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Everything posted by Azimech
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Never tested an insanely high negative value but with a high positive value parts would bounce of the water, until the impact destroys them.
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Neat! I really should research this "streamable" thingy! And the car looks nice, no doubt. Now go and solve this random explosion stuff!
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Everyone grieves in his/her own way. KSP is currently my only way of expressing myself creatively. It's a simple rocket, no need to steer, just tap stage a few times. And it launches at dawn. End of the first stage. The fairing is released as well . Enough delta-v. The last separation.
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Stock parts. https://kerbalx.com/Azimech/77I-Steam-Locomotive-2-6-2T-v11
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Hahaha ... This is terrific! I really love this propulsion method!
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Is just a locomotive cool?
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Are you by chance using Kerbal Joint Reinforcement or you have chosen Rigid Joints on any part through the advanced tweakables? They limit the maximum rotational speed of a turbine. It's a bug but maybe Squad/Unity might call it a feature. I'd like to examine your craft as well. Also, an engine speed readout is extremely helpful, at all times, when designing an engine. You'll need this, it shows the rotational speed in rad/s, next to the Navball.
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I don't mind, I give you my like because of your fantastic username.
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Electric charge drains extremely quick
Azimech replied to hanhan658's topic in KSP1 Technical Support (PC, modded installs)
Imagine you could upgrade the computer with newer tech, lowering power consumption. That would be awesome. Optional in the difficulty setting? -
It's visible from orbit, east-west near the equator. It ends in one of the giant craters.
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Yeah, me too. I build with the music of case fans and hard drives.
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Electric charge drains extremely quick
Azimech replied to hanhan658's topic in KSP1 Technical Support (PC, modded installs)
Usually I answer that question myself, by reading the files and comparing them with stock files. We all started modding somewhere :-) -
is there a way to disable the cheat menu?
Azimech replied to guesswho2778's topic in KSP1 Discussion
Actually the "cheat menu" helps in designing better craft. Under the Physics tab are options to enable context menu readouts for lift/drag and thermal info. The yellow/blue arrows may help a bit but seeing hard numbers is even better. There's also an option to show autostruts, which helps in debugging craft that get kraken attacks. -
Electric charge drains extremely quick
Azimech replied to hanhan658's topic in KSP1 Technical Support (PC, modded installs)
Yes, manual override exists but for example look up any video on youtube about airliners with dead engines, the ram air turbine pops out to provide some basic electrical and hydraulic power. But without it, both pilot and co-pilot would have a very hard time controlling the plane. The forces are immense. Many pilots in WW2 were killed in a dive because they didn't have the physical strength to pull up due to compression effects on the control surfaces, and this was at subsonic speeds. Same goes for automobiles, when the engine stops you're without power brakes and power steering. You can still brake and steer but need a lot more force. That's why I suggested a resource called "stamina" ... basically it's a self-replenishing resource but would model muscle fatigue. -
Electric charge drains extremely quick
Azimech replied to hanhan658's topic in KSP1 Technical Support (PC, modded installs)
I want to research this. If this is part of a mod, I'll love it. It should be part of the stock game. And I'm not talking just flaps here. All animated objects like landing gear, control surfaces, cargo bay doors, steering, brakes etc. should consume a resource, just like in real life. One could argue that some airplanes can lower the gear, use the brakes & steering or manipulate control surfaces by using muscle power. Fine, then the resource should be stamina :-) -
I agree. But there is something which makes KSP stand out from the rest of the industry: the editor and the physics. I've been saying this for a few years now and if T2 has a vision for the future, the editor will enable the production of a whole lot of new titles, outside of the tiny niche of the space thing. Personally I've been busy with designing a new product around the editor & physics, in my head. Now I have to write it down and present it. And no. Space is not a part of it. And the physics system is very incomplete for what I have in mind. But the market is huge.
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Okay, that helps :-) I was looking at the hatch and it had me feeling puzzled. Maybe I need a new pair of glasses XD
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That's a nice looking pod! It looks like a 2.5m module. If that's the case, I'd love to see the IVA because I wonder how you could cram 8 kerbals in there! :-)
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You'd might want to try DCK. It can do a whole lot more. Yes, they can. But I don't know at which level (I never play career).
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Congrats to everyone!
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@Tamsphein Welcome to the forum! And what a beautiful first post! And I've been busy with a colony truck/ship for Laythe. It can also fly but isn't comparable with my airplanes. Now I need to build a launcher for it. De-orbit is easy, I let it tumble and it won't overheat, easily slows down to subsonic. Landing has to be done on solid ground to prevent the destruction of some nosecones. It's got a good range with throttle at 33%. And here we see it approaching a prototype floating city. Also needs a launch vehicle.
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totm june 2018 Work-in-Progress [WIP] Design Thread
Azimech replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Big improvement. Ah, the radiators are to prevent the crawler from melting, got it. -
totm june 2018 Work-in-Progress [WIP] Design Thread
Azimech replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
De-orbit & landing test for a very-early prototype floating Laythe city. Might change the design a lot. Also will test my skills in building a proper launch vehicle and delivery system.