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Chladic88

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Everything posted by Chladic88

  1. By me also happened, that the whole trajectory disappeared.
  2. The engines are more efficient in higher altitude. When flying low, dont use full trust.
  3. I hope, this mod will be for KSP 2 as well :-) If needed, i could help with some 3D stuff as well.
  4. For Heisenberg, I have a patch from @Chladic88 that I haven't been able to apply yet. Chladic88 generously took the time to rebalance the electrical propulsion in Heisenberg. With Buffalo being replaced by its successor, I don't have time right now to rebalance the electric engines. Yeah, i hope, you will like the rebalance of the electricity consumption. Still looking for some feedback about it :-) In general, it will be easier to fly with smaller engines, but for bigger engines you will need little bit more power.
  5. You could use some software for recovering deleted files. If it is fresh, you have really high possibility, it is ok.
  6. You are welcome :-) You should have there now two icons for Airships. One is from Hooligan - you can use it for control of your engines from Heisenberg or control the airparking mode. Airparking mode is really useful as you can land your airship in the air And the second icon is for controls of the lift. Dont forget to use auto-pitch, which will help balance your airship.
  7. @Baker_02 do you have installed Hooligan Lab Airship? It contains a module for correct working of Heisenberg Airship. Btw, i have send balanced config files to Angel-125. Now waiting for the feedback or update :-)
  8. Today i was looking for a pancake formation. After few hour finally found it.
  9. Currently i am playing with the numbers. I will keep the turbine to produce original value of the electricity for now. Same by normal gyroring. But i want to change the generation of the nuclear gyro ring as it would be still overpowered. Below im attaching the table of current electricity consumption: Engine Power Electricity consumption Breeze 20 kN 50 el/s Twister 100 kN 100 el/s JetStream 500 kN 195 el/s Tornado 50 kN 75 el/s Monsoon 500 kN 200 el/s Thunderstorm 1000 kN 360 el/s I am trying to achieve slightly fuel consumption. I am using my already created airship, which has 2 usual gyrorings and 2 turbines now powering 4 Monsoon engines. As result, at full throttle is electricity falling slowly down -> the el capacity on this airship is now 8991 and el consumption is then almost 33 units per second. This give us flying time on full throttle in range 4-6 minutes. As the airship gains altitude, the engine efficiency is getting better, prolonging the time for full speed. At height 11 000m, it was even possible to turn the gas turbines off and recharge the electricity from the two gyrorings. In general, by the Monsoon i reduce el. consumption by 2,5. The rest of the engines i will test later today as i have calculated necessary ratios for these engines. Also thinking about reducing power for JetStream to have more variety. And another thing. I wanted to ask you, how to change power output of Nuclear Gyroring?
  10. And what about gyrorings? They are also producing some electricity. If it will be possible to switch the hull between these two modes, it would be great :-)
  11. That would be cool. I have done some balancing in the config files by myself. But before posting, i want to ask you, how much can i change it. It is not problem for me to play with the number. But also, we dont want to make it over powered, right? Would it be floating like it is currently? I mean, i like the physics how the whole airship behaves, just sometimes have issues with lift balancing (even with auto pitch tune - but with it is much better). I didnt try Kerbal Flying Saucers, so i dont know how they behave.
  12. Im sorry for multiposting, i hope you will excuse me. I have two points which i want to ask: 1. I remember, that in the one of the previous version were visible ropes on the elevator part. Currently i dont see them even if i did clean installation of the game and mods via CKAN. 2. Electric engines - dont they have too high electricity consumption? Running just 2 Monsoon engines is really hard without gas turbines. 3. Gas turbines - is it possible to reduce their noisiness and do it less smoky?
  13. Yes, even if you dont have SAS enabled, the reaction wheels are working in regards of the inputs. That means, if you will be on orbit and turn SAS off, you can start spinning pretty fast without using monopropelant (beware kraken ). Every (or almost) controllable cabin has its own reaction wheel. But if you create something really heavy, the torque of the reaction wheel will be so weak, it will do nothing. Also for VTOL which is using rocket engines i would recommend using mod named as TCA - it is mod which controls the trust of each engines independently to secure the stability. It is really good mod and i use it a lot.
  14. Im adding here my own VTOL as well: craft file here It is using 10 Juno engines and one Panther engine. Juno engines provides vertical trust for vertical landing and take off. Panther engine provide horizontal trust with enough power to fly over 300 m/s. Btw, does blimps counts as VTOL as well or not?
  15. Well, to make it easier, you can call me as Cooler. That translation of my nickname into english language
  16. I think so. I was watching some videos from VAB on consoles and it was ... little bit different It is sad, that it is not officialy on PC. Lets hope, it will be possible to create some launch pads in KSP2 (and hope, that some modder will create an airship parts, as i love them )
  17. Btw, i wanted to ask one question: I know, that console version has a launch pad on Mun. Why it is not on PC as well? I mean, i understand, that playing KSP on concoles is more difficult, but it would be nice to have on PC as well. Even if i should discover it first. Or did i miss something?
  18. Pretty well :-) Just planning my new tanker ship -> i have Miner-vehicle on Mun, which will re-supply the Tanker. Tanker will be moving fuel from Mun to orbital station. It will be something like gas station for interplanetary vehicle. But im also thinking about doing some surface station.
  19. Hi there, i am completely new user of this forum, but not new in playing KSP. KSP was my second game bought on my steam account 6 years ago. Since then i have a lot of hours in the game. Usually i have issues with building some bigger ships from a lot of parts. So i am trying to have less parts (my limit thanks to old PC is 100 parts, because it was laggy). So far i visited Mun, Minmus, Dune and Ike.
  20. Cannot wait for it as the Heisenberg part mod is one of my favourites :-)
  21. yes, it is working, at least by me. I just miss the ropes on the elevator part. Also wanted to ask, if it is possible to do some kind of ramp (bevel) of the other parts or even bigger elevator. I can later add some screenshots, what i mean, if you will not understand, what i mean.
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