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Everything posted by tetryds
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Se todos postassem a gente conseguiria rapidinho. O negócio é continuar trazendo coisas interessantes. Percebi que ainda não temos um tópico de conversa, estilo "off topic" mesmo. Não vou criar um agora, mas talvez fosse útil.
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Sim, isso é muito bom. O que não é bom é o motivo de termos poucas pessoas realmente ativas comparado com a quantidade de pessoas que visita.
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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, those are also solutions, but too much control authority can bring more issues than solve, depending on the design. Since he is messing with biger spaceplanes increasing the control too much will likely cause them to stall. If its a delta wing, more control can be the solution, but trimming on the editor can help too. Let's wait for the pictures.- 14,073 replies
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É engraçado, sempre os mais vistos ficam cada vez mais vistos. E esse post aqui já tá nos 3500. Acho que entendo o motivo do nosso número de views ser incompatÃÂvel com o números de usuários ativos, o que é uma pena. Bem, pelo menos sabemos que tem muita gente lendo! Só vai levar um tempinho pra Central de Ajuda voltar a vingar depois do reset. Edit: é sério, o número de views por aqui é absurdo comparado com os fóruns de outras lÃÂnguas, veja o espanhol por exemplo.
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Então você acabou de começar a jogar direto na carreira e já fez um rendezvous (encontrar dois corpos em órbita)? Ou já jogou alguma vez antes? Porque se você começou agora e conseguiu fazer isso tão cedo isso é bem impressionante. A maioria demora muito mais pra fazer uma manobra dessas. Como Climberfx disse, as missões dependem de como você joga, e a pesar de eu achar que o dinheiro vem muito fácil, as missões são bem interessantes. Na terceira missão (digo terceira, sendo que a primeira e segunda foram duas ou três juntas) já apareceu pra eu ir pra lua. Tipo, eu coloco o Jeb em órbita pela primeira vez, e quando volto tá la "pouse em Mün", auhsuhsauhsauhsa Mas aàque fica legal. Matar kerbals ou falhar missões diminui a reputação que decide a dificuldade das missões. Mas não perca tempo tentando fazer um programa espacial perfeito, não é pra isso que o sistema foi feito. Digo, não por enquanto. Enquanto nós ainda não temos uma seção dedicada pra ajuda, se alguém quiser postar dicas de como usar um mod pode postar aqui ou linkar que eu adiciono. Principalmente esses mais complicados tipo RTech, TAC, DR, kOS etc. Só não façam de FAR porque eu que vou fazer, haha. Outra coisa, vou começar agora um dicionário. Só que não um dicionário estilo google não, algo bem mais explicativo. Por exemplo pra explicar o que significa "rendezvous" vai ter uma imagem da manobra e uma explicação curta. Pra "prograde" vai ter a imagem da manobra na navball, no nó e uma breve explicação. Porque é sério, a coisa mais difÃÂcil de todas em fazer os tutoriais é falar português.
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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
Well, it depends on your design. It's hard to say "this is what you have to do", in a way it will always work. Normally you would want to increase the angle of attack of the wings, but, as I said, it can be or not a good idea. Send a pic of your plane and it will be much easier to help.- 14,073 replies
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Ah sim, se você não ligar os jetpacks ele vai ser um boneco inanimado mesmo. Agora eu tenho certeza que esse é o seu erro. Mas então você começou a jogar faz pouco tempo e já tá resgatando Kerbals em órbita???
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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
You can use flaps to increase your lift and drag, then use spoilers to decrease the lift and increase drag even more. It's not hard to find out what they are about. Also, retroboosters.- 14,073 replies
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Sim, como Climber e luiz disseram, aperta [ ] ou [´ (dependendo do seu teclado) pra mudar pra ele, daàaperta R pra ligar o jetpack. Aàvai até a escada e aperta F. Que bom que você conseguiu! De nada pelos vÃÂdeos, saber que eles ajudam motiva bastante.
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Ok, como é bem simples farei esse tutorial que você pediu antes do de pousar rovers. Obrigado pela dica.
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Boa, costume. Eu não sei qual é o problema do windows com ÃÂcones. Eu gostava do w7, mas esse 8 que veio junto com o meu notebook me irrita toda vez que eu tenho que configurar alguma coisa. Base lunar e minmus se chama o que? Acho que Base Minimular, auhhsuuhsauhsahusa.
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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
Yes, that is true, you can set more commands for several controls, like using elevons. But I heavily discourage you to set rudders to yaw and roll if you are going faster than Mach 0.8 (sometimes even at 0.5 it can be catastrophic, literally). The best thing is not touch yaw, leave a bit of control there for the SAS, but you don't really need it when piloting on your own. What I mean is put the rudders for aerodynamic purposes, but don't really use them.- 14,073 replies
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Gosto muito desses bonecos nas cadeiras, pena que são caros. Ia ser legal se desse pra mandar imprimir um veÃÂculo do ksp em 3d. Alguém faz alguma ideia de onde dá pra conseguir isso? Vou criar um ÃÂcone com essa imagem pros usuários de windows agora mesmo. Aqui está: https://www.dropbox.com/s/0de5zj2zoinnm7p/jebico.ico
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Minha nossa, quantos mods. Eu não to com tempo de testar agora, se eu puder eu te digo.
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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
Thanks again! Just updated, check Roaken topic which I linked on the previous page if you interested. I finally managed to make a plane sideslip proof! Took a while but it's not super complicated. But considering it can carry more than twice its weight on cargo I guess it could be usefull for science. But you don't need a science plane to be super maneuverable, I guess. Yeah, the arch is wild, but it is not a bad plane, and it can carry some considerable payload: http://i.imgur.com/cgooacg.png Will see how an SRB plane works, may pull some very tight curves. Tip: don't try E36 with NEAR, and don't double the control surface limits if you do so. Just don't.- 14,073 replies
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Podemos amanhã mesmo. Vou checar se eu consigo usar os ports abertos que eu tenho, pra saber se vocês vão conseguir conectar.
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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
@Renegrade: Haha, you are right. No design can be dumbproof, but they can require some extra level of stupidity to go-debris. That is a very low drag you got there. And what the heck is up with that SRB plane, real fuels or smth? Edit: ah right, the intake has fuel. I say g's because it is what matters for me, and the speed and altitude parameters are fixed on the tests. It took a bit less because the design is tweaked for 0.23, it gets toughter on the new revision, which I'm polishing right now. The thing is mainly that the controls deflect a lot more, pulling forces it's not designed to keep up with. "(also it needs wing boards which are impractical for a career Science Plane, which starts operating in the 5th tier, not 8th)"-Renegrade What you mean by that? It's not a science plane, its an interceptor Thanks a lot for the feedback. I would post some weird stuff too but better not. The design can't get bad enough, ever!- 14,073 replies
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New SpacePlane parts (bout time!)
tetryds replied to MKI's topic in KSP1 Suggestions & Development Discussion
They could have pretty much moved the atachment point and COM to the middle of the parts. An adapter could be inline with the middle of the MK3 parts, as well as maybe triple and even one like the old one. I don't understand what is the problem you see with it, since we don't have much information about what changed just from a picture with two parts. I like them, btw. So yeah, we don't have enough to say much other than the looks of those specific parts. And I don't think the game will reject if you pick the old ones from a previous version and paste to use it on the next. -
[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 really nice. Empty SRBs are very light, you probably pulled some very tight curves with that. Would fit really well as a missle. What happens with the SE-14 is that if you dive at full engines it passes mach 3.2 while close to the ground, and it's not designed to fly at that speed. It was a better choice to increase the possible payload than allow it to do that, on a normal cruise it will never reach that speed. I just stated that you could break it that way because I don't want to say its undestructible. I've made stronger ones, but their flight characteristics were poor, they rest in peace on our dumpsite. Also: http://i.imgur.com/SeDBCPO.png Yeah that's a 180 degree turn! (0.23) Hey guys, what about we start a guide on how to make stronger designs on FAR, and also tips when making planes on NEAR and FAR. I see NEAR as one step towards using FAR, and believe that the only thing we need to do is to give some important tips.- 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
Yes, for sure. You can find more rough planes at http://forum.kerbalspaceprogram.com/threads/84738-Roaken-Corporation-High-end-FAR-planes They are being updated to FAR 0.14.1.1 this weekend. SE-14 is the one to go if you want something that won't break at all (instead of you nosedive 90 degrees from the stratosphere then pitch up 100% right close to the ground, then it can break, but only if you do it wrong). *The versions on that page may be not optimal for the latest FAR, will update it soonish. This one is updated, not the latest, but works fine ^ Btw, I don't like the latest FAR engine nerf, it was fun doing stuff like this: http://i.imgur.com/ACVbdyX.png- 14,073 replies
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New SpacePlane parts (bout time!)
tetryds replied to MKI's topic in KSP1 Suggestions & Development Discussion
I'm sure that they are aware of incompatibilities and will add adapters. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
tetryds replied to ferram4's topic in KSP1 Mod Releases
False, it's completelly possible to make designs that can keep up with super high ammount of gees. Careful flying is just a thing because depending on the design you substantially increase the maneuverability. Also that if you dont be careful you can cause a peak in pressure that causes the failure. Even on weak designs you can slowly increase your pitch and end up with 50% more G force on turns than what it would stand on a sudden maneuver. On strong designs you can pull a lot more, a lot faster.- 14,073 replies
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Sim, mods puramente visuais funcionam tranquilo, a não ser que sejam bloqueados (o host colocar algum deles numa blacklist). Que eu saiba o servidor também pode setar um mod para ser obrigatório. Gostaria de jogar um multiplayer com FAR. Me adicionem lá na steam, o nick é o mesmo. Também tem o: http://forum.kerbalspaceprogram.com/threads/64211-InfiniteDice-Skillful-Combat-Damage-Weapons-Mod/page146 Mas eu não sei se funciona bem no multi, gostaria de testar. Se alguém quiser testar manda um pm aew.
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É só que eu tenho um contrato que diz que eu não posso fazer isso. Mas eu nem estou tão interessado assim nesse jogo, volto a jogar quando puder sem dor de cabeça.
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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
tetryds replied to InfiniteDice's topic in KSP1 Mod Releases
But I heard that this mod doesn't work together with multiplayer mod very well. Do you know how well it works?