Jump to content

Azimech

Members
  • Posts

    5,465
  • Joined

  • Last visited

Everything posted by Azimech

  1. Haha, no ... those are just the lights. I like this colour.
  2. A stock turboprop cargo airplane able to maintain 100m/s in level flight, with unmodified aero. I've done it. Specs: 403 parts, 4 Wheesley blowers per engine.
  3. A stock turboprop cargo airplane able to maintain 100m/s in level flight, with unmodified aero. I've done it. Specs: 403 parts, 4 Wheesley blowers per engine.
  4. Some people on the internet argued that a jet using Juno engines wouldn’t be able to reach 18000 meters in level flight. I’ve built this in 10 minutes to prove otherwise. KSP 1.4.1. https://kerbalx.com/Azimech/77I-Junohoo
  5. Please note that the car was designed in KSP 1.3.1. There is a problem with KSP 1.4.x, wheels have too much grip. I hope Squad/T2 will take a look at this. Until then the only solution is to manually lower the friction settings on each wheel, which is a bummer. It took me many hours to give it the characteristics I wanted.
  6. I'm no coder but I'll take a look :-) Haven't found it in the API yet but does this help? https://docs.unity3d.com/Manual/class-AudioManager.html
  7. Maybe the new 1.4.1 API docs has some info how to repair the doppler effect? I've made a little extension to Rover Wheel Sounds and now I miss the effect even more.
  8. A short video about stock engine vibrations making the graphics going gaga. Apparently the new Unity does not like Krakentech. Yes, I have scatterer installed but that's not the cause. One of my engines just blew up while typing this post. Then, this happened: ... the graphics return to normal. Weird, huh?
  9. Stock propellor craft have always been silent in KSP. I've changed that. Okay, so it's not 100% 100% stock. I've added two parts, one for every engine. They are rover wheels running on the turbine shafts and they use the mod Rover Wheels Sounds. The plane flies fine without it though and will soon land on KerbalX.com. Now I need a high quality sample of a propellor without a turbine or piston engine in the background because the sample I ripped is from a commercial game ... otherwise this little expansion for a mod will not fly.
  10. No, I use rover wheels running on the turbine shafts. Those wheels use the mod "Rover Wheel Sounds". I just created a new part, wrote the config and ripped a sample from a game.
  11. Okay, so my new cargo turboprop flies fine in 1.4.1. But here's something special for you guys & gals. For the first time ever: The propellor sound can be an expansion for Rover Wheel Sounds but ... I need a free high quality sample without background noise. The one in the video can't be used because ... it belongs to a different game.
  12. :-) Together with the Gotliath the Wheesley has the highest ISP. It shows: a four blower version has a range of 730km (altitude 6000, 100m/s, 2480 units of fuel, total mass ~30t). This is with standard drag values. This means turboprops in KSP could start to compete with real world aircraft except the fact they're 10 times heavier. A Cessna 172 has a range of ~1500km, cruising at 3.6km and 63m/s. So the Juno has fallen out of my grace except for tiny engines.
  13. The turboprop works in 1.4.1. But ... before decoupling I see the shaft bending down while this doesn't happen in 1.3.1. So yes, joints are more flexible.
  14. We'll figure it out ... and I really hope the lot of us can pressure T2/Squad to take some action. If not ... there's this startup where I might take my motivation and creativity ... I'm sure some of you would be interested.
  15. I am unable to buy the expansion right away. Instead I've chosen to do something else. My first turboprop in over a year. Slammed it together in less than an hour using soms aerodynamic advances I've learned. On its very first flight it immediately proved to have a top speed around 100 m/s (non-adjusted aero) and exhibits a really fantastic climb rate! Powered by just two Wheesley's. Part count: 80 for the airframe, 21 for the turbine/prop assembly. KSP 1.3.1. After that I decided to improve the bearings, double the amount of blowers and give it 1600 units of fuel extra. Fuel economy and reliability are good, spent half of the fuel at 55 minutes.
  16. I don't think 1.4.1 will include any bugfixes they don't know about. As for the colliders ... we could take screenshots using a standard measuring device and compare between versions. My guess though: they didn't change the colliders, there's no mention in the changelog and they didn't really have a reason to. What might have changed together with joint flexibility is collider integrity (how much force is needed for them to phase through). Both joint flexibility and collider integrity are easy to test with a simple setup. The question is, who's feeling up to the job and is willing to provide test results ASAP?
  17. I've noticed with the helicopters using the Asura 2 engine the joints have become more flexible, regardless of autostruts or rigid attachment. I'll need to test more with other designs. If this can be confirmed by others, I'll write a bug report and it would be wise if we all upvote on that. By the way, can I take a look at your K-Drive?
  18. So now you have the opportunity to improve either your: A - piloting skills B - management skills C - "computer software skills" - in other words modding the game, which is far easier than you would expect. They're all great opportunities! I'm glad I chose all three of them.
  19. The funny thing about amazing flying skills is that everyone who has skills needed to learn them and was terrible in the beginning.
  20. Regarding my comment from a few days ago about the changed standard grip values of wheels: the last big version updates we've had the opportunity to test beta's before the big release. Also, some of us had the feeling posting on the bugtracker meant real action would be taken. Nowadays it feels to some of us posting to the bugtracker is pointless because even issues with a lot of upvotes are being ignored anyway. Is this a change for the better?
  21. That's too bad! I don't think it violates any forum rules though. Just Michael Bay Physics™ and a gross exaggeration of the human mind, which is a Hollywood standard.
×
×
  • Create New...