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KSP2 Release Notes
Everything posted by klond
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Yeah, trying to keep everything super lightweight. Hell, lets push it and see what we can make. Well I got 2 to mostly work, but had to make it inline - a v shape ain't working yet. Parts choices are limited at the small scales obvi. Each little bearing is 8 thermometers snapped plus an antenna, so 9 x however many I need means parts count goes up quick. Not sure it's worth publishing, just wanted to idk keep yall up to date. Sorry about the drama earlier. Speaking of tracks I'll try post my giant chain later! Stay tuned.
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K deep breath klond. This is the first forum I've participated in and I replied incorrectly. It's difficult to determine tone by text and I don't know yall that well yet. I will not take it personally next time. Forgive me and let me try again. I offset things differently without changing dimensions but it didn't go well. It's possible I missed something. I think this happened to an Impala I had once. I disagree (k we're discussing now) when you say these particular parts (antenna and thermometers) are less stable the further they are from their parent in 1.2.0. I want to say that because I think the points of pressure (the two antennas that fell out) would receive less direct instant stress if they were further apart, like in the original design, and not as directly under the piston. Just a guess. I'm going to keep messing around and hope to put 8 of them together soon. No offset mod. I don't want any mods, but if the stock game allows it without tweaks I'll try it. I still wanna try to make stuff look connected best I can though.
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I won't argue, I just wanted to post neat stuff and advance this particular niche because I enjoy it.
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Less twisting and pressure. Like having a longer lever.
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You just want more art :-) NO Fragile little antennas (antenni?) need all the help they can get.
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You're right, but I had to think about this for a minute. I guess the only reason I didn't is to gain leverage with more offset. See technical document below.
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1.2 has been good to me. Some parts, like thermometers, can be stretched and floated far away (infinite?) from their parent part. It has allowed me to do new stuff like this. Lil baby go kart engine! Had to make my own cylinder. It's nice we can kinda see thru it. I had to pick a rounded object for the piston (I think it's a RCS Anywhere port) - a flat object had more thrust but the edges would catch on the cylinder walls. 'Had to use SAS for 'electric start' :-). Unit probably doesn't have any extra usable power. I'm surprised each pulse gives enough momentum to go 360 degrees. Historically I've had to use multiple cylinders to provide oomph to get the others in position. I like watching the counterweights go round. Majorjim technology engaged!
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Piston Jet Engine (Motor Only)
klond replied to ZooNamedGames's topic in KSP1 The Spacecraft Exchange
Hello fellow engineer. Nice to see a different take on things. Keep at it. -
If you wanna keep going you can do your own steering. You could do a probe core, battery, and sas, then change focus to steer. Or (oh man, this could be good) put blowers on left and right like this, then program 2 action keys to turn ! Then you wouldn't have to change focus to turn. Functional or half-baked? Either way, very exciting. Go for it.
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I would like to see my stuff used, but Azimech's carrier elevator is really good - Low part count, supported on 4 corners, 2 position only (which is all he needs), auto-leveling. And it's docked when stowed so it's not flopping around when you're cruising. It's pretty spiffy. Keep us updated.
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I also like the biplane and would like to see a pTrev's carrier.
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Grats on TOTM!
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'Just found this. Had a good laugh today.
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Correct me if I'm wrong, these aren't my craft, but I would 1 - enable brakes 2 - stage 3 - change focus to motor(s) using "[" or "]" 4 - do the alt Q or W thing 5 - change focus back to main craft and release brakes and enable SAS maybe. So now the motors will be powered up and you'll be back in control of the plane. If you're building, remember each separate structure is going to need a probe core thing and electrical power.
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The stream of air from the engines is actually pretty narrow, far narrower than the width of the jet engine. 'You don't have to move far to get out of it's way. I offset the jets and the pistons flop into and out of the stream at mostly the right time by using little antennas as fulcrum pins (idk sounds fancy so I'm going with it). We haven't yet figured out how to make engines turn on and off at will without mods, so I feel justified using this kind of hokey way of making it work. I needed a starter because there's 2 dead spots on each 360 degree rotation. Top dead center and bottom dead center of the pistons strokes, one of which they all reach at the same time. No power is made at those 2 points, and some is lost from the pistons transitioning into and out of the stream of air. Since the engine gets staged at a dead spot it needs a little push to get going. There isn't a whole lot of extra power after all the efficiency losses (there's a little room for improvement, but I'm gonna leave it alone for now), hence the low low gearing of the machine. Great question.
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Thanks guys! I'm really happy with the look of the whole piece. We should try to put this into something. Is VOID ready for 1.2?
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Not 'real world,' but slapping some small pistons around inside a tube is close enough for me. stock functional V8. Nice small tight package. Each piston reaches top dead center at a different time, just like real life. I tried a design without the center crankshaft bushing, but the long, unsupported crankshaft flexed too much under full power. Unit would be a little more compact without it.\ It is self-starting tho, so I'm pretty happy. You guys like the dual quad "carburetors"? Ain't that crank just smooth as butter? Edit: modified the intake plenums. KerbalX
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Lil tiny video link in the main posting. Thanks for watching. I didn't know at the time how to put the video into the post.
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DIY rope FTW.
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I'm gonna say we need hubcaps / wheel covers that fly off.
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Well that's great! Magnets. Permanent magnets. What else can we do with magnets? I think motors are right out because we would need on/off switching capabilities. I'm thinking couplers for train cars. And maybe something to gently hold stuff you're not focused on like a door catch. I bet this would work very well in low gravity. I'd be interested to see if you stack multiple ports directly over each other if the force increases. Good post!
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Oh. I threw them on to help reduce vibration and bounce. 'Can probably delete them and be ok.