Arugela
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Wind Tunnel/Aerodynamics analysis
Arugela replied to p1t1o's topic in KSP1 Suggestions & Development Discussion
I don't think wind tunnels are uneeded for stock. The point of a wind tunnel like design at it's core is that it reveals what is there. So it is a needed thing to understand what stock is like any thing else you mod in. It's helps understand what you are looking at and using. It is really essential. What it needs to do is help us reveal each patch what it going on and the changes or the designs we choose. It doesn't matter what version we play it is always something needed. And something drastically missing atm. And there could be several ways to implement this. And like others have said it could be used to do all the other stuff we can't do in VAB/SPH. It would/could be great for fine tuning craft etc. I want this more than anything else in the game. Even performance gains. And I love performance gains. It is the single reason I keep stopping playing because of frustration over design issues. I can't stand testing and guessing with every design change from actual flight. It is monstrously time consuming and annoying. My time is the most precious thing. And this does not automate my design. It enables me to work on my design more. which is what I want to do. I want to be able to understand it fully and do the best I can on it. That requires numbers/values and analysis in a way that is actually helpful and convenient. I would be much farther along if this stuff already existed. -
I made something following suite with the smaller craft being shown recently. Mine does nothing though. Unless I add mining equipment and a crew cabin or something. I called it SSTOO. Single Stage to Orbit Only. As in that is all it is designed to do. The difference is I used my normal engine combo of nukes/rapier/whiplashes. It reaches orbit with about 1200DeltaV. Has a connecting part to refuel at a station if needed. But has nothing on it to be useful... It is a hybrid between space plane and rocket though. and is flown as such. This will be the first small craft I've made in a while. I'm still working on how to make it land correctly though... Haven't done rear landings like this. Or it's been a while.. Not sure where to put the COL. Need to adjust the air control surface authority and stuff too. Action Groups: 1: Toggle Nukes 2: Toggle Rapiers 3: Switch Mode Rapiers 4: Toggle Whiplashes + Intakes Craft: https://www.dropbox.com/s/lvtwxzbloyh3dn9/SSTOO.craft?dl=0 Pic:
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Option to Unautomate physic easing.
Arugela replied to Arugela's topic in KSP1 Suggestions & Development Discussion
I found I can open the cheats by pausing the game also before easing and clicking it. I thought it had tried it and it didnt' work. did not know about using it in VAB/SPH though. I swore I had tried that too. I'll have to check it out when I get back in the game again. -
MK3 internal temperature?
Arugela replied to Arugela's topic in KSP1 Gameplay Questions and Tutorials
I got a bunch of stuff on the aircraft done now. It's working really well as far as kerbin goes. I released it in the exchange forum if you want to see it. I think I resolved the heat issues for the most part. -
100 Kerbals 100 Tons cargo! Designed to go as far as I could get it on this engine grouping. finally fixed the aerodynamics and it's rock solid with no RCS or SAS! Still testing non kerbin aerodynamics and deltaV with addition of wings and fuel after finishing the aerodynamics. But if it gets anywhere like it did previously it will be close to SSTE if not already it. Just needs a nice low weight mining setup to refuel and you have an SSTE refueling aircraft. I'll do testing on duna and other places later for aerodynamics on landing but it's looking pretty good if it's anything like Kerbin. If anything it should get to Duna and Laythe where it is most useful. Edit: I got to orbit with about 1350 DeltaV. Not quite SSTE but with mining gear you can probably get wherever you want in a few trips. And this thing has fantastic aerodynamics in low altitude on kerbin. You can adjust from most angles to get on the runway. And it can land at 160m/s with ease. It's harder to slow down in time than it is to land. The only downside is the massive roll at high altitude. And this can't be changed because you need it at low. The plane needs a preset to adjust the back control surfaces for high altitude then change them back for low altitude. Edit2: There is one problem with COM going behind the COL near empty fuel. If you go upside down, stall, or otherwise loose control of the aircraft you will not be able to recover at low fuel. The craft is still flyable with the COL ahead of the COM though. Tip: Get to above 1400m/s below 20k to get into orbit. You willl likely go past the apoapsis and start descending back around 60km apoapsis. Make sure to gain sufficient speed(up to 2300) and pull up to get into orbit fully. it's a little tricky to get up completely. But it is absolutely doable. *Use cheat "Unbreakable joints" to load on the runway or it will destroy itself. It's a problem with the design and the physics easing slamming the rear of the plane into the ground. Action Groups: 1: Toggle Nukes 2: Toggle Rapiers 3: Toggle Mode Rapiers + Toggle Intakes 4: Toggle Whiplashes Craft file: IDGAD 100 KT Cruiser Pics:
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Would there be a relatively simple way of using the logs to create a visual playback of explosions to allow closer examination of crashes and failures? Say with color spectrums using the data in the logs to show in visual what it tells you like explosive strength and help show where the problem started to analyze the ship in various ways and improve it? Maybe with rewind and slow motion and other features to see whatever you want in it.
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Simplest way to reduce parts count?
Arugela replied to Arugela's topic in KSP1 Suggestions & Development Discussion
What about when you enjoy making large planes for fun? Or when it is needed for scale on something you are replicating and not just designing. I personally make large planes because I usually make set of engine and see how far they can go. -
Option to Unautomate physic easing.
Arugela replied to Arugela's topic in KSP1 Suggestions & Development Discussion
I tried the thing with the launch clamps but sadly it's a space plane. It just broke the wings off as they fell on the clamps. >< I'm trying to solve a problem with adding weight to the cargo of a very large plane. It can be loaded with no cargo but adding the 100 tons makes it tend to have things fall apart when it lands. I think some is struts and some is the annoyance of the easing and placement. It needs to place it intelligently on a natural alignment with the wheels. Or we need a way to dictate this. I could tilt the craft in the vehicle bay but I could never untilt it correctly afterwords to do modifications. And even if I save it on a separate save I will accidentally eventually save over it the wrong way... Larger planes seem to get touchy fast... I've noticed one problem is from how wheels can force the plane to slam the rear into the ground if the front(or any other side) is to far down compared to the rest. the problem is if you tilt the whole craft and save it you can never retilt it to perfectly flat afterwords... So you can't adjust the planes gradient to solve it easily. The above is the closest I could think of to a solution. Possibly slowing down the gravity temporarily... Although maybe if I simply turned off gravity for the drop. That would go with the idea though. you could pause it to turn on cheats and stuff. Edit: Solved the problem by hack gravity or unbreakable joints cheat. But this idea would make it easier on each load to do. I wouldn't have to load twice to get the cheat in on time when reloading to launch or from VAB/SPH. At minimum pausing the load and leaving the craft mid air until choosing to start physics easing. -
With open source maybe it would help get developers doing it for free for fun. They could open it up to get a larger resource pool and do a lot more work and do a lot more varied things to the game. Maybe simultaneously. Maybe a bunch of engineers and scientists would see it think it was a cool idea and just start coding for it. Particularly if you look at open source as open development. You can hypothetically make a game that can do everything. You just leave it to the player to pick what they want. If you want premade stuff just make premade setting for people to choose from to learn the game. And sqaud can still sell the game and make money on open source.
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What about the ability to toggle physics easing as manual or automatic. Do various things to give controls for testing of craft on the runway etc. I run into lots of weird problems and it would be great to have. If I could control it and watch it more carefully it would help alot. Basically allow it to freeze in mid air and press a button to eaze it in. Also allow slow motion potentialy and other things to help control it and watch stuff. Could be useful in other areas.
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MK3 internal temperature?
Arugela replied to Arugela's topic in KSP1 Gameplay Questions and Tutorials
I'm readjusting the cockpit area to have an upper MK2 area with two cockpits and a lower one with things that can take heat. I'm using the MK3-MK2 adapter in the same spot with one facing upwards and one with the node downwards. I hope that gets rid of the heat issue. The lower area should be blocking the heat for the upper area. I'll get a pic in a second. Pic: The cockpit used to be an MK3 cockpit where the two adapters are. Would the non cockpit parts I stick in the bottom unused node be able to block heat for the upper area with cockpits? Or does the game not do that atm? Pic: (With lower portion filled) This plane will be too big for the hanger if I add much more. -
MK3 internal temperature?
Arugela replied to Arugela's topic in KSP1 Gameplay Questions and Tutorials
That could make stuff fun in the game if they every added underwater exploration and details to water and craft... sounds interesting actually. I wish they would add more details to why the parts work why they do(in the parts just not given values). Then you could go in depth and find solutions. Not just be at the mercy of them. It would also be easier to learn the game. Having flat simpler numbers and formulas is not really conducive to learning from experience in an environment. Simplicity makes it harder. Less to look at. I'd rather not have to look up everyone on a separate or partially separate site(assuming I can find the info even then.). Let alone a few formulas dictating everything. It's, again, to simple. Having more characteristics and details make it easier to observe and go over to learn. I hope they go into the material and engineering side eventualy. At least hash out what is there and let people modify it. -
MK3 internal temperature?
Arugela replied to Arugela's topic in KSP1 Gameplay Questions and Tutorials
Yea but what is the reason for the low internal temperature unique to the crew cabins? Why is it low and not the cargo bays etc? What is the reasoning? I imagine it's something besides balance. -
MK3 internal temperature?
Arugela replied to Arugela's topic in KSP1 Gameplay Questions and Tutorials
But they don't seem to pull alot of heat even when in the cold of space or at 50+k where there shouldn't be a lot of heat. They don't seem to ever work until you've been sitting in orbit for a few minutes... And why are the internal temps so low on the crew cabins. Do they not do things to insulate them to make up for it? Are they not designed for more than that. Why is it ok for a cargo bay and not a crew cabin. If the excuse is the windows can you not make a way to close/block them?(I'm assuming that isn't the reason though) Are there not material that can or should be in it to give it more leway than this? You are going to store things in a cargo bay just as sensitive as a crew compartment or more potentially. I don't get where it is coming from. -
Why is the internal temperature so bad when it has to be in the front? There is no work around and from I can see no way to cool it sufficiently during reentry to bring it in line with other parts. I'm currently sinking Radiator Panel (Edge) on it and it has no effect. Those radiators won't cool until after you stop doing anything with the ship. They are literally designed to not work while the vessel is flying even if on and powered. Why is this done and how is it fair to purposely gimp stuff no matter what you try to do to make it stronger... Some one please explain how these are supposed to work. I put the weight and resources to use it I should get the results period end of story. This is nonsense. Radiators do not intelligently wait for engines to go off or the atmosphere to lighten to magically decide to pull heat.. I have 4 radiators sunk into it and enough power to run them and they are on. they are not denting it. And like normal not even doing any work beyond a few percentages until after in deep space if at all. I have 16 generators currently on the ship to power the 4 radiators and 5 large advanced reaction wheels. There is also an aerodynamic nose cone on the front of the MK3 cockpit. Why are the crew cabins now designed the way they are? And why do radiators not try to pull out as much heat as possible? Is it possible to give it enough cooling so the Internal temperature is in effect the same as the external temp? What is stupid is this is about what it takes to power a mining rig with the same parameters... Why is it not effective on crew compartments?!
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Simplest way to reduce parts count?
Arugela replied to Arugela's topic in KSP1 Suggestions & Development Discussion
What if they introduced stats for bend for single parts eventually. It could be modded in the process if desired. If not the point is an optional/unnecessary way to reduce parts count if desired until other options are developed. It would mostly be for the sake of large parts counts. Bend and joints would be done for realism. You could always make a wing out of multiple parts if you knew the physics to make it bend exactly how much you wanted to add to the realism. It could enhance it for people who know what they are doing potentially. So, maybe it could be used to aid in design for those working on more complex objects. Or at the least ones that don't have immediate or feasible solutions currently in stock. Even modded parts could benefit from this as it is a general tool. -
Is there a simple way they could reduce parts count in stock? Since it will take along time more than likely to get physics to be unlimited or even increased at this point. What simple solution could be implemented to allow a temp/band-aid solution in stock? My first thought is to have it where you can combine parts and make them one part and simply put them into the VAB/SPH after via existing tools/importing? Could this be easily done to allow multiple stock parts to be stuck together with the same basic stats or effects it would otherwise. Just in this case the connecting physics removed and counted as one part. Would it be hard to make a simple tool(3D) or simple edit tool(2D/text) to edit the stats for this if needed? Could it be done in a way that would be easily kept in game from version to version? I would think the most complex tool needed would be an updater that could try to change values per part then resave the part for each version manually. Basically something the player has to do but with a slight aide to get them started. This could be insanely useful for making giant wings and make them act like large single objects. Same with big player designed fuselages and engine pods or cargo containers or anything else you would want a single object. Slap together/save to remove part count then stick on the plane like normal via nodes or radial attachments. A base part could be saved in the part with root before saving as a single object or something and nodes turned off/on if possible to say which ones are active. This could define some parts parameters to make it act as desired. Lots of more creative things could be done with this also. I imagine the physics externally and the lift/drag and stuff could be left how it would be if they were separate parts. Unless it's easy to modify this also.
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https://www.washingtonpost.com/news/morning-mix/wp/2016/11/29/pooping-in-deep-space-has-nasa-stumped-the-space-poop-challenge-is-your-way-to-help/?utm_term=.ef047545870a Just saw this on a websearch.... I didn't read much of it, but it's interesting sounding. have they considered a long term compost system and grow some trees/plants to help with the in space atmosphere. Obviously needs containers for the roots don't get out or damage the ship long term. Plants can be tricky things. NVM, it's for the space suit only. Unless the suit is or can be hooked up by a tube to get it back to a compost area... If not I stand by my idea of composting and growing a tree. But inside the suit! Call it "The crappy terrarium suit!" Thinking about it, you might actually be able to find plants that can deal with the smell and other issues... And literally as fast as you can crap it out. Basically, why engineer something when it's already been done. Just need to find the right plants. Hell, if you did it correctly you could have long term survival suits for really bad situations. A little "food," or something that can at least minimally sustain you, recycled water, recycled air, etc. It's always possible. The difficulty would be more with remaining knowledge of plants to find correct specimens that it would be if appropriate plants exist.
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There is just about as much under the water to explore as there is above the water.... And it is useful If you ever had a mining rig on laythe you may find 99.999 percent of your minable surface is under the water. It would be insanely useful for these to submerge and mine. then with mods you could setup underwater mining rigs hooked to bases on the shore. Literally the resoruces are under the water right off the shore in mineable amounts but the moment you hit land it's below mineable amounts...
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I was going to say to make a wing with sweeping abilities and let it sweep in flight. I still want this to happen. But I was thinking adding a new stat like Brake and Authority limiter could be added to all wing parts. It would allow max sweep. By default it would be 0. B adding more you can use hotkeys to sweep the wings.. Maybe even hold the hotkey to sweep how much you want. It would have a sweep forward and backwards button/keycombo. It could also be an action group option if needed. I would think a gui with keyboard shortcut keys like CTRL-Z and CTRL-Y would work though. This is so the undo/redo button combos have use in flight. You could use Action group to set it to full sweep forward or back and hold the other buttons to sweep it partially. Also preset sweep ammounts could be used to have mid sweep values with accuraly. Maybe a gui thing with +/- button and a value you can enter. This could take any value up to your max setting. The implement the sweeping they could add a new joint. Maybe a joint that is moveable in the SPH/VAB so you can get it at the correct location. I would love to use swept wings in this game.
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This game needs default sweepable wings that can be changed in flight!! 8) Or the ability to give any point a hinge and change it so anything can be made sweepable or many other things. A new function like that could do wonders to plane designs. It would fun making swept wings out of any wing we want.
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On the overlord and other like designs. Make sure the front of the engine pod connection, assuming connector parts, have caps going to nosecones even if it's hidden in the body. I learned this the hard way on my ship. Even if it's inside, but nothing covering it's node fully, it will still count as exposed and produce huge drag. Espcieally if it's a flat surface. Adding more connectors, leading to nose cones will get rid of this drastically improving drag. My drag was 2x the normal amount because of those, "exposed," internal structures. It also hides a nice bit of extra rocket fuel you can use to help get into orbit. This allows you to possibly change the rocket fuel tanks to liquid if you are using or need LF over rocket fuel or simply adds more rocket fuel to help the current design. You can also obviously reduce other tanks physically or via fuel adjustment if needed for weight. Thinking about it, I wonder if that happens if it's attached to a radial mounting point. I'm assuming it would not produce extra drag...
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I just ran into this randomly on youtube.... I don't know if he watches these forums so he probly won't see this, but I think his problem was the shape of the cargo bay. The bottoms do not have full curves like the top. So, for instance, when he flipped on the back it still flipped over because when it went sideways it was more likely to roll because the top is fully curved while the top has a flat bottom. so it always moved when possible to the top because the cargo could move more. It also makes it less likely to move from the top. so when it is on it's top opening it is not going to unroll from the top... Plus it may flip that way because the palyload can lean farther in that direction over even the other 3 flat side... I think he needs MK2 or a modded MK3 with a different shape. I thought this was interesting.I never noticed this before. Probably because cargo is usually held down... Edit: I just noticed this was a challenge.. Is there a better forum to put this into? Is the challenge still going? I guess I should add I don't know what the bottle flip thing is. I'm assuming a science experiment. Am I missing something and it flipping on it's head what it is supposed to demonstrate?