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Everything posted by HyperDraco
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HyperDraco replied to Fraston's topic in Forum Games!
8/10 Warm soup is nice, but not when you live in a desert. -
I've been there too, I find that keeping yourself well occupied will help massively and before long, you'll forget about it entirely. It's much more difficult than it sounds but give it a shot. Besides, when you try to not think of it, you might be thinking about it inadvertently, as you probably think about it while trying not to think about it.
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15/10 gr8 m8 15/10 gr8 m8
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HyperDraco replied to Fraston's topic in Forum Games!
9/10, Schematics are useful -
I just tried expanding the wheelbase and decided to make an entirely new craft instead but on the same platform as my other car but with individual wheel KSP-grade suspension (by which I mean you can toss the craft off of the top of the VAB and land it flat on the wheels without a single thing breaking. I know but hey Cubic Octagonal Struts and Ant Engines are OP suspension wise). Adding outer wheels and clipping more wheels helped a lot. Now I have a 25% higher chance of recovery from imminent death when my craft hits 90 degrees. It's an increase from the previous 0% chance.
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I have tried this with the final iteration of the craft and it does seem to help. The car is solely meant to be a Kerbin racer for now. I have tried the clipping wheels part with the final (or most recent) iteration of the car and it seems to help with super-high speed stability. However turning wise, it doesn't help all that much. I might bring the wheels out a bit and might adjust the car shape to make it look less hyper ugly. So I definitely will try doing that soon. I have put one of the early game wheels (smaller due to TweakScale) on the front of the car to act as sort of bumper guard during braking, I will try that on the rest of the body too now. I'll try the rest of these out soon. Thank you very much, I'll try once again to see if it works.
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HyperDraco replied to Fraston's topic in Forum Games!
What can I say, the history of spaceflight truly is great. -
I mean it definitely does stay stable on the runway, I used a massive amount of down force through spoilers, vents and wings (along with the general body shape) to keep it pressed at higher speeds. In that it's perfect, for a straight line it can go from 0 to 320 to 0 in about 16 seconds (this is in m/s). However if I try to turn above 20 m/s it starts tilting over and blows up consequently. Furthermore in the straight run, it faces no issues, it's only when I turn it that it faces these issues. I also have some sort of active aero in this car (the regular untouched control surfaces) work well.
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@Geonovast I tried the SAS Only option, it helped slightly. @Okhin I remapped the wheel controls and it helps when drifting. It helps a lot. @ubkwy RCS made my thing blow up somehow so I must be doing something wrong here. Any suggestions on how I should adjust the wheel settings? I currently have Spring and Damper set to auto, Friction control set to 4.3 on the front and 5 on the rear. Auto traction on the front and 5 on the back.
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Thanks for the suggestions I do have SAS Wheels (about 4 of them) but I haven't set them to SAS Only, I'll try that right away. That's quite interesting (smart frankly), I will try that out too now. I tried that on my car earlier, it worked kind of but at super high speeds (200+ m/s) it gets unstable with RCS. (Yes this is an incredibly quick car)
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Good day, I like cars... quite a lot. I like making cars too, in KSP and modding the ones I own in real life too. However my automotive creations in KSP all have a tendency to roll over and send my framerates into the abyss if I do as much as touch the yaw controls at a speed higher than standing still or 10 m/s. Then there's the issue of wheel tuning, I try to change the parameters as much as I can understand. But alas, sometimes it just fails and makes my car start drifting madly. Point is, all of my cars are quite well optimised to stay on the ground, Low CoM, Good Downforce and a somewhat medicore wheelbase. I have no clue why they keep turning (in the shape of an arc) over and crashing. I have trying to solve this for months now and to no avail. Thanks for the help, Hyper (I can post the craft files and images if required)
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I also enjoy making cars, however I really haven't understood how to make them look good. Only 2 of them have actually looked good. My proudest creation is the Draconic Astra (and it's race variants) which in it's top tier trim uses fully electric motors (i use a mod) and can go near supersonic. I'll upload some photos soon. But I wanted to know of any pointers or tips, even guidelines for making a good looking car I struggle for the front end usually as I can never make it look good or well... car-like. They always look like discount boxes on oversized wheels or needles. Please help me get shapes down in KSP. Thanks
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Ah, alright. I see my craft has an abysmal range of ~2900... It sort of looks like yours, but I promise I did not plagarise. It was a competitor and at that point, they tend to resemble each other.
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The stock rover wheel powered 999 M/S rover.
HyperDraco replied to Flying dutchman's topic in KSP1 The Spacecraft Exchange
Bah, those are rookie numbers mate! good job... -
I hope the Judges don't mind if I make a challenger for this entry, it's got me interested. Update, it now has a torque of 0.01... somehow Update 2: Torque is now exactly 0.00 kNm Update 9387: The 0 kNm torque was discarded in favour of looks and performance. @Mathrilord How do I calculate range, do we use the fuel left after reaching cruise or just a full tank?
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Ok, now that's impressive. Thank you so much, this is useful. I also plan to use Drone cores so this would be good to help decide between the two
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Of course, they're Semi-rocket and Ramjets respectively. But I was shocked by those numbers. Wow these engines are much more powerful than we give them credit for. Hax?
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JUST... JUST ONE? impossible My WIP Supersonic can only do about 700 m/s crusing speed at 12,000 on 2/3 Thrust with Afterburners on... on 3 Panthers.