape. Both NEAR and FAR change the models to something more realistic. Whether you want to really depends a lot on why you play and what motivates you. If you want something more realistic, or if you want to do anything more than fly a plane once then go back to rockets, it's probably a step to at least try. Wanderfound has a whole series of planes to help you get used to things. -
Kerbodyne SSTO Division: Omnibus Thread
Wingblaze replied to Wanderfound's topic in KSP1 The Spacecraft Exchange
@Red Iron Crown: I have this decal set on my KitchenAid Mixer -
Kerbodyne SSTO Division: Omnibus Thread
Wingblaze replied to Wanderfound's topic in KSP1 The Spacecraft Exchange
Needs flame decals. Flames make it go faster. It's scientifically proven. -
Kerbodyne SSTO Division: Omnibus Thread
Wingblaze replied to Wanderfound's topic in KSP1 The Spacecraft Exchange
I was vaguely aware but that won't stop me from saying thank you for sharing your passion and expertise. -
Kerbodyne SSTO Division: Omnibus Thread
Wingblaze replied to Wanderfound's topic in KSP1 The Spacecraft Exchange
Did Kerbpaint stop giving you issues? I saw the last plane was painted. (Haven't had a chance to fly any of them lately though) -
Kerbodyne SSTO Division: Omnibus Thread
Wingblaze replied to Wanderfound's topic in KSP1 The Spacecraft Exchange
Moar struts! -
Kerbodyne SSTO Division: Omnibus Thread
Wingblaze replied to Wanderfound's topic in KSP1 The Spacecraft Exchange
Two aerospikes and a turbojet on something the size of a station wagon? That must be... fast. -
Kerbodyne SSTO Division: Omnibus Thread
Wingblaze replied to Wanderfound's topic in KSP1 The Spacecraft Exchange
No paintjob? All the paint booth guys must have gotten pulled into the aerodynamics labs. That or Ferram has drag increasing with paint now. -
Kerbodyne SSTO Division: Omnibus Thread
Wingblaze replied to Wanderfound's topic in KSP1 The Spacecraft Exchange
So what's a PID and why would I want to tune it? As an aside, some days I feel like we do everything we can to make things overly complicated and take the fun out of it. When I need 83 different mods interacting with each other and one patch breaks the whole thing, it makes me a sad panda. -
Kerbodyne SSTO Division: Omnibus Thread
Wingblaze replied to Wanderfound's topic in KSP1 The Spacecraft Exchange
I only vaguely understand what happened but I don't understand why they changed it so radically. -
Kerbodyne SSTO Division: Omnibus Thread
Wingblaze replied to Wanderfound's topic in KSP1 The Spacecraft Exchange
Edited per your wishes. I stuck to what I considered "plane parts" and didn't get into things like batteries, solar panels, and that kind of thing. I think I got it all -
Kerbodyne SSTO Division: Omnibus Thread
Wingblaze replied to Wanderfound's topic in KSP1 The Spacecraft Exchange
As requested - the new (0.25) parts and the tech tree: (Tree levels are on par with what's in the wiki) Tree level 3 Stability - AV-T1 Winglet Tree level 4 Flight control - Wing Connector type B - AV-R8 Winglet - Mk 1 Cockpit Tree level 5 Aerodynamics - Elevon 1 - Elevon 4 - MK1 Fuselage - Intake - Wing connector type C - Structural Wing type B - Swept Wing Type A - Swept Wing Type B - Tail connector - Swept wings - Tail fin - Basic get engine - Mk 1 fuselage - jet fuel - XM-G50 Radial air intake Advanced Flight Control - Delta Deluxe Winglet - Mk 1 inline cockpit Landing - Small gear bay Tree level 6 Supersonic Flight - Mk 2 Liquid Fuel Fuselage - Mk 2 Cargo Bay CRG-08 - Mk 2 Cockpit - Mk 2 LF+O Fuselage - Elevon2 - Eleveon 3 - Wing Strake - Delta wing - Mk 2 to 1.25m adapter - Engine Nacelle - Radial engine body - Circular intake Specialized Control - Vernor engine Tree level 7 Nuclear propulsion - LV-N engine Advanced Aerodynamics - Wing Connector Type A - Structural Wing Type A - Mk 2 Bicoupler - Mk 2 to 1.25m Adapter long - Mk 2 Cargo bay CRG-04 - Mk 2 Crew Cabin - Mk 2 Clamp-o-tron - Wing Connector Type D - Structural Wing Type D - Structural pylon High altitude Flight - Structural intake - Mk 2 Inline Cockpit - Mk 2 LF+O Fuselage short - Mk 2 Liquid fuel Fuselage short - Mk 2 Monopropellant tank - Wing connector type E - Small delta wing - Structural wing type C - Turbojet engine - Small hardpoint - Ram air intake Field Science - EAS-1 External Command Seat (since I know you're a fan) Tech level 8 Hypersonic flight - Elevon 5 - Advanced Canard - Standard Canard - Rapier engine - Toroidal Aerospike Rocket - Shock Cone intake Advanced Unmanned Tech - Mk 2 Drone Core -
Kerbodyne SSTO Division: Omnibus Thread
Wingblaze replied to Wanderfound's topic in KSP1 The Spacecraft Exchange
I haven't seen such a list, but given how much I've benefited from your work, the least I can do is try to put one together for you. I'll try to do it tonight. Guess I have to remove SP+ first... -
Kerbodyne SSTO Division: Omnibus Thread
Wingblaze replied to Wanderfound's topic in KSP1 The Spacecraft Exchange
Erm, is it me or does nothing fly since the patch? (Ok not *nothing* - the Evangelist flew fine) -
Kerbodyne SSTO Division: Omnibus Thread
Wingblaze replied to Wanderfound's topic in KSP1 The Spacecraft Exchange
The analog vs digital control thing is a real hassle. There are really only three things I can think of you can do. 1. Tap the controls - you do a lot of press-and-release to feather the control inputs and avoid spinning out of control. (I believe Wanderfound does this) 2. Use caps-lock to turn on the fine-control-adjustments. The control arrows go blue, and the inputs are moderated. 3. use a joystick or gamepad to provide analog inputs I suppose another approach is you can go to the tweakables in the individual control surfaces and reduce the maximum amount of input they'll provide.