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Azimech

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Everything posted by Azimech

  1. I'd like to add this to the wacky category. It's Gary. You'll love Gary. Everyone loves Gary. https://kerbalx.com/Azimech/77I--Gary-the-traveling-kaleidoscope
  2. Testing 1.4.2. "All right, you primitive greenheads, listen up! You will now bow down before the magnificence of your new overlords!" "Uhm ... we can't bow unless we ragdoll." "No? We're done here then. Come on girls!"
  3. Bug, 1.4.2. On a completely vanilla install, the seconds long editor lag after performing any action has returned. More noticeable with high part count. I now have to wait 4 seconds while trying to work on this 1100 part vehicle. I'm sure the multiple drag cubes is to blame, like the introduction of the drag cubes was in a previous version. However, since this is not my craft and because of some dubious design decisions, I'll test with a different craft with a more sensible structure. Edit: throwing something together with 1200 girders doesn't produce this effect. Maybe it has something to do with fairings? I'll test some more.
  4. I understand completely there are decisions based on available resources within a dev team. However it does make one wonder if the effort of posting yet again on the BT is worth the time.
  5. And every issue I have ever posted there seems to have been ignored, even after a high count of upvotes. I don't know what to feel about that.
  6. Thanks for the update, Squad. Is there a chance you guys could reset the standard friction values on the rover wheels to 1.3.1 values next time? Could save hundreds of hours of work with people that otherwise have to update and test their settings - for some this took many, many hours for every craft. Anyone with experience overrides automatic friction control and manually sets the right value.
  7. Some of you have thrown kerbals into jet engines? You hideous monsters! I would never think of that!
  8. I've made a little mod. Now stock propellers have sound. Small bug report: it seems custom volume and pitch settings are being ignored in 1.4.x
  9. Inspired by the Alaskan bush planes, this little turboprop trainer uses only two Juno's. It can climb with as little as 23.8m/s. In the picture you see the top speed. Not bad at all.
  10. Inspired by the Alaskan bush planes, this little turboprop trainer uses only two Juno's. It can climb with as little as 23.8m/s. In the picture you see the top speed. Not bad at all.
  11. Unless ... you have a rover designed for Gilly. https://kerbalx.com/Azimech/77I-GRRM-The-Gilly-Rover-v10 Note that with 1.4.x the standard wheel friction settings are too high and need to be adjusted.
  12. Temporary video because I'm still learning this editor - frustrating experience. But what do you think of its performance?
  13. Soon I'll give these babies their own topic. Six types will be launched to KerbalX.
  14. I've rebuilt the plane. The cargo bay used to be the root part, I've changed it to the front fuel tank and re-attached the rest. This worked. Thanks for the help!
  15. So I'm trying to squeeze every m/s out of my stock turboprops. When I built a commuter variant of my cargo plane I noticed it went a lot faster. Take a look at the screenshots, it says it all. Also, stuff is no longer occluded in 1.3.1 and 1.4.x? Major bummer. As you can see, not only the cargo bay has drag values beyond comprehension, the fuel tank in front of it as well. Serious bug, this is.
  16. No, a collider is "baked in" together with other meshes, textures, transforms etc while building a part in Unity. Now I'm curious, what would you want to do with that? Because it's not a bad idea.
  17. Unfortunately there's no menu option for that, I used a mod: Quick one, @qzgy!
  18. Made some progress with the whole stock turboshaft/turboprop engine RUD chapter. Every time one of these engines blew up the mission report window said that "part x collided with MK1 Liquid Fuel Fuselage". I knew this info was somehow wrong. The MK1 fuel tank is the root part of the engine until the shaft decouples. Later I realized KSP isn't able to communicate that a part of the turbine shaft collided with one of the bearing elements: the "Place-Anywhere 7 Linear RCS Port" - RCS ball for short. These were all connected to the root part, the MK1 fuel tank. But I've made some major breakthroughs, at the expense of yet more parts. Engineering in KSP is a lot easier than real life but comes with frequent surprises. Why more parts? Take a look at the picture. You see the stats of a single Wheesley engine, its thrust is around 110kN. There are four of them. Now take a look at the context menu next to it: around 200kN. This means that a properly designed helicopter can be more fuel efficient than a VTOL. But there was a lot going on. Often my engines exploded during this week. Apparently those RCS balls need even more companions. Okay, I need to take a step back. We've seen many bearings made from stock parts over the last 6 years. The discovery of the RCS ball changed everything. Most if not all other designs are either obsolete or just fit for low power applications, especially with 1.4.1. What still works are parts with A: a sphere collider - there are no parts with lower friction values than these, B: a high impact tolerance, while there are some other parts with spherical or tube-like colliders, they don't have a chance if they have an impact rating of just 6m/s, C: solid joints. Most parts are like spaghetti when centripetal force is acting on them. There are exceptions ... the RCS ball is thankfully one of them. ... So the RCS ball has become my favorite, throwing all my previous designs using landing gear for bearing elements in the obsolete category. But because of the law of the conservation of misery, we're not done yet. So now I'll continue from where I stopped earlier. Unity physics are hilariously ill-equipped when it comes to Newtonian physics. I really love how Squad has made it all a little bit more sound. When you use a sledgehammer on any kind of object or surface, you expect a certain result. Maybe the thing collapses into dust. Maybe the impact leaves a dent. This doesn't happen in KSP. Instead we have ghost-like behaviour like the colliders of parts phasing through each other if a force is strong enough. And the only way to remedy this is to place multiple colliders at the exact same spot, to increase the collider integrity. Right now the bearing at the front of this engine has 12 RCS balls on the shaft, occupying the exact same spot. Around it are 12 balls to contain lateral movement and 2x 12 balls to prevent axial movement. This is just the front of the engine. The rear has a somewhat similar setup. Now calculate the amount of parts needed for one engine and consider that one of my airplanes has three of them. I'm having fun regardless.
  19. The VAB and SPH have no physics, therefore there can't be any kraken attack. Yes, you have to put your cargo manually in the cargo bay while being in the editor, it's always been that way. Make sure your module has a proper mount point.
  20. After my big pride in breaking the 100m/s barrier in stock aero, I've done lots of tinkering. The Alastor 3 now has a top speed of 152m/s in stock aero, 250 modified aero. It can climb at a 45 degree angle and climb to 8000m in five minutes. A few versions back I've tested it with 9000 units of ore, that's a 82t. payload. Right now it's cruising at 50% throttle and 3200m to measure its range. Going swell, the speed is 107m/s and after 300km it's used 1/3 of the fuel. Not bad for an STOL. Based on the Alastor 3 I've also made the Alastor 2 and Alastor 1. The Alastor 2 has a top speed of 133m/s, the Alastor 1 goes 105m/s.
  21. After my big pride in breaking the 100m/s barrier in stock aero, I've done lots of tinkering. The Alastor 3 now has a top speed of 152m/s in stock aero, 250 modified aero. It can climb at a 45 degree angle and climb to 8000m in five minutes. A few versions back I've tested it with 9000 units of ore, that's a 82t. payload. Right now it's cruising at 50% throttle and 3100m to measure its range. Going swell, the speed is 107m/s and after 300km it's used 1/3 of the fuel. Not bad for an STOL. Based on the Alastor 3 I've also made the Alastor 2 and Alastor 1. The Alastor 2 has a top speed of 133m/s, the Alastor 1 goes 105m/s. As always, stock parts only.
  22. Yeah, you need lightning reflexes with the Blackout. Curious to know, did you try the Blackout in KSP 1.3.1 or 1.4.1? I haven't tested it yet but the standard wheel grip settings have changed, they're much higher now. All my (tested) cars tend to roll over now, major bummer because if Squad won't fix it, I'd have to adjust 80+ cars and trucks to cope with the situation!
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