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Everything posted by tetryds
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[1.2.x] Aviator Arsenal - World War 2 aircraft weaponry (v1.3)
tetryds replied to tetryds's topic in KSP1 Mod Releases
@TangerineSedge: the planned features list? Pff, that's nothing, if you actually knew everything that is coming on the next update you would be truly hyped. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
tetryds replied to ferram4's topic in KSP1 Mod Releases
@InfiniteAtom: this has been discussed to death and is not going to happen. Wait for KSP 1.1 update as it may have a stable w64 build, if it does mods won't restrict themselves. Now there is nothing else to talk about that topic, so it should not continue to be discussed.- 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
@RuBisCO & minepagan: I'm coming. I think I should update that craft, hehe. -
Rocketz: Update do Aviator Arsenal vai ser enorme.
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Yeah, that is normal. You could even open multiple KSP games on the same computer and play on the same server, just make sure they are different installs.
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1-http://forum.kerbalspaceprogram.com/threads/111691 Acho que não precisa muito mais do que isso, mas se quiser: http://forum.kerbalspaceprogram.com/threads/121224-1-04-Mk2-Expansion-v1-6-UDATE-9-24-2015 2-Claro, já gravei uma vez o meu próximo vÃÂdeo mas tive um probleminha e vou gravar denovo. Assim que voltar volto pra ficar @monstah: Cada um reporta uma coisa diferente, uns ganham em performance, outros perdem, outros ficam com o jogo instável, outros estável. Se o jogo já rodar sem problema é possÃÂvel que rodar no modo OpenGL traga problemas que não existiam, mas se houverem problemas atualmente, pode ser que fique melhor. Eu recomendaria mesmo jogar por um tempo com esse modo para ver como a máquina responde e decidir pelo que for melhor.
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Muda, geralmente diminui a quantidade de memória ram e pode afetar o desempenho um pouco. Geralmente rodar no modo OpenGL vai diminuir o uso de ram e pode tornar o jogo um pouquinho instável, mas a maioria dos reports de quem usa diz não ter problemas.
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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
Yep. You cannot get the AI to attack debris right now. Would be interesting if it attacked debris/controlled crafts moving faster than a certain speed, but that could cause problems. Maybe adding a team setting to the guidance module, but that would conflict with a weapons manager if you had one on it. So, IMO it can stay as it is right now, unless some code is added to sync the team of every part that has a team setting within a craft. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
tetryds replied to ferram4's topic in KSP1 Mod Releases
FAR currently only uses given parameters for wing parts, every other part is handled through its collision box. The shapes are voxelized, wrapping the craft, this way the aerodynamics are applied based on the external surface and actual shape of the craft. What could cause problems would be open/concave colliders or other collider messups, only saw this kind of problem reported twice and both times it got fixed. Yes and no, it does not directly interfere with the atmospheric heating but the different aerodynamics will indirectly affect it. It does change the type of returning rockets you can have, and how much speed you will lose during reentry. You cannot add your own wing profile, IIRC FAR assumes a supersonic airfoil, but I don't remember exactly (I know that it does not fake a profile that does not exist in the actual model). There are options that give you a lot of control regarding the control surfaces of the craft, allowing combined deflection, multi purpose control surfaces with different deflection settings and some other fancy stuff. FAR uses some assumptions and simplifications to handle aerodynamics in real time on a game that was not really meant for it, but it's surprisingly accurate. The CL curve accounts for stall and hysteresis, as a plus you also get Cm, L/D and Cd curves. The wing interactions are not fully modeled yet, if you place many wings close to each other they will behave as a single wing, but wing interactions are not fully implemented yet. FAR also gives you full dynamic stability derivatives, simulation graphs and transonic wave drag area readings, as well as overlays to assist you on improving transonic performance. How realistic it is? Can't say for sure but it's pretty good. FAR is an amazing mod, you should try it and see all of that by yourself- 14,073 replies
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[1.2.x] Aviator Arsenal - World War 2 aircraft weaponry (v1.3)
tetryds replied to tetryds's topic in KSP1 Mod Releases
That is a big one. The update is coming along nicely, you will like it. -
Parabéns pela atualização
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Are you sure? I played with a few T3 zeros and the Ki-43 (otsu) at BR 6.0+ once, a friend pulled me up: I mean, its not because you play on a higher BR that you need a high BR plane.
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Oh look, Warthunder! I have this screenshot I took a while ago: Still play it, japanese OP.
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The final battle will be between KF Spike-5 and Maelstorm, no jets on this first tournament run. As I said before I am working om Aviator Arsenal and the final battle will come as soon as it updates. When that happens I will also restart this tournament and give everybody plenty of time to learn to use the new weapons. On that time I will do something else that will probably help. Next version of BAD-T will allow MOAR GUNZ, so stay tuned. No ETA yet.
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[1.2.x] Aviator Arsenal - World War 2 aircraft weaponry (v1.3)
tetryds replied to tetryds's topic in KSP1 Mod Releases
So much stuff, let me pick my list... ...oh crap, I lost it. Well, I cannot remember everything by head so you will have to wait. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
tetryds replied to BahamutoD's topic in KSP1 Mod Development
This is amazing, BAD-T battlegrounds at a whole new level. -
[1.1] VesselMover v1.5 (+Vessel spawning, toolbar ui) - Apr 25
tetryds replied to BahamutoD's topic in KSP1 Mod Releases
This is so amazing and so helpful! So many possibilities... Even though it does not replace what you can do by actually piloting the craft, video making just got a lot easier Will also use it a lot on BAD-T! Would it be possible to make it so that holding ALT makes it move faster on the surface? -
KerbalX.com - Craft & Mission Sharing
tetryds replied to katateochi's topic in KSP1 The Spacecraft Exchange
@katateochi: you need KAX, AJE and ProceduralParts to get those engines, because of their size they don't fit any stock part. That may be where kerbalx got confused. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
tetryds replied to ferram4's topic in KSP1 Mod Releases
@Aerospace: What ferram meant was: flip your craft (the part that is meant to reentry) upside down on the VAB and check it's stability. Upside down because on the VAB FAR accounts for UP as forward, if you are falling bottom first, the bottom has to be pointing up. You get used to it- 14,073 replies
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Olá, e bem vindo ao fórum! Hmm, gostei do seu lander, só teria uma coisa a dizer. Acredito que é mais fácil se você trocar esse Mk 1-2 por um Mk1, por que o Mk2 é bem pesado. É bem mais difÃÂcil levar um Mk2 do que um Mk1 e voltar, então isso facilitaria a sua viagem. Mas pode fazer como quiser, gostei do lander, você também pode colocar um tanque de combustÃÂvel no centro e usar dutos de combustÃÂvel pra usar o combustÃÂvel nele. Aàaumenta um pouquinho o deltav. Kerbal Engineer Redux ajuda mostrando deltav, TWR e outros dados do seu foguete caso queira. Esse mod não é considerado cheat, pois não faz nada por você, mas diminui um pouco a tentativa e erro. Caso queira maximizar a gratificação recomendo ir na raça sem mods primeiro
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Tópico De Discussão Geral
tetryds replied to EuSouONumero345's topic in Portuguese (Português)
Sim, e todos sempre morriam. Dá pra notar a semelhança né. Acho que finalmente consigo voltar a fazer vÃÂdeos, se não for muito logo será o mais rápido possÃÂvel. -
Seu post anterior foi movido pra ca: http://forum.kerbalspaceprogram.com/threads/90610-Central-de-Ajuda-Perguntas-Repostas-e-Tutoriais?p=2251447&viewfull=1#post2251447 É mais fácil quando as perguntas estão lá, até por aparecer dentre as threads em que estamos inscritos e você acaba recebendo uma resposta mais rápida.
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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
@Smv420 & Aerospace: That is actually a stable position (Col wise), because he goes bottom first, but you are right when you say that he should watch the derivatives and ignore the col indicator. Make a static sweep at mach 7 from -30 to 30 degrees, the craft is stable if directly at the airstream but probably goes unstable with a small angle. I recommend having more weight on the bottom, and/or more control, as well as making it shorter. Try to have your COM as low as possible until the graphs show a decent angle where your craft is stable. If electricity is not a problem, try making the pilot hold retrograde during reentry.- 14,073 replies
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