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Everything posted by colmo
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http://thefree3dmodels.com/stuff/vehicles/delorean_from_back_to_the_future_hirez/13-1-0-403 http://www.blendswap.com/blends/vehicles/back-to-the-future-dlc-delorean/ http://www.turbosquid.com/3d-models/free-delorean-3d-model/214487 http://www.turbosquid.com/3d-models/delorean-ma-free/596345 http://www.turbosquid.com/FullPreview/Index.cfm/ID/259460 < not sure about licence on this one
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You should put a challenge up to see who's first to install that runway at KSC2! And maybe Duna, Laythe and Eve....
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The Chinese are hot on thorium - they've been stock-piling it since they started mining rare earth metals in a serious way. Kirk Sorensen also reckons they lifted the ideas off his website....!
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[Plugin][Part][0.16] Animated Cargo Bay
colmo replied to Echo 8 ÉRÀ's topic in KSP1 Mod Releases
Love your idea for a Vomit Comet, Lord_Stimpy. Do it! You might want to not be under acceleration when trying to drop payload... -
Biodome Alpha 11 development released 19/10/12
colmo replied to Kayaking4autism's topic in KSP1 Mods Discussions
A large elevator to the loading bay at the top would allow movement of vehicles in and out. -
Biodome Alpha 11 development released 19/10/12
colmo replied to Kayaking4autism's topic in KSP1 Mods Discussions
Examine the Cart plugin - most of the rovers based on it - Bigtrak, BobCat's DEMV etc. have built-in lights. -
Biodome Alpha 11 development released 19/10/12
colmo replied to Kayaking4autism's topic in KSP1 Mods Discussions
Suggestion - interior lighting (and maybe have the whole thing powered via nuclear and solar energy using the Electrical plugin). -
If the criteria are properly established, I don't see an issue. Suggested awards: - Best video - taking into account quality of editing, usefulness/entertainment etc. (I enjoy watching KSP YouTube videos) - Best mod or plugin - Best mission - taking into account difficulty, planning, execution, efficiency etc. Mod and Stock sub-categories. - Best Challenge - to recognise the challenge that most inspires and motivates KSP players to go above and beyond. - Best design - any vehicle, taking into account originality, efficiency, novelty etc. Mod and Stock sub-categories. - Best tutorial or educational resource - taking into account quality of presentation, helpfulness etc. - Best screen capture - who doesn't enjoy a good picture?
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The centrally-placed top nodes on the dual wheels are annoying - attaching them radially to, say, the big fuel tank without the wheel clipping the tank (functional but unsightly) is impossible without extra attachments to space them out. I'll also have to play around with the suspension settings to stop it from rolling over when turning! I think the next obvious place to go is a proper chassis - the home-made ones I knocked up using Damned Robotics trusses were difficult to get the wheels (steerable front and dual rears) all on the same level. Cradles for different tank sizes would be nice too.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
colmo replied to ferram4's topic in KSP1 Mod Releases
Hmm...none of my planes work anymore! e.g. My deltawing struggles to get altitude (CoM now well in front of CoL) and my biplanes shoot straight up (CoM well behind of CoL). I presume the CoL and CoM need to be pretty close now? What's the consensus amongst plane-builders - does this plug-in bring atmospheric flight to another level?- 14,073 replies
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- aerodynamics
- ferram aerospace research
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I'm talking about the whole ship, as a free bump back into orbit! Useful considering the delta-V needed to escape Eve.
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Result! I'm wondering if it's something to do with the tilt a helicopter requires when flying forwards - due to the incline, the thrust is moved more forward relative to the mass. If we build a helicopter with CoT bang on top of CoM, and attempt to fly forward, it just tips over as the thrust is not aligned with the mass.
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Hmmm...idea - if you suddenly dropped the ballast, how much velocity would you get at, and leaving, the sea surface?
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BobCat Ind. - Colonization, exploring and research vehicle
colmo replied to BobCat's topic in KSP1 Mod Development
Since 0.16, sticking landing gear on a hardpoint makes for a bendy, unstable structure - I'm hoping that will be sorted out in 0.18, but I wouldn't do that in the meantime. Planes are, as a consequence, harder to build than in 0.15. -
BobCat Ind. - Colonization, exploring and research vehicle
colmo replied to BobCat's topic in KSP1 Mod Development
Just watched the Youtube videos - superb work. The drop pod is excellent, so many options for carrier vehicles that are too laggy to build manually. About the only thing missing is an option to dock the rover to the carrier module again for redeployment. -
[0.16 + Damned Aerospace] Colmo-Korp Aeronautics
colmo replied to colmo's topic in KSP1 The Spacecraft Exchange
CK H145 Scout MkIII Helicopter Rebalanced version of the MkII for 0.17. Plenty of range, but exchanging the ASAS unit for a SAS as this was found to work better in a craft completely without control surfaces, maintaining a locked heading while still allowing some manual override, useful on landings. Lack of a tailfin means that true hovered landings are possible. As in the MkI, floodlights make landings much, much easier to judge. Requirements: 0.17, Damned Aerospace and Bigtrak floodlights (in archived version of the mod). -
Here's what I was talking about regarding Centres of Lift and Mass - this helicopter is perfectly balanced:
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Transporter Erector Launcher (TEL) Challenge
colmo replied to MaverickSawyer's topic in KSP1 Challenges & Mission ideas
Anything for a ship or sub launch vehicle? Would need a few other optional parts for those. -
I still haven't got the performance to an acceptable level - it's definitely choppier than 0.15, maybe even 0.16. I am a Linux / Wine user, mind.
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There are binary systems with planets: http://scienceblogs.com/SETI/2011/09/15/kepler-16-exoplanets-around-bi/
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Maybe he's using the Damned Aerospace blades? Remove the canards - built right, a helicopter can manoeuvre using only torque. I think the design is too long - two and a half fuselage sections plus a tail connector. Centralise your mass. I'm also not convinced the CoM and CoT indicators work precisely for helicopters - I find the CoM needs to be 3/4 of the ball in front of CoT.
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Remove all the control surfaces - the produce lift and drag that compromise the handling of helicopters.
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[0.16 + Damned Aerospace] Colmo-Korp Aeronautics
colmo replied to colmo's topic in KSP1 The Spacecraft Exchange
You certainly can - I'll hopefully produce something in the near future, once I've fixed my helicopters, which I have just discovered no longer fly well due to 0.17. -
um3kCorp Multifunction Utility Panels v1.1 - New image gallery!
colmo replied to um3k's topic in KSP1 Mod Releases
It's easy enough to scale them up or down with rescaleFactor (and change their mass by an appropriate amount, generally the cube of the difference in rescale factor).