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Everything posted by Gman_builder
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
Gman_builder replied to RoverDude's topic in KSP1 Mod Releases
I'm confused here, I am using NEAR nuclear reactors to generate power, I have full exotic matter, but when I click activate engine nothing happens. The warp bubble just appears for a second and then shrinks and I don't go anywhere. I did everything in the OP tutorial but nothing is happening. Help please! I really want to try this out! -
Current design: Doesn't work at all. Cant get any head speed for some reason. Tail rotor spins at 40 rad/s and main rotor spins at 18 rad/s uhhg when this exact engine is on a plane it makes 52 rad/s so I have no idea why it hardly spins at all here. There's not much more mass to spin either. Its just essentially my plane prop times 2.
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official Stress out the Devs! (and KSP)
Gman_builder replied to sal_vager's topic in KSP1 Challenges & Mission ideas
Heres a download link to my fastest turboprop. Works great with the RPM limiter turned off and the drag setting at minimum but it should fly, be it slowly in completely stock physics as well. https://kerbalx.com/Gman_builder/Gremlin-Mk-3 -
KSP Interstellar Extended Continued Development Thread
Gman_builder replied to FreeThinker's topic in KSP1 Mod Development
This mod has a ton of content that the OP has so much information on every part I don't even know what to do with it -
official Stress out the Devs! (and KSP)
Gman_builder replied to sal_vager's topic in KSP1 Challenges & Mission ideas
true. but a simple addition like raising the stock RPM limiter or removing it all together is simple and could benefit us greatly -
official Stress out the Devs! (and KSP)
Gman_builder replied to sal_vager's topic in KSP1 Challenges & Mission ideas
Heres a good one fore you to consider optimizing. Multi-craft.....craft. I.E. turboprop aircraft and other various things that utilize part to part collision meshes to make something work. Like tank tracks and complex collective pitch helicopter rotor heads. Currently the part collisions are actual trash and it takes TONS of tweaking and changing just to make something as complex as these things function without breaking the physics or the game let alone make them move or even fly. I would like to request upping the normal RPM limit to 50+ rad/s. Or around 500 RPM to better suit turbo-nerds like myself and @Azimech. Along with that, make the stock joints stronger and make the PhysX not go absolutely crazy at high RPM. Just start spinning up a stack of reaction wheels in space and you'll see what I mean. its ridiculous. Thanks! -Gman -
KSP Interstellar Extended Continued Development Thread
Gman_builder replied to FreeThinker's topic in KSP1 Mod Development
SO MUCH STUUUUUUUUFFFFFFF -
Why? A prop should hold up fine up to 51 rad/s if you strut it. The speed of the bearing without a prop on it is not indicative of the speed WITH a prop on it. My bearing sustained 62 rad/s without a prop and made 52 rad/s max with a prop on at 250 m/s. Without a prop, the bearing is "unloaded." meaning there is almost zero drag on it, especially with the slider set to minimum. Drag gets applied once you add the propeller.
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@Ozin Wow! Some great work your doing with that script! I had been watching the Matrix series since this morning and had no idea what was going on until now. @AzimechThat RPM was achieved by a control surface that went spinning off after engine exploded. It seems like the more parts you have on your driveshaft that are lined up linearly. I.E. not the prop or blades. The more likely it is to become kraken bait at high RPM. So theoretically if we had a 2 or 3 part driveshaft, it would reach much higher RPM.