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Everything posted by Nazalassa
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Sorry but it's me lol @JcoolTheShipbuilder how are you?
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- going off the rails!
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LETS COUNT! (Lets see if we can reach 100,000 Posts!)
Nazalassa replied to Dr. Kerbal's topic in Forum Games!
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Log 23.5 - More vehicle and platform design I made a small platform! Now the MonoRail is at the second platform! Now, a test to see how fast the MonoRail can pass next to the platform without blowing out. Here at nearly 100 m/s. It worked! (I tried to take a screenshot while it was just next to the platform, but I couldn't) So we now have a cargo wagon, a fuel wagon, a locomotive, a rail and a platform. Now the next logival step is -- turns! And then a rail switch, and the KSC overground line 1. (and a flag too :D)
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If only someone knew how PQSCity (or City) works... What about um... Dupinare? (it sounds a bit like "Estrela Dobre")
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- interstellar
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Today, I tested my MonoRail system:
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Log 23.4 - Vehicle testing With a 2910-meter-long rail, I guess I can do a speed test, and see if the vehicle works as intended. For the first test, I forgot to free the claws' pivots; this is what happened: So, unless you want to break all of your wheels... With one of the "eight-eight" engine modules (see log 23.2) it can reach more than 50 m/s, with an empty fuel wagon. Now, with four of them. Locomotive speed test: I guess that much speed isn't healthy That's 602.64 km/h! Better than the TGV
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Log 23.3 - Vehicle design Now that we have the propulsion stuff, it's time to design the vehicles! The MonoRail needs locomotives, fuel wagons, cargo wagons, and passenger cars (at least). Perhaps ore wagons too, but they are likely to be in the "fuel wagons" category. So I designed a loco and a fuel wagon: [more pics in the spoiler] To couple wagons and other vehicles, I use claws, which have the benefit of being easily coupled/decoupled, having a free pivot, etc. The main drawback, however, is that by default its pivot is locked, and it locks during time warp and when you reload a save. As the "free pivot" thing can't be assigned to an action group, it requires manual toggling on each claw of the vehicle before moving it.
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Log 23.2 - Engine research Now that I have something that works, I need an engine (a way to produce thrust so that the vehicle can move). I plan to keep using docking port kraken drives. However there are several ways to arrange them: in the previous tests, each "forward" docking port (the ones to activate to go forwards, so the ones in the back of the subassembly) was only attracted by one "backward" docking port (the ones in the reverse direction), and there were 16 pairs (so 32 docking ports). But there are other ways to do it! For example, if I put 8 "backward" ports and offset them so that they're all at the same place, and then put one "forward" port just behind them, the "forward" port should be attracted by the eight "backward" ports, right? And if I put not one, but eight "forward" docking ports and offset them at the same spot, that should make 8*8 = 64 "attraction pairs" and so produce 64 times the thrust of ony two docking ports facing each other. To test it, I made three test ships, each with the same mass but with different docking port configurations. The first only has one docking port on each side [one port is attracted by one], the second has eight "forward" ports and one "backward" [eight ports are each attracted by one], the third has eight "backward" ports and one "forward" [one port is attracted by eight], and the fourth has eight of both (when I say there are eight docking ports, I mean they're offsetted to the exact same location) [eight ports are each attracted by eight]. I then teleported each of these in orbit, fired the kraken drive for five seconds, and measured the change in speed. Here are the results: Vessel "attraction pairs" Velocity change 1 1 53.5 m/s 2 8 55.4 m/s 3 8 55.4 m/s 4 64 444.8 m/s So it seems that the best thing is eight docking ports on each side (front and back). Here's the second vessel: The stack of docking ports are here to make sure each vessel has the same mass. In conclusion: the "eight-eight" docking port arrangement will be used.
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403 Forbidden You don't have permission to access the URL on this server. Powered by Tengine
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Welcome to the forums @oli123314! You can go to the Tracking Station, select (click on) whatever you want to get rid of, and then click the red button with a cross in the bottom left. That will delete the vessel, killing anyone onboard (that's the only drawback). Or you can just use Hyperedit... Haha.
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totm feb 2023 Threads of the month: February 2023
Nazalassa replied to adsii1970's topic in Threads of the Month
Congrats to the winners! -
Just remade the OP so it's more clear and explains what I'm trying to do in this thread, also I decided to add a log to it. Also updated the five posts I made to make the whole thing a bit more consistent.
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That means that it is possible to do it without waiting the next forum software update, right?
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Welcome to the forums @NovaSuper!
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Log 23.1 - New rail and vehicle designs Isn't. I recently got back to those MonoRail things! With plenty of new ideas (and time). Bill: How long do you want your rail to be? Bob: Yes Total length: 2910m. I use a 30-meter-long custom part (I learnt how to do since my previous attempts) with a 1.875m square section. It will be better for stability reasons (everything else that is big enough is more or less round in this game). Test using "normal" wheels. Something is wrong. Very wrong. New test, with rover wheels on the sides. ... which still doesn't work. It's too, um, bouncy I guess? It's always leaning southwards. After COUNTLESS days of hard research I came up with this new design: entirely with rover wheels. Spring set to min and damper to max. Cross your fingers. YES!! It's not leaning! After all these failed attempts, it seems like I've finally found a reliable design! And it's fast. So, it appears that I can finally make a proper MonoRail in KSP! I made a test with turns, it seems to work (didn't take any screenshots, sigh). I haven't tested the system with something heavy though... I hope it'll be OK. TBC
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LETS COUNT! (Lets see if we can reach 100,000 Posts!)
Nazalassa replied to Dr. Kerbal's topic in Forum Games!
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N -1 It is the 600th page, we should celebrate that!
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20th anniversary of the STS-107 mission
Nazalassa replied to Abel Military Services's topic in Science & Spaceflight
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How cute, a little Tux!
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I made some music other stuff too: <links-redacted,-sorry> (don't worry if it downloads them instead of opening them, the web is weird sometimes)