JonathanPerregaux
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Also in the Localization Testing pipeline is something to ensure that the "Neil Armstrong" Mun monomuent, when read by immigrant gangsters from the 1930's, says, "I would like to direct this to the distinguished members of the panel: You lousy cork-soakers. You have violated my farging rights. Dis somanumbatching country was founded so that the liberties of common patriotic citizens like me could not be taken away by a bunch of fargin iceholes... like yourselves."
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Thank you for the air intake advice. I've been highly rocket-focused in KSP, with a few odd aircraft here and there. Any other design advice is appreciated. This "aqua-aircraft" ("Airquaft." — Elmer Fudd) is grossly anhedral (wings folded downwards) and rolls over like crazy at the slightest nudging. It usually goes into an unrecoverable death spiral after stalling at high altitudes. Would you suppose that adding any dihedral (wings folded upwards) air foils could compensate for this? I didn't want to add too many lifting surfaces, otherwise it would never stay in the water to fulfill its original purpose.
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Yeah, I'm never sure just how many, or what kind, of air intakes I need. I was trying to get it to flame-out altitude, which I did, but went overboard (a boat pun?) in the process. The elevons are my biggest headache. I kept second-guessing myself and readjusting their deploy direction. It's a great flying boat like you said, but rather bouncy in the air. It was never designed to be a plane, per-se, but it would be nice to be able to land it without the thing spinning out of control.
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Okay, here's my hydrofoil: https://kerbalx.com/Hamhole/Spase-Bote-X1 The way the hydrofoil works is simple. First, get it in the water. Press Action Group 2 to deploy the fore, inboard elevons (and retract the landing gear). The elevons provide the lifting ability in the water, otherwise you'll sink at speed. All other elevons should not be locked in place so they'll provide control both on water and in the air. Only the bottom three elevons need to be locked. When you get the boat up to about 30 m/sec. it should have risen up out of the water and will be slicing just over the surface with barely anything touching (as pictured). You will need to back off on the speed because it will pick up quickly. Unless, of course, you want to fly it up out of the water. When that happens, press Action Group 3 to retract the locked elevons used for water mode so you'll have full flight control in the air. I stripped as many mod-based parts as possible from the model, including MechJeb, but I did use TweakScale to make the rudders and front landing gear larger. The issue with flying it from the SPH may have something to do with the elevons reversing their directions from what I built, but I have not confirmed this. They must be reversed in order to work. Sometimes, even from the VAB, I find the elevons locked in strange directions.
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Okay, I'm baffled by something. I built a large, jet-propelled hydrofoil in the VAB. During my R&D, I would roll it off the launch pad and guide it into the water to test. It ended up being such an efficient hydrofoil that it actually took off from the water into the air at a certain (insane for water) speed, allowing me to fly it around. I then made the thing a high-altitude flier as well as a water-loving boat. Eventually I got my "boat" to the point where I had it flaming-out in the upper atmosphere, having originally taken off from the ocean. I eventually decided to launch the same craft from the SPH so I'd have a convenient runway. I opened the craft file from the VAB into the SPH and launched it. All of a sudden, it's flipping around like crazy on take-off. If I get it up in the air at all, it wobbles and twists, then ends up crashing. No matter what I do to modify the craft, I cannot not fly it. I tried using SAS, MechJeb, and Atmosphere Autopilot (all of which worked from the VAB), to no avail. Finally, I returned to the VAB, re-opened the same craft, rolled it off the rocket launch pad to the runway... and ended up taking it for yet another smooth, fast flight into the wild blue yonder. It was stable as can be. Do ships launched from the SPH obey different physics than the same ones launched from the VAB? Does opening a VAB craft in the SPH "corrupt" it somehow?
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Is there a stock part you never actually use?
JonathanPerregaux replied to Sharpy's topic in KSP1 Discussion
I finally ended up busting out a micronode for the first time in order to construct a bit of detail on my Star Destroyer. The Empire spares no expense. -
This would probably not work, but... What if you had a black hole, and the closer to you got to it, the more Relativity kicked you in the butt. So you spend a few short orbits there, then get back and find out 4,000 Kerbin years passed for all the ships you had in orbit elsewhere. Ah, well. Even if the game allowed variable time dilation depending on proximity to a massive body, it would probably fry a top-end computer.
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NCC-1701 here I come...
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I'm running 36 mods and nothing seems to have come apart with 1.2.2.
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I agree there are issues with flight control. Using the Atmosphere Autopilot mod proves the game is capable of providing better control, though, even with marginally unstable aircraft. That said, I built a speedboat that (accidentally) ended up flying beautifully... (it's a hydrofoil)
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Constructual pylon & Small hardpoint
JonathanPerregaux replied to SpacedCowboy's topic in KSP1 Discussion
I built a Federation starship using several structural pylons in order attach my warp drive nacelles (with the jettison disabled). So yeah. Construction part. Also, auto strut is fantastic. -
30 fps limit?
JonathanPerregaux replied to xendelaar's topic in KSP1 Technical Support (PC, unmodded installs)
My 4K monitor had a setting in it that I had to flip in order for it to enable the 60 Hz. refresh rate. Obviously, the HDMI and video card have to support that as well. But what a difference it made. -
[1.11.0] [0.9.0] Hot Spot - Better Thermal Data
JonathanPerregaux replied to zengei's topic in KSP1 Mod Releases
I just installed the latest HotSpot in KSP 1.2. I did not have it there before, since I started over with a clean install when 1.2 hit. What I noticed right away, on a 560-part monster rocket I happened to drag to the launch pad, was the old "pause every few seconds" behavior I used to have with KSP 1.1.3 and earlier. When I removed HotSpot and launched the same monster rocket, it performed fine, no pauses. We know Squad drastically improved performance, in part by eliminating usage of all foreach and LINQ statements in Unity. Might this add-on benefit from a similar optimization? -
I've relied on MechJeb more when the game was much slower and my 1000-part monstrosities were wholly uncontrollable otherwise. It taught me proper maneuvering techniques when I was a noob, so props for that. Nowadays, I still rely on it, but mostly because I still build crazy-ass designs (a fairly accurate, but absurdly unflyable Star Destroyer comes to mind). I use MechJeb for planetary encounters, but I always have to manually nudge things because it keeps missing my target. Probably because I seem to always have an ion engine as the final breakaway burn engine and it doesn't account for the extreme drop in ISP. I also like to watch MechJeb land things because I find it fascinating for some reason. But in actual practice, a lot of times it pancakes or sidescrapes my landers against a cliff, so I have to go manual if I really want to land properly. Again, I'm talking God-awful, multi-legged, crazy tri-plane whirring screw propeller looking designs with steam shooting out and duck horns quacking here.
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Signs You're In for a Short Flight
JonathanPerregaux replied to Corona688's topic in KSP1 Discussion
When your meticulously-balanced new plane ascends nicely and picks up some decent speed, but your first banking maneuver causes the wings to tear off. -
Devnote Tuesday: Many hands make light work!
JonathanPerregaux replied to SQUAD's topic in KSP1 The Daily Kerbal
I love the “default throttle in prelaunch” setting. Can we also have one to always show the navball in the map view? -
Does bug deleting really help the game?
JonathanPerregaux replied to Jeb-head-mug kerman's topic in KSP1 Discussion
If you enjoy deliberately unfixed, game-bending bugs, play Goat Simulator. -
Signs You're In for a Short Flight
JonathanPerregaux replied to Corona688's topic in KSP1 Discussion
Your new plane trundles majestically down the runway, all nine engines roaring. It quickly lifts off by itself, you press the key to raise the landing gear... and before you can react it performs a harrowing back-flip. All because you didn't mind a few arrows while in the hangar. You finally decide to add launch clamps to stabilize your monster rocket. You press "launch," admire your handiwork standing secure and unwavering on the pad. You press the spacebar and... none of the rockets fire. Instead, the whole thing collapses in on itself like a thermobaric detonation. Because the clamps got added as Stage 0 before all your engines. -
I would love to be able to turn off all the lights in the VAB and hangar in order to get a better look at my ship's self-illumination.
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I'm partial to the "Mk-55 "Thud" Liquid Fuel Engine" because if I need a little extra oomph on a heavy lifter, I can bolt a few of these on very quickly.
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Any plans for stock larger SRB's?
JonathanPerregaux replied to strider3's topic in KSP1 Suggestions & Development Discussion
TweakScale oughta do it. -
"Microsoft Bob"
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OSIRIS-REx Asteroid Sample Return
JonathanPerregaux replied to IonStorm's topic in KSP1 Challenges & Mission ideas
NASA could just use the HyperEdit add-on. Easy peasy. I'll show myself out now...