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Everything posted by tetryds
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
tetryds replied to BahamutoD's topic in KSP1 Mod Development
What I was saying is that that the power does not magically disapear, it just gets spread on a larger area. If the whole beam hits its target, for KSP it will heat the whole part the same ammount as if it was closer. -
Tem, é o UbioZur Welding http://forum.kerbalspaceprogram.com/threads/38577-0-22-UbioZur-Welding-Ltd-2-0-Dev-Slowdown Sei que existe um port dele pra 0.25, mas não lembro onde.
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Nibb31, the topic is open now. Be careful though.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
tetryds replied to BahamutoD's topic in KSP1 Mod Development
I don't really think it's needed. Unless you are working with industrial grade power on the lasers, the power loss within 2.5km on the atmosphere will be almost negligible. It also depends on the wavelenght, lens and a few other factors. What would interfere on it the most is that you have a slightly bigger area receiving the heat. So I suggest you to cast a few rays in a cone shape, and search on the internet about the atmospheric loss of the laser wavelenght you are using. This depends on the atmosphere density too, and in space you have no loss other than spreading. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
tetryds replied to BahamutoD's topic in KSP1 Mod Development
No, they are not subject to the inverse square law. They do spread out and lose power with distance, but it's not with the inverse square. Imagine them as cones, the power density of the laser is given by the power of the laser divided by the area of the circle created by a horizontal cone section. The angle of the cone varies, but it's never zero. So you can use lasers at long range, the power loss caused by them is mainly by other factors rather than spreading, usually atmosphere. Many lasers can be seen because they are so intense that the scattering on the air molecules is strong enough for it to be visible. A laser that could be used as a weapon like the laser on BDArmory would definitely be seen by naked eye, but it would require insane ammounts of energy to run (it does!). Lasers as weaponary are nowadays mainly used in tatical advantage, bliding targets or overheating something rather than just cutting things off midair. By overheating you could destroy a missile warhead or disable it somehow, several anti-missile weapons work like this. So yeah -
Acredito que esse tutorial ajude: https://github.com/BobPalmer/MKS/wiki/Tutorial_00 Dá pra você ligar o google tradutor no site, o inglês está bem escrito não vai ter muitos problemas.
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Na vida real é mt pior, haha. Desabilida debris na visão, só passar o mouse no topo da tela e clicar com o botao direito, somem como mágica. Ter vários objetos em órbita não gera lag, então não tem com o que se preocupar. Como eu disse, se você se incomoda com o que os outros fazem eu não recomendo entrar em um servidor aberto.
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Edit: re-open. Be careful to not let this fall into conspiracy theories, I will be watching
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[MISSÃO] Rosetta's Mission - Minha Reprodução
tetryds replied to ricardoguedes21's topic in Portuguese (Português)
Você cria um álbum no imgur e coloca o código dele assim: [noparse] [/noparse]O link original do álbum é http://imgur.com/a/6C8Rc Pra postar imagens do imgur abra elas em nova guia, aàvai ter somente a imagem no link. Aàusa o método normal de inserir imagens (clica na árvore), ou digita manualmente [noparse][/noparse] -
você consegue ver um ponto brilhante. Use ele e vc vai ver bem como é.
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I believe that you will have issues trying to go back in time.
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Ninguem joga DMP tão a sério, e tem outra coisa, o DMP não tem revert ou quicksave, a maioria das pessoas está acostumada com essas features e os kerbals mortos acabam continuando mortos. Acho que se for pra ficar incomodado com as outras pessoas fazendo coisas de outro jeito acho que não vale a pena jogar no multi, haha. Muita gente joga KSP a sério, mas o jogo foi feito pra jogar como quiser. Ah, e se você só matou 2 kerbals nunca tentou fazer um caça que puxa 36G com FAR com asas destrutÃÂveis ligadas. Acho que eu já matei o jeb umas 100 vezes só nesse avião (e ele usava asas que foram removidas na atualização e virou lixo ).
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
tetryds replied to ferram4's topic in KSP1 Mod Releases
Yeah, I showed a bit of an extreme example just to make the differences a bit more noticeable. IIRC the X-15 got very close to hitting Mach6, really cool. Yes, the size of your wings are enough, you just need to move them back, they are dangerously close to the COM right now. A good place for them would be actually the place where you stacked the intakes. Ohh, making replicas from things made without any sort of scientific basis or whatsoever is always complicated, haha. Well, when you clip that many intakes you will have an insane ammount of drag. I recommend you to go lower on intakes, if you have fewer intakes you can go faster, which ends up giving you the same ammount of intake air at a point. There are several ways to get rid of the COL adjusters, it may require a bit of trial and error though- 14,073 replies
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
tetryds replied to BahamutoD's topic in KSP1 Mod Development
Just do: [noparse] [/noparse]I think that when you decide to upload your DLL it would be interesting to create a topic for it then. I am willing to try test builds and things like that. If you need another player to help you testing it on DMP just tell. From what I played, DMP does not spawn bullets for the client, nor flares etc. But it does spawn missiles wich have a certain positioning error often making them miss. So hitting a ground target may be feasible, but hitting another flying target seems impossible. The closest I ever got was buzzing my friend's airplane by 30 centimeters above it. What I meant about debris is that often the ships get trow in the air, and when they hit the ground they can spawn a lot of debris, that can get multiplied if both clients spawn different debris pieces. And it can end up like a real mess. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
tetryds replied to BahamutoD's topic in KSP1 Mod Development
That is super cool! And yes I think that "junk" could be 1 hit killed. Because it's not always junk, losing a solar panel can mean a lot. About 30mm being OP, well I think that you could make special values for it to nerf it down a bit. It's not always about what fits perfectly better but on what is more fun. We will also need ways to spawn at different places on the map, so I think that a mod that adds more buildings around Kerbin would be great. Just an idea, could you possibly make a flag depending on the team dominating it? For example within a certain range set a flag color as the team of the closest unit to it? It would not require timers to conquest the flag or anything since it won't be super fast paced. These flags could allow you to launch from the dominated base (if it is made like that) and so on... Lastly, since you are on it, could you mod the server so every part that does not have a command pod is instantly deleted by the server? Since missiles and bombs have them, and bullets are different stuff, this would only help to decrease lag and future debrisspam problems. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
tetryds replied to ferram4's topic in KSP1 Mod Releases
Ahh, you mean the way B2 bomber uses control surfaces for yawing? No I don't think you can do that right now.- 14,073 replies
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
tetryds replied to BahamutoD's topic in KSP1 Mod Development
I think that heat would be a really good way to do it. You could have a random heat value that decays with distance for different damage levels. It is a really good solution, and also interesting as parts will cool down with time. This adds a "heal" game mechanic that could work for MP. You are not the only having issues, are you using x64? I will test it a bit because it have worked to me so far, not sure if last time I tested was 0.6.1 or 0.6.2. Btw, are you using remotetech? Because I think that missiles are probes. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
tetryds replied to ferram4's topic in KSP1 Mod Releases
IIRC when you set them as spoilers they will deflect outwards, you just need to place them out of the plane of simmetry. Please correct me if I am wrong.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
tetryds replied to ferram4's topic in KSP1 Mod Releases
That is because even now your wings are way too far forward. Look, this is about what a supersonic airplane should look like: http://upload.wikimedia.org/wikipedia/commons/3/3a/North_American_X-15_three_side_view.jpg Small wings, bigger elevons, COL waaay far back behind the COM. Your bigger elevons will pull it a bit forward and won't drain your stability for more maneuverability. So you need to move your wings even more further back, they should end about where your engines are. Just some tips when using those tools. First is that you don't need to set lower AoA a value less than zero, if you notice there are two lines one of them (thick) means positive AoA and the other one (thinner) means negative AoA. So if you do it like that it will just be mirrored. Your drag is high up on the sky because you have a very wide body with tons of intakes and engines, those "COL fixers" also add an insane ammount of drag. You don't need that many of either, given you want to fly supersonic. On supersonic it's more important to have less drag than more thrust, so you can easily break past mach5 with a small plane: http://i.imgur.com/zTgAG2w.png Thus your readings are fine Ah and I think you meant KSP 0.24.2, haha Interesting, with the gimbal alone, plus the COL shift due to SAS trimming you were able to keep it stable, but that is very dangerous. I like your plane, it looks good, just needs a bit more fixing. Now that it flies it will be a lot easier to do that. If you want I could draw some changes that you can do in order to improve it a bit.- 14,073 replies
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[MISSÃO] Rosetta's Mission - Minha Reprodução
tetryds replied to ricardoguedes21's topic in Portuguese (Português)
Legal, usar a âncora do KAS fica mais perto da realidade que a Claw -
You know you overbuilt your rocket when...
tetryds replied to Deadpangod3's topic in KSP1 Discussion
Got it, let me rephrase: You know you overengineered your rocket when inversions don't sound that weird anymore. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
tetryds replied to BahamutoD's topic in KSP1 Mod Development
Last time I checked they were seeking anything set as target, but you may want to have these crafts within the loading range. So, have them closer than 2.5km or whatever is the loading range of your game (BDA had a setting to change it but I am not sure if it's still there, try ALT+. If this also fails, add the part called "Weapons Manager", you can find it on the same place you can find the guns. Just in case for some weird reason this doesnt work either, try enabling the weapons manager and it will automatically set the targets. At the very least the last one should work, if it doesn't you will want to verify if you didn't drop the mod folder on the wrong spot, and re-download the latest version making sure you deleted the previous one before installing it. -
Sim, se você sai de Minmus dá pra fazer um slingshot em Kerbin! Também movi os posts de ajuda sobre órbitas pra cá.
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Aqui estão alguns planos que fizemos hoje: Anotações sobre o launchpad do KSC2: Mapa da área da missão:
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
tetryds replied to BahamutoD's topic in KSP1 Mod Development
You can double click or activate the weapons manager It targets whatever is set as "target" for missiles. For guns you right click and enable them and they will follow your mouse. But you need ammo boxes to fire guns.