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You can wait for it to go on sale, then it is pretty much free adjacent.
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It's pretty difficult, it's got to be really light to be able to get enough lift with blades/propellers. I just made one, although it does use some mod parts. I use a small nuclear reactor for essentially infinite electricity, as well as some tiny reaction wheels. I also use the Kerbal Joint Reinforcement mod. Everything else is stock though, I believe. It has 4 rotors, each with 8 propellers each, and weighs in at about 3.8 tons, and it can take off without too much of a runway. Landing is more difficult as I have the propellers attached to a hinge, which then allows me to point them at the ground to allow me to slowly kill both my horizontal and vertical velocity. I have the rotor torque settings bound to the main throttle, the propeller blade pitch bound to translate L/R (J and L on the keyboard) and then the hinge angle set to translate U/D (I and K on the keyboard). The propeller blade pitch is incredibly important and needs to be constantly adjusted midflight with the aerodynamic display (F12) enabled so you can see how much force the blades are producing (the yellow lines coming off of them, the longer the better), until you reach your max cruising speed. I found that I had to use about an 82 degree pitch on take off, with a max speed obtainable at 62 pitch. Max speed is about 128 m/s. The rotors engine size can be very small, (you can adjust it during construction). I had mine set to 30% and still only need about 12% torque on the throttle to keep them at the max RPM of 460. I only use about 1.5 EC/s of electricity at cruising speed. See spoiler below for pictures:
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Anyone know why the ModuleSystemHeat module is missing for both the Nerv and the Restock Plus Cherenkov nuclear engines? I'm checking the Module Manager patches under GameData\SystemHeatFissionEngines and can see they are clearly not defined. Same error pops up in the console in game that SystemHeat can't find a ModuleSystemHeat module for those 2 engines. EDIT: Although from what I have read in this topic, it sounds like the Nerv was changed on purpose, although didn't find anything about the Cherenkov, but I am guessing it was changed for similar reasons.
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How to surface attach a "merging" ship?
MechBFP replied to paul23's topic in KSP1 Gameplay Questions and Tutorials
Just wanted to say thanks. In my years of playing KSP I never figured this out and today I was damn determined and your post helped me figure it out. The only issue I had is that my decoupler ends up clipped inside the other object and I need to fiddle with the camera to be able to get to the move node to fix it, but that is well worth it for the easy of attaching subassemblies this way. -
KSP IP has been sold to a 3rd party or something...
MechBFP replied to TheKSPexperimenter's topic in Kerbal Network
Take Two literally announced it publicly. -
Keep in mind that is planning to be VERY early access. Basically a tech demo at that point.
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Take Two owns PD so by extension they own all the IPs as well. They made it abundantly clear in the statement regarding the sale that they are focusing on big AAA titles and mobile games, and therefore sold off everything PD was working on since that was their “indie”/small title division. And since it is pretty obvious KSP doesn’t fall into either of those categories, the only logical conclusion is that it was sold with PD.
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Meh, the damage was done and likely any relevant talent and experience has since been lost for good. I am more interested in KSA. If they actually resume production on this, it’s going to take a damn near miracle from them to make me care about KSP2 again. EDIT: Although the above statement is null and void if the company is Rocketwerkz lol.
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I went with nuclear power and in my opinion it is more fun to than setting up a tedious turbo fuel setup. 3 uranium fuel rods per minute, turns into 4 plutonium fuel rods per minute with alt recipes, which turns into 20 (then slooped to 40) Ficsonium Fuel rods per minute. That setup produces 237.5GW of power. Note that the Ficsonium fuel rods aren’t worth it from a practical purpose, you either need to sloop them to get the extra dark matter residue (and slooping them has a rather ridiculous power cost which almost nullifies the benefit of using the rods), or you need absolutely massive amounts of SAM. However I did them anyway just cause I wanted to have a fully automated solution with no waste. As a side note I was able to get to nuclear quite easily by simply building generators from heavy oil from plastic/rubber factories and only needed to use one oil node to setup a regular fuel generator farm to be able to have enough power to get to that point.
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technical issues So, we had some kind of technical problem.
MechBFP replied to Vanamonde's topic in Announcements
Hey I didn't even need to login again, thanks moderators and mysterious tech person. -
Good news. The forum software license has been renewed for 6 months.
MechBFP replied to Vanamonde's topic in Announcements
The fact that is was only renewed for 6 months is definitely telling. You don't renew something on a 6 month term in a company unless getting rid of it is in the cards as an option. Unless of course someone paid out of pocket for it as a gesture for the community, in which case big kudos to them. -
Good news. The forum software license has been renewed for 6 months.
MechBFP replied to Vanamonde's topic in Announcements
A certified "Good news, everyone!" moment.