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azgar

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  1. Sorry for delay, I was playing Cyberpunk for some time The patch has fixed some bugs in the game, it is less irritating, but still I have not enough zen in my organism to constantly steer around all that bugs. Call me weak. @weeee great little plane, I really like the idea of using the structural hubs for skids. Though I fail to paste your json in my game, it either tell me "invalid paste" or does nothing. Those bugs...
  2. Yes, that is what I think. The mass of parts changes as you add them, resize them, launch and return to VAB. I think we cannot determine the lightest plane until the mass management settles in KSP2. And it would be really cool if devs would make engineers report precise at least up to 1 kg. 10 kg is a bit coarse. Anyway, the whole thing is about engineering and having fun Concerning the EVAbility. I have moved the seat around and found that the space in front of the seat has to be not obstrucred. Position closest to the base looks like this
  3. I was trying all different combinations of wings, stabilisers and control surfaces and it seems to me that the mass is changing quite randomly. I remove the part, stick it back to the plane and mass is not what it was before Is that an engineering? And I can't stick that much elements on a plane and still keep the mass that low too. Can someone explain this thing to me?
  4. @Klapaucius cool little plane! Hope you manage to land it, so you can lead the scoreboard Can you please post the list of parts? There must be some way to build a plane with so many parts, yet so light.
  5. And now something I have come up with after shamelessly copying all the best ideas we have had here: The lightweight reaction wheel controlled unicycle. It is rather controllable, if you won't push it too far, then it spins and crashes. It requires SAS to stay in the air and on the ground. It is quite hard to taxy on a ground. And it won't park, always tries to roll away, though I have the same problem with all my planes. I suspect it's Kraken pulling invisible strings. 0.54 t, 0.42t and I could save a bit of weight by dumping some fuel.
  6. My own first attempt on a problem was like this: Total mass 0.81t, fry mass 0.66t Now it is totally humbled by the Draradech unicycle, right? And it had some controllability problems on a landing, it took me a bunch to iron these out. Then I went to bicycle landing gear and smaller fuel tank, saving some mass and frankly improving on landing characteristics, though I had to manage roll quite carefully to avoid knocking my wing off. The plane flew without SAS better than with it. 0.74t, 0.62t Intermediate version was with Separatrons for engines. Flew quite well, but not well enough to get to the goal within weight limit.
  7. Great job! Very cool ideas. Let's see, how can we improve further PS if someone has not yet posted their entries and these are heavier than The Unicycle (naturally they are!), don't hesitate to post. It's all about fun, rather than score.
  8. Everything that is on the start counts. And everything has to reach the Island Airfield and be able to fly back. Except fuel. We have no refueling in KSP2, but assume we can replenish the consumables. We could agree the plane has to do a round trip, but just getting there proves the airworthiness of the plane enough, I think. And requirement to land twice might be too challenging for some ultralights and more time/attempts needed.
  9. Hi, kerbal people! I have a challenge for you today. Let's build planes small and light. The rules are as follow: Stock unmodded KSP2 has to be used. Build a plane capable of taking at least one kerbal from KSC to Island Airfield. Plane has to be landed at the airfield in one piece, without losing any parts. The goal is to achieve minimal take off weight (Total mass in VAB). Minimal empty weight (Dry mass) is a bonus. Post screenshots of your plane parked near Island Airfield hangars. Post a screenshot of recovery report. Post screenshots of the plane and engineering report in VAB. Have fun! If you like, post a description of the plane, the story of development or even workspace file. Good luck! May Kraken be kind to you! UPD: We have several submissions here: mattihase 2023-03-08 22:59 Funtime Ride Chair 13 0.84 0.72 landed Draradech 2023-03-09 00:17 Ultralight 9 0.55 0.53 landed Socraticat 2023-03-09 04:29 Tiny Island Plane 17 0.72 0.58 landed azgar 2023-03-07 19:00 Subflea 10 0.74 0.62 landed azgar 2023-03-09 22:32 Nano unicycle 9 0.54 0.42 landed Socraticat 2023-03-10 03:28 OneOscar 15 0.58 0.46 landed Speeding Mullet 2023-03-10 05:11 Fly Safe 11 0.55 0.44 landed Klapaucius 2023-03-10 12:25 Mini3 9 0.52 0.41 crashed FlazeTheDragon 2023-03-10 16:00 HMS Jebediah 8 0.50 0.39 landed weeee 2023-03-21 23:56 The Smollest Island plane 11 0.47 0.36 landed
  10. There is not much shift of CG in this plane. The fuel tanks is sitting pretty much where CG is. And usually I am trying to land it right after I took off anyway, with maybe 10% of fuel spent max. But yes, that is one thing to consider. I think the front landing gear being too high might be the problem indeed. Though It seems I have tried all the possible configurations moving them around already Disabling the steering on main wheels and brakes on the front is what I actually have to try. Will see how it goes. Checking the suspension on front gear is a great advice, will definitely try, thx. The control authority does not seem to be a problem. It steers quite well in on every axis. Though I did increase an area of elevons a bit on later version of the plane. One thing that I am suspect I am doing wrong might be coming in too fast. But again, when it is 70 m/s it is bounce off and recover. When it is 35 m/s it is bounce off, stall and crash. The problem with the flaps is definitely there. But somehow I managed to fix it on some of my planes. I suspect, that it makes a difference, if you save/launch your plane with the property dialog still open or close it first.
  11. I have being building some airplanes in KSP2 recently. And I have noticed that I do not quite understand how to design them to land properly. Some of my planes land quite well and reliably. Especially the slower ones, with a low wing load and low landing speed. Bit some of them are bouncing off the runway and just won't stay on the ground. Or they turn over the wing on a ground run while braking. I must mention I prefer my planes to be flyable all the way without SAS turned on. My thoughts are I am probably locating my landing gear not quite correctly. Usually it's classical trike scheme, but the relative hight of main and nose wheels, placement of main gear relative to center of mass, something else I am doing wrong? If someone could formulate a design principles and methods of landing that make a well behaved plane, that would be beneficial for lots of people, I think.
  12. The long awaited KSP2 is here. I am wondering, should I have to let it mature a bit before buying, like some bugs to be worked out first? I mean, anger and frustration are not that healthy and won't add much to the fun? Could not do very much in space recently, because Kraken tends to pull the ships off course and make them spin. But anyway, let's concentrate on good things: * Procedural wings I love procedural wings. With the same part you can do both F-104 Starfighter and U-2 Spy plane. Great. You can stack them one to another. (tip: if you try to attach a new section to the tip of existing one, it turns out inverted. Attach it to the root, then slide to the place. , but works). What I would really like is to store fuel in the wing. I would like mass of the wing to depend on it's area. Right? Probably the ability to choose a symmetric profile wing, so it could work better as vertical surface? And maybe bring back add-on control surfaces? Sometimes it might be easier to just add flaps to existing wing than to multisection. Oh! Please! Make the control surfaces to induce drag when they move. "Crow" airbrake, when you deploy flaps down and ailerons up is a thing. Or have a twin tail that turns symmetrically left and right to airbrake. * Little (but important) things Please let me name parts. Like when I right click the part, properties tree is brought up with 16 of wing sections. Good luck finding the right one. If I only could name them "Main wing outer section" and the left and right parts where the same part until I want to control them individually (for whatever reason). Please, in procedural parts, can the number by the slider be editable? I want the wing angle be .50 picking it with a slider is The blueprint mode is interesting, yet it seems it needs a lot of improvement to become a thing. Both for move-rotate tool and the maneuver planner can I have a separate control in the bottom of the screen so when I use it I don't accidentally click on another parts of another planets? Multiscreen? Because with all that technical popup windows like engineering reports and procedural menus and part property panels... You know, not all of us have that 60" curved 8k monitors like game development people surely do. Oh! Aerodynamic data window is cool. But can it pls close automatically when I retreat to VAB? Or, at least have a little X in the corner so I can close it? Thanks. * Moar procedural parts Like... really. Procedural fuel tanks. You draw it like a fairing, then specify the proportions of the different fuel types inside. Procedural fuselages. Same thing, actually, but maybe non circular cross section? How about procedural engines? Play with turbine, burning chamber and nozzle size to get what you need? * Propellers You see, NASA sent a helicopter to Mars. We could use some props both for thrust and lift too. Put a small prop on kerbal to paraglide. Build an ultralight plane. Multicopter? Combustion engine and electric? Please! * Autopilot I mean SAS is cool. But as traveling in an atmosphere is loooooong, the device that would hold a bearing and altitude would be great. Or, at least, bearing and horizon. So instead of letting the plane straight go for half an hour, could put on autopilot and go do some chores time warp. Or bring the plane up in the sky, separate the rocket, go to space, and the plane would fly on until you get time to come back and land it. Good work, KSP 2 team, actually. Thank you. Hope the game is as fun as KSP soon and much more.
  13. I have spent some time in KSP2 now. Space physics have some nasty glitches, so I have concentrated on atmospheric flight. First a plane is to explore the surroundings of the KSC, getting accustomed with the weather, physics and enjoying the views. Simple, lightweight, cheap. Flies well up to Mach 2+. Landing speed a bit high, but lands quite well. Stable without SAS, but needs a bit of trim between full speed and landing. Now to try out procedural wings I've built a high aspect ratio plane. It flies quite well also, maybe reacts a bit too much on pitch input. Note bicycle landing gear. How does it work? As there is no jeep with a take off assistant to lift the wing tip from the ground on take offs, I used a reaction wheel. Level your wings, give it a full throttle and go. This one does not require SAS either. The ugliest of the planes that fly well so far: Built to have low landing speed. The XS fuel tank, air intake and engine. Oversized wing. Simplest undercarriage. And the pilot seat. Landed it on the island runway. Actually, could do it with much less "untraditional" plane. But I like ultralights. I wish we had stock piston engines in KSP2. And procedural fuselage.
  14. Well, gentlemen, I have solved my issue with the game not starting. It was my fault actually. I have checked the minimal system requirements before buying the game. I thought my video card would cut it. But... well... the amount of _dedicated_ video memory seems to be essential. I had to upgrade my video card, then the game started. So if you have a "pumping sim once" issue, it might be just failure to load all the textures due to shortage of video RAM. Go 6Gig or higher.
  15. Building and flying planes is pretty much only thing I have done successfully since I bought KSP2 on day one. Procedural wings are great indeed. Not free of bugs, the part placement is painful and "move and rotate" tool became "my favourite" in KSP2. Though I think it has to be possible to build things without using it at all. Like it worked in the old game. Anyway, I managed to build and fly the high aspect wing plane. It handles quite well. And the bicycle landing gear looks like a charm. Also the simple and best handling plane so far. Goes to Mach2+, lands easily. The only thing I miss on it is a air brake. Unfortunately, the control surfaces do not induce any drag, so "crow" brake won't work.
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