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Shnyrik

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Everything posted by Shnyrik

  1. Of course, not Just a single file for all. Or you can add those configs to the existing customrunways.cfg.
  2. Create *.cfg file (i.e. KerbinCity.cfg) in GameData\NavUtilities Continued\Runways.
  3. Approximately up to 35 knots (this is a bit too much even for the fastest, but let's assume). Which is 65 km/h. Which is 18 m/s. I'd say, it is not a ship, it's a rocket
  4. Launched a communication satellite without touching a key. All processes are controlled by a set of SmartParts controllers. RemoteTech autopilot imitates the third stage's gyroscope, which is needed for a final burn. I don't touch the keyboard after launch (and the RemoteTech ensures that I can do nothing, even if I try to steer ). Had to shorten the launch rail and lift the rocket above the truck to avoid collisions. By the way, the satellite weights 131 kg. and the rocket -- 2,4 tons (and it is still a bit overpowered ).
  5. People have created counterweights to deal with such situations And if the whole design becomes too heavy to fly, you can always add more boosters and pour more hydrogen
  6. So, I've finally managed to find time to record a landing Like I've already said before, the most important thing (except for fancy new camo suit and pilot's cap ) is a specially designed plane. It should allow flying at really low speeds. For instance, the one, demonstrated in the video, with it's flaps deployed doesn't fall down even at 26 m/s (which is about 94 km/h) . So landing at 30+ m/s is comfortable. At high altitude it can accelerate up to 175 m/s (which is about 630 km/h), but here I fly low, so maximal speed will not be more than 155 m/s. As for the airship, it is a "boosted" diamond-class pocket carrier with a hangar for 4 planes and parking pads for 2 more. I've moved arresting wire to the rear end of the flight deck. I also had to move catapult forward and add a launch rail so that I could have enough place for the elevator. Unlike mid-air docking, where OLS can be just very helpful, here OLS is vitally important. Again, turn subtitles on to see my comments
  7. This is only the first glimpse at the problem However I should mention, that going for realism would be impossible without initial reduction (and radical one ) of heisenberg's characteristics. For instance, mentioned Zepellin NT has diameter of aprox. 14 m. and length of aprox. 75 m. Which is larger than typical Heisenberg. But it weights only about 11 tons and can carry about 2 tons more. While Heisenberg of that size weights hundreds of kerbal tons and carries a lot more. Which is really good for gameplay, but not very realistic After some experiments with 20-25 m rescaled parts I can say, that initial torque, shown by Tweakable Everything UI right after rescale, is wrong. But saving and then reloading craft will show more reliable characteristics.
  8. Did you check AirPark mod? It allows you exactly what you need -- to manually change the state from "flying" to "landed" and vice versa.
  9. Does it work well in 1.3? Or is there some dev or community version?
  10. Just couldn’t go past the tweakscale configs and not to try building a really big airship. I’ve noticed that there is a problem with how the airship scales. By default it uses exponent of 3 to scale mass, amount of resources and buoyancy. So 40 meter airship becomes ridiculously heavy (although it also has absolutely ridiculous amount of lift). I had to change those exponents in order to make scaling a bit more realistic. SCALETYPE { name = freePSA freeScale = true defaultScale = 10 suffix = m scaleFactors = 10, 20, 30, 40 TWEAKSCALEEXPONENTS { mass = 1.5 Resources { !amount = 1 !maxAmount = 1 } } TWEAKSCALEEXPONENTS:NEEDS[HLAirships] { name = HLEnvelopePartModule envelopeVolume = 1 } } This is my much-suffering training carrier KAS Diamond again -- and I’ve rebuild it once more. It’s diameter is now 25 meters but it’s fully loaded mass increased only twice -- to about 300 tons. I know, even this is a bit too much, for USS Akron, for example, having almost the same length and being much “wider”, weighted less than 200 tons. But still it is much better than several thousands of tons. It’s increased drag also made Diamond almost twice slower: four cyclone engines can accelerate it only to about 45 m/s. Which is actually more than 160 km/h. Which is actually still impressive for an airship Here I'm on the deck after landing. As you can see, I’ve decided not to change the size of the flight deck. That's because, first, it was enough for landing, second, now, comparing to the gigantic airship's hull, the deck looks small and light -- as if the airship could really hold it
  11. I'm afraid, that is not quite correct I use the latest scatterer build (0.0320b) and the latest version of flares (tried with red and blue grand) and still get vertical stripes in some angles, like on this screenshot. And yes, no matter, thank you again, those flares are awesome
  12. It seems that TweakScale somehow messes up SAS torque values. I have tweakable everything mod installed, and it shows negative torque for resized SAS parts. However the same tweakable everything can fix the problem, as it allows putting in some more reasonable value by hand.
  13. Sorry, there were reports about used to have problems with terrain scatterers for mods that use Kopernicus for 1.3. So there, probably, will be no scatterers after I install the new version, am I correct? Maybe, it's worth mentioning in the OP, since there were a lot of questions about disappearing terrain scatterers in other threads.
  14. For now there is a walkway part, which has no interior itself, but at least can imitate that there is some interior inside hull parts
  15. Ducted fan is a bit more efficient, because it reduces losses in thrust from the tips of the propeller. And it is safer, of course, and looks cool
  16. Interesting idea As for the next video, I've been recently succesfully trying to land a WWII-style interceptor on an airparked airship. But since @Locob anounced beautiful pilot cap for open cockpits, I'll have to wait till release
  17. I can also add that you actually don't even need to land on the flight deck to refuel. Because landing on a moving airship with low relative speed technically does not differ much from docking to it. In one case you need hook and arresting wire and in the other -- winch and two docking ports The advantage is that relative size of the plane and the airship doesn't matter at all, only speed.
  18. Well, it's actually an inborn problem for all real world carriers. There always are a lot of planes which are just too big for a flight deck 150 m/s is 540 km/h or 292 knots. For a landing speed this is completly insane. Even my Starfighter (even with FAR) lands slower And at such a great speed even if you manage not to miss the landing deck, you'll have to use not only arresting wire, but also drag chute and brake rockets to stop in time I believe, it's easier to build a plane with lower landing speed. Something with a variable-sweep wing, may be. Yes, this is a problem. But still it depends very much on how fast you approach. At 30-40 m/s 2,5 km is tolerable, at 100-150 m/s this is too close, of course. Besides there is one more problem with OLS: unlike the rest of the ACA mod, OLS is still not compatible with FAR. However there is an alternative: I know a mod with laser pointers, which, I believe, can be used as a palliative.
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