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selfish_meme

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Everything posted by selfish_meme

  1. This is using the mk0 fuel tank and thermometers, I tried spider engines and i-beams, but this works the smoothest and best so far, I am using a similar arrangement for my tank gun vertical bearing. Still needs some tweaking but is probably the most consistent prop bearing I have tried yet.
  2. Stock revolving prop prototype, tried several variations and it's getting better, it already handles medium G manoeuvres and revolves at around 50ms
  3. It looks like there is a 1.05 bug that throws vessels in the air when loaded, except it seems, floating platforms from my testing. I will make you a raft with a bit of superstructure and lights, that should work reliably and be fairly low part count.
  4. I found a way to bypass the launching upwards, unfortunately it won't make anyone happy. Rafts don't get hurled upwards, only keeled vessels. So floating platforms are OK but as soon as you sink parts below the water you get the issue.
  5. It's a bold strategy cotton lets see if it pays off for him
  6. I landed, I landed! I built an F4-U type of plane that could take off at about 20ms and flew low and slow (30-40ms) with the carrier anchored off the end of the runway, I was so low I touched the wheels on the grass before I got a little height and dived on the deck. I just stopped before the end. Note to self put a tender on the ship to taxi the craft around. No way to take off again. The principle is sound, if I had of landed on the start of the deck I might have had enough room to take off. Now that ship above is too many parts and strange things happen when it gets within physics range, sometimes it just explodes when you cross the 1km mark, I always hear a big water noise when approaching and I think that the game is loading it and it is dropping in the water, when this happens a few times eventually a strut lets go and then boom. I have briefly tested a couple of ideas and I think a raft of liquid fuel fuselages with no keel works better than a proper sort of boat, no physics loading issues and I can pack more deck area into the part count, you don't want it to go anywhere anyway do you?
  7. Just about to land in my dreams Seriously hard to land on a carrier I have not managed yet, several close calls and I am using the stock gull, I am making this for enigma's Contract Pack, Give Airplanes a Purpose
  8. OK I tested and I failed, at flying...I hit it several times but could not quite get the stock Gull onto the deck, it seems to be big enough and it can definitely withstand the landing (it destroyed planes that hit it) but I just was not good enough. Also at 309 parts with all my visual mods it was running at about 13FPS. It is a working boat so moves and steers, can be used for day and night operations, and has an OLS (Optical Landing System), see last shot. I can't do too much more for a while so I thought I will provide it and you can at least use it for testing. Oh the name is the HMS Hermes CV 95 Download Got Scatterer to load properly and took advantage to take some shots. Do you mind if I release it or do you want to keep it exclusive?
  9. Its quite easy but you need a plane that can land at below 50ms, I've got one in my showcase. By lag time I mean the time between when the wave looks to pass, and when the craft reacts. In the second video the craft seemed to react slower to the higher wave. It may just be tricking my eye but thats what it looks like.
  10. Update, have not tried to land a plane yet, but it's looking good, am basing it around the HMS Hermes CV 95, the first purpose built carrier. It steams along at about 12ms with smoke stack throwing sparks, what? <- might need another intake. Don't worry about the artifacts on the ocean, a sad fact with scatterer and OpenGL, I think I got two good loads with no artifacts, both times the ship broke. 260 parts, 4 engines, 875 t, length 87m, width 19m. You think it looks long and slim, the real one was another 100m longer but only 2m wider! They had balls of steel to land on that thing. I could add 100s of parts worth of greebles but the basics are there, let me clean a few things up and test it and you can have it if no one else provides a better one.
  11. Bubbadevlins antennae engine might be better for a paddle steamer
  12. those videos look sweet, the stock effect is pretty bad. why is the texture under the waves the runway? the lag time on the waves looks good as long as the wave amplitude is not too high. Oh I see you raised the ocean level so you don't have to frack around launching craft Though this is already hard enough, are you taking mass into account? By the way -> carrier, with a plane on it! Not an F-14 Picture from my macbook pro which can't run any graphics mods.
  13. Do they need to be able to take off again? I am not submitting this, I am just learning to build one, obviously wing parts don't have a high enough impact speed, 300 parts and it works well as a boat, good speed and it turns without tipping. So the underlying frame is OK, I just need to use mk3 bits for the deck, I had an issue with the wheels sinking in, which is why I was experimenting with wing parts, but you need too many and they break to easy. Landing on a carrier is crazy hard.
  14. I got that CPU on a mates recommendation, did not even think about overclocking until recently, then it was just a simple multiplier change and a better fan. I don't even run Windows so I can't see the difference, I know when properly optimised the difference can be small. But thats probably not happening here That's good right, the threads are not very active?
  15. Well I would probably put that down to your video card/driver rather than just OpenGL itself (though it does not run AS fast as DirectX), I'm guessing you have a laptop? I used to have an Alienware with SLI GPU's and the thing was horrid 6 months after being new because it required special drivers from Dell who did not keep them as current as the latest nVidia ones. I switched to Linux and I could use the latest Nvidia driver even in SLI and get decent frame rates. My current Linux box has a GTX570 and at full KSP detail and 1920x1080 resolution I am getting 30+ FPS with 100 part count ships, 32x AA and 16x AF and Scatterer, SVE, Real Plume, planetshine and Windowshine. But that is really determined by my CPU, the i5 2500k was stock 3.3Ghz and that setup would have me at 16FPS, I overclocked it to 4.5Ghz and now have 30+ FPS, it was the 100+ part count ship making the FPS hit.
  16. No, I used a mk0 fuel tank in the tank because it needed to have SAS and probe core anyway. I was thinking about something thin surrounded by thermometers for the prop but it tends to fall through under high G, and also get sticky, which spoils the effect, when you are flying.
  17. Very exact replica, I too am gaining a love for the thermometer, so far I have a tiny bearing for my tank gun, which I am also testing as a freewheeling prop!
  18. Well OpenGL has antialiasing, just KSP won't use it. You can overide that behaviour from the gpu driver control panel to get antialiasing.
  19. You can also launch ships using HyperEdit just launch them normally suspended from launch clamps, go to vessel landing and select the preloaded KSC beach wet and presto.
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