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Everything posted by Nazalassa
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[WIP] [1.12.x] HUDReplacer - (v1.2.11-beta)
Nazalassa replied to UltraJohn's topic in KSP1 Mod Development
Anyways, I wonder... Is there a way to delete the altimeter, the navball, etc. ? Will maybe search. -
Rate the Forum Signature of the Person Above You!
Nazalassa replied to Kerbalsaurus's topic in Forum Games!
9/10 funny quote but a little bit empty. -
N 1 New page forgotten.
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- going off the rails!
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Made a small plane, to Island Airfield and back. Only 7 parts and less than .8 tons
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totm jan 2024 Minimalist Planes
Nazalassa replied to Donmy Kerman's topic in KSP1 Challenges & Mission ideas
Does the plane have to be kerballed during flight? I assume it does, but I can be wrong. Anyways, here's the "S-plane": 1 Kerbal, 7 parts, vertical take-off/landing, Kerbal's parachute is main wing. SPH stats: Flight: The S-plane is a bit tricky to land, since jet engines do not respond immediately to throttle change. You can download it here if you want: https://kerbalx.com/Nazalassa/S-plane -
N -1 Should I update the graphs, with pages 638 and after? -- Upd. -- See page 850.
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[WIP] [1.12.x] HUDReplacer - (v1.2.11-beta)
Nazalassa replied to UltraJohn's topic in KSP1 Mod Development
Actually, putting '#'s in the texture names cause the game to treat it like HTML anchors, so for example if you name your texture hellotex#32x32.png it will look for a texture named hellotex , which it will not find, thus loading nothing. As I always put the side of the texture in the filename, I think it just doesn't load them. -
Log 23.9c - Fairing-compatible wheels I've made a prototype of "wheel unit" - there will be at least two per vehicle. I used the big wheels, as they are more resistant that the smaller ones, which tend to break easily (see previous logs). Here's what it looks like: I'll test it "soon". EDIT: Tested first test vehicle. Catastrophic failure. Both vehicle and rail were destroyed. Needs more struts. EDIT #2: Second test was a bit more successful - if you consider the car "crawling" (I don't have a better word to describe it) on the rails and eventually falling off the end of the track, after knocking its pilot off, to be a bit more successful. Oh, I think I found the problem: this happens on decoupling. EDIT #3: I managed to make a less shaky version, that can reach 50 m/s without any issues.
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- big ship
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Log 23.9b - Fairings theory "but it's not theory" I've made a small test, with two supports on each side of each 250m long section, with two 250m long sections (in one craft), to see if there would be kraken attacks (like last try with two 250m long sections). Turns out it's stable! Here's a photo of Bill at the point where the two fairings join and here's one half of the whole thing, taken before I added the other half Now to make a train to run on it.
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Log 23.9 - Fairings theory OK, my prototypes may be great, they may have potential (energy, which is converted into cinetic energy when derailing), but they have a problem: they're not stock. The only not-stock part of them, actually, is the 30m square-sectionned parts for the rail. To make it stock - which I want - I therefore need to get rid of them, and replace them by some stock thing. Problem: to keep part count / lag relatively low, these parts need to be long. To avoid flipping over - a problem I had a lot with the Mk3 rail - these parts have to have a not-round cross-section (Mk3 does count as "round"). But there's no stock part that satisfies both conditions. Solution: use two stacks of whatever part I use, so that the rail is wider than high (or vice-versa) and the train won't flip over easily. Since I can use round-sectionned parts, let's use the longest available... Fairings. As they can reach absurdly long lengths (well over 200m for example), there won't be much and lag will be kept low. I then realized there are several ways of placing the train on over near the rail: either above, below, between (the two stacks of fairings) or around them. I think we can forget the "around" method since it would be way too difficult to add supports to the rail, or it would look quite unrealistic. So, here are the five ways of placing the train I could think of: Hmmm... The first one looks good. I should probably try with this configuration. (some tests later) Well, looks like I'll have to do some craft file editing to suppress the automatic autostrut on the fairings, it makes stuff buggy.
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Wow. You should probably do something in collaboration with @Stratzenblitz75.
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More from day 3: home-made battery display thing, about 200 lines of source code.
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The Kerbal KAL Logic & Computing Laboratory [WIP]
Nazalassa replied to Nazalassa's topic in KSP1 Discussion
Going to be more difficult, but... maybe I can manage it... if I find time. I'm currently learning xcb (X C Bindings) so I probably won't be into Python "in a relatively close future". But I'll see what I can do before next vacation; I may find some time to work on it. I think I can do *some* 3d rendering, but just lines between the centers of attached parts. Probably not more.- 71 replies
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- laboratory
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Day 3: added a bounce counter, and pressing a key places the rectangle at a random spot. Also, I named the rectangle "Eleki".
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N 42 The answer to life the universe and xcb
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N 44
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Learning xcb, day 1: Edit: the square now bounces on the root window!
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N 45
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N 29
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Because it's often exploding.
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N 29
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No, they just scaled down their KK static.
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Physics we all lost
Nazalassa replied to gloFIS's topic in KSP1 Suggestions & Development Discussion
At -140, this one is not liquid, it's solid.