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Everything posted by Azimech
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totm june 2018 Work-in-Progress [WIP] Design Thread
Azimech replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
@klond electricity shouldn't be a problem with enough fuel cells. The torque/geometry problem ... I guess you'll figure it out. -
I was joking. I've built lots. Type in "azi" in the search bar and you'll see most of them. https://kerbalx.com/Azimech/craft
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Pics or it didn't happen.
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Wouldn't fly and sink like a lead zeppelin
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I've found that a cargo door means a lot of parts and an incredible amount of drag, I'm not really interested. A plane fuselage to take? At one point I was in trolling mode. See what I did to someone's creation. https://imgur.com/a/DGEnN Also, you might like this: https://kerbalx.com/Azimech/77I-Azi24-Cronus
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totm june 2018 Work-in-Progress [WIP] Design Thread
Azimech replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Can't say I know the type. I do know there are other types of elevons that could be more suitable as propeller blades. -
totm june 2018 Work-in-Progress [WIP] Design Thread
Azimech replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
For the first time, Lowell is developing a line of electrical cars to try and compete with the emerging global market, but with low cost, low mass and low part count. Naturally, all stock parts. The name of the line: Transistar, a combination of transistor and star. These cars come with six different trims, ranging from the Transistar 4 on the left for your grandma to do shopping and not much else. The Transistar 8 is next to it, it features 8 wheels for better acceleration and top speed. It also replaces the normal rear lights with a spoiler, standard on all trims except the "4". Next to the "8" is the Transistar 12 which has all the luxury available like a menacing intake, fog lights, brake lights and reversing lights, not to mention 12 wheels all clipped together to give it a potent acceleration and higher top speed. The ones with the big wheels are called Transistar Mosfet. These cars are perfect for off-roading due to the higher ride height. The Transistar Mosfet 4 has the same trim level as the Transistar 4 but with the menacing intake and has a higher top speed than the Transistar 12. Next to it you see the Transistar Mosfet 8, more power and more luxury. At the far right is the Transistar Mosfet 12, the fastest and most capable. This one has three times the fuel capacity and structural improvements to limit damage if rolled over. Not only that, it sports a lot of vernor engines to help it rotate upright in the unlikely occasion an accident would happen. Part count & mass ranges between 64 parts and 1.95t for the Transistar 4 to 97 parts and 4.99t for the Transistar Mosfet 12. Soon on KerbalX. Lowell. A Petyrbolt brand. -
Here are some stats. LxWxH: 75x61x25 Mass with tanks full: 291t. Max loaded take-off mass from water: 404t. Max loaded take-off mass from land: 591t.
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Stock shotgun, max spread. Curious ... some gifs do load, others fail. Click the link to see the shotgun with minimal spread. https://gfycat.com/IgnorantAridBlobfish
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Has anyone ever built a train?
Azimech replied to Zosma Procyon's topic in KSP1 The Spacecraft Exchange
AFAIK the only locomotive that runs on a piece of track. Usefulness: none. Other rail systems I've seen are monorails, which are easier to build. https://kerbalx.com/Azimech/77I-Steam-Locomotive-2-6-2T-v11 -
[1.4.x] Boost Flap Controller v0.1.1.0 [9.1.18]
Azimech replied to DoctorDavinci's topic in KSP1 Mod Releases
Great job! This is really useful! -
totm june 2018 Work-in-Progress [WIP] Design Thread
Azimech replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Curious ... this should affect both tanks in mirror placement. -
totm june 2018 Work-in-Progress [WIP] Design Thread
Azimech replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
@adsii1970 What caused the roll? -
totm june 2018 Work-in-Progress [WIP] Design Thread
Azimech replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Sorry to read this. In the future, always build and save using version numbers. Example: LargeThing_Type7_0.1, LargeThing_Type7_0.2 etc. For minor updates I can have numerous different craft files... AmazingSuperDuperThing_0.596. Make the craft available for download, some people might be able to repair a corrupt file. -
"Hold my beer". https://imgur.com/a/V2NvQ
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Interesting thought. The reason I chose the same dimensions and mass is because it's a franchise with people being pretty conscious of what is supposed to be "canon". Plus it's nice to have a reference point. My own experience with this model is that because KSP tends to calculate it's own drag values nowadays, a big ship like this with a low mass does obvious things when it enters the atmosphere, like slowing down like a gigantic parachute. Also the max speed at sea level is a giveaway. This is my test version, not final: PART { // --- general parameters --- name = ConstitutionRefit_Class_Cruiser_Modified module = Part author = SkunkWorks // --- asset parameters --- mesh = model.mu scale = 1 rescaleFactor = 1.17 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,1 node_stack_top = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 2 // --- editor parameters --- TechRequired = start entryCost = 0 cost = 600 category = Pods subcategory = 0 title = Constitution Refitted Class Cruiser manufacturer = Skunk Works description = Main Fuselage, with built in Reactors and converters for long hauls. // --- standard part parameters --- mass = 210000 dragModelType = default maximum_drag = 0.01 minimum_drag = 0.005 angularDrag = 0 crashTolerance = 9000 maxTemp = 3400 buoyancy = 0 stagingIcon = LIQUID_ENGINE vesselType = Ship // --- internal setup --- vesselType = Ship CrewCapacity = 8 INTERNAL { name = Enterprise } MODULE MODULE { name = ModuleWeapon shortName = PhotonTorpedo_Mark2 fireTransformName = firePoint hasDeployAnim = false hasFireAnimation = false fireAnimName = fireAnim spinDownAnimation = false roundsPerMinute = 20 maxDeviation = 0.25 maxTargetingRange = 80000 maxEffectiveDistance = 180000 bulletMass = 6.01497 bulletVelocity = 800 ammoName = Power requestResourceAmount = 100 cannonShellPower = 100 cannonShellRadius = 3 hasRecoil = false onlyFireInRange = flase bulletDrop = false weaponType = cannon projectileColor = 255, 0, 0, 255 tracerStartWidth = 0.4 tracerEndWidth = 0.2 tracerLength = 0 maxHeat = 3600 heatPerShot = 60 heatLoss = 740 fireSoundPath = Skunk_Works/Sounds/converted/torpedo overheatSoundPath = FutureWeapons/Parts/50CalTurret/sounds/turretOverheat oneShotSound = true showReloadMeter = true reloadAudioPath = FutureWeapons/Parts/IonCannon/sounds/reload } RESOURCE { name = CannonShells amount = 200 maxAmount = 200 } MODULE { name = ModuleAnimateGeneric animationName = Sheilds startEventGUIName = Sheilds On endEventGUIName = Sheilds Off actionGUIName = Sheilds } MODULE { name = ModuleEngines thrustVectorTransformName = ThrustTransform exhaustDamage = False ignitionThreshold = 0.1 minThrust = 0 maxThrust = 9000000 heatProduction = 50 fxOffset = 0, 0, 0 EngineType = LiquidFuel exhaustDamageDistanceOffset = 0.56 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = False } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 310 key = 1 310 //key = 9 0.001 } } MODULE { name = ModuleGimbal gimbalTransformName = ThrustTransform gimbalRange = 2 } MODULE { name = FXModuleAnimateThrottle animationName = overheat responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 12.0 } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.8 maxDistance = 50 falloff = 1.8 thrustTransformName = ThrustTransform } EFFECTS { Thrust { AUDIO { clip = Squad/Sounds/sound_rocket_mini volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.8 pitch = 1.0 1.0 loop = true } } } // MODULE // { // name = ModuleEngines // thrustVectorTransformName = HoverTransform // exhaustDamage = False // ignitionThreshold = 0.1 // minThrust = 0 // maxThrust = 30000 // heatProduction = 100 // fxOffset = 0, 0, 0 // EngineType = LiquidFuel // exhaustDamageDistanceOffset = 0.56 // PROPELLANT // { // name = LiquidFuel // ratio = 0.9 // DrawGauge = False // } // PROPELLANT // { // name = Oxidizer // ratio = 1.1 // } // atmosphereCurve // { // key = 0 310 // key = 1 310 // key = 9 0.001 // } // } MODULE { name = ModuleGimbal gimbalTransformName = HoverTransform gimbalRange = 2 } MODULE { name = FXModuleAnimateThrottle animationName = overheat responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 12.0 } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.8 maxDistance = 50 falloff = 1.8 thrustTransformName = HoverTransform } EFFECTS { Thrust { AUDIO { clip = Squad/Sounds/sound_rocket_mini volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.8 pitch = 1.0 1.0 loop = true } } } MODULE { name = ModuleAnimateGeneric animationName = LandingGears startEventGUIName = Gear Up endEventGUIName = Gear Down actionGUIName = Landing Gears } MODULE { name = ModuleReactionWheel PitchTorque = 200000000 YawTorque = 100000000 RollTorque = 100000000 RESOURCE { name = ElectricCharge rate = 200 } } MODULE { name = ModuleCommand minimumCrew = 1 } RESOURCE { name = ElectricCharge amount = 500000 maxAmount = 500000 } RESOURCE { name = LiquidFuel amount = 5000 maxAmount = 5000 } RESOURCE { name = MonoPropellant amount = 5000 maxAmount = 5000 }RESOURCE { name = Oxidizer amount = 5000 maxAmount = 5000 } MODULE { name = ModuleGenerator isAlwaysActive = true requiresAllinputs = false resourceThreshold = 0.01 activateGUIName = Main Power On shutdownGUIName = Main Power Off efficiency = 95 OUTPUT_RESOURCE { name = ElectricCharge rate = 100 } } MODULE { name = ModuleGenerator isAlwaysActive = true requiresAllinputs = false resourceThreshold = 0.01 activateGUIName = Fuel Reactor On shutdownGUIName = Fuel Reactor Off efficiency = 95 OUTPUT_RESOURCE { name = LiquidFuel rate = 260000 } } MODULE { name = ModuleGenerator isAlwaysActive = true requiresAllinputs = false resourceThreshold = 0.01 activateGUIName = Cold Fusion On shutdownGUIName = Cold Fusion Off efficiency = 95 OUTPUT_RESOURCE { name = Oxidizer rate = 260000 } } MODULE { name = ModuleGenerator isAlwaysActive = true requiresAllinputs = false resourceThreshold = 0.01 activateGUIName = Main Bus On shutdownGUIName = Main Bus Off efficiency = 950 OUTPUT_RESOURCE { name = MonoPropellant rate = 100.05 } } MODULE { name = ModuleDataTransmitter antennaType = DIRECT packetInterval = 0.35 packetSize = 2 packetResourceCost = 12.0 requiredResource = ElectricCharge DeployFxModules = 0 antennaPower = 2000000000 antennaCombinable = True } MODULE { name = ModuleActiveRadiator maxEnergyTransfer = 100000 overcoolFactor = 0.25 isCoreRadiator = true parentCoolingOnly = true RESOURCE { name = ElectricCharge rate = 20 } } CrewCapacity = 8 } I don't have the time yet but I've been planning for a few years to create a system that more or less functions like the "real" stuff, using stock modules only. Time will tell if I will be able to. Obviously things like an impulse engine would be possible, yet without the subspace bubble (no inertial compensators or modification of the higgs field, there's only so much one can do with stock modules). For the warp engine a modified version of the popular mod would work. Come to think of it, there could be two versions of the warp engine, one acting as impulse engine but limited to <1c.
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If I were you I'd make a number of separate installs, keep your 1.2.2 but have a 1.3.1 running as well.
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Some thoughts. With a rescale factor of 1.17 it has a length of 304.9m, which is almost exact the same as the "real" one. I also changed the mass to 210,000t, which the most quoted value. Then I changed the values of engine thrust, gyroscopes and generators to compensate. I also added the line "buoyancy = 0". Now it can sink. The EFFECTS segment doesn't work with ModuleEngines, it only works with ModuleEnginesFX. Two ModuleEngines entries doesn't seem to work. You could try with ModuleEnginesFX, it's a lot more flexible and configurable. The plasma deflection crystal, deflector dish and inside of the warp nacelles should glow blue when not reflecting sunlight, just like the impulse engines are visible in the dark. The CoM and CoT should be somewhere between the impulse engines.
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Nice! I'll tinker with this one. Can you provide some links to the required mods? Can't seem to find this "texturemanager".
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Citroën 2CV: Space. 1969 Dodge Charger: Space. Both have xenon thrusters as main propulsion but also fuel cells and reaction wheels. Stock parts.
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Haven't tried on Mun yet but I did circumnavigate Duna in less than 12 hours with a stock vehicle.
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Some of you might have heard of AlphaZero ... this AI taught itself chess in four hours, playing chess against itself 44 million times without traditional human input like openings and strategies. And then it beat the best chess computer the world has ever known, Stockfish: 100 matches, 28 wins, 72 draws. " This would be akin to a robot being given access to thousands of metal bits and parts, but no knowledge of a combustion engine, then it experiments numerous times with every combination possible until it builds a Ferrari. That's all in less time that it takes to watch the "Lord of the Rings" trilogy. The program had four hours to play itself many, many times, thereby becoming its own teacher. " Scenario: go ahead you guys/gals, y'all have enough imagination ... that's what I expect from a KSP player visiting this part of the forum. So I'm not saying this is bad or good. But it could be ... far sooner than we expected. But I do think that an AI operating from a cloud is something to be avoided ... in case it starts to make philosophical questions ... I might give my life to pull the plug. Then again ... where's the popcorn? https://www.chess.com/news/view/google-s-alphazero-destroys-stockfish-in-100-game-match
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True ... but suppose a different cycle could've occurred. Instead of chlorophyll winning the competition over retinal and oxygen would've stayed locked. Eventually multi-cellular organisms could've evolved and colonized the land. So imagine Eve could be a world where a slimy layer covers everything, or even bryophyte plants.