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Everything posted by Azimech
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Never saw this one before but I like it!
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Yeah I already figured that out on my own, but thank you. And slowly learning how to build ... add a part then weld, test, add another weld again, test ... takes time but at least I get stable® results.
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That link doesn't provide me with what I need. Maybe it's because of Firefox. Anyway, did some stuff in 0.22 No Mods and pt5 last night and fused together some parts. The nodes are there, it just won't attach to where it came from. It seems to snap to where it belongs but the thing stays translucent red.
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Thanks for building that DLL but WHY put it on such a site? It's horrible and I can get a file with an installer that tries to exploit the user. The other one, 5kb in size, will not open at all, both W7 and 7zip say it's not a .zip file. In the future, please use dropbox or something. In the mean time, I'll wait for the real one.
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Indeed, Polikarpov PO2 /U2!
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Nice idea, but more suitable for a prison cell to hold Charles Kerman than a real cargo door. Maybe it's as easy as modifying the part.cfg to make things surface attach to landing legs .
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I started working on a K'tinga as well. Difficult stuff.
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Check the rest of the album, if you like :-) Yes, the K'tinga might be a future project, such a beautiful design!
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It's still my favourite SF spaceship of all time and so I tried to recreate it within the limits of my machine. It's not totally accurate and it's small (~45m). For example the saucer section should be flatter but that means a lot of work and extra parts. But it houses 3 kerbals, has 3 docking ports and a saucer with lots of space for adding much more. CoM is just below the engines so it handles well. Mods used: Procedural Fairings, Procedural Wings, Deadly Re-entry (the 3,75m heat shield is a perfect deflector dish), Aviation Lights, some KW Rocketry parts (mainly the struts) and some stock parts edited to serve my own needs. In the future I'll put the Interstellar parts into it, at the moment the aerospikes are placeholders.
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Does the Community Want Better Aerodynamics?
Azimech replied to spudcosmic's topic in KSP1 Discussion
Airflow simulation is the Holy Grail of aircraft simulation. This is what X-Plane does and so even aircraft designers use it (because you can design planes in X-Plane, really cool and really hard!) It works for a relatively simple body like an airplane. It would work for KSP, if only we all had supercomputers. But hey, if it ever appears (maybe "KSP, The Next Generation"?), we can even build working fairings out of structural plates. -
I'm building a small ship with the same shape as a Constitution Refit (Enterprise-A) using Procedural Fairings, Procedural Wings and Interstellar. Yes, my fantasy is on a holiday again but it looks surprisingly good. Is there a possibility an alcubierre drive could emerge with a radius so it would really fit inside a 1,25m nacelle? Or maybe something not radial but axial? Also I'm having some issues with power generation/center of mass because of the fact that some of the engines can't be fitted elsewhere except directly on a reactor. Center of thrust is at the back of the saucer section where the impulse engines are in the movies/series, but with a reactor larger than 1,25 it would protrude the saucer in an ungainly fashion and with the smaller ones I have nowhere enough thrust for a 100+ meter, 120 tonne starship. In Star Trek they use plasma conduits for energy transportation, something like the big yellow fuel line would be terrific, a red one for feeding parts off the reactor, a blue one for return. By the way, the saucer and secondary hull are hollow, I'm glad radiators work inside the fairings. Thank you for this wonderful mod!
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Does the Community Want Better Aerodynamics?
Azimech replied to spudcosmic's topic in KSP1 Discussion
I've been flying the IL2 Sturmovik series for more than 10 years and I've seen a lot of switches appear for simpler flying. For new players and pure arcade flyers it's a good thing. Things like G-force tolerance, blackouts/redouts, engine overheat, engine torque/wind, gyro drift, complex engine management, stall etc. While IL2 started as a pure simulation, I can configure the thing to be playable for a 7-year old. On the other hand there are plenty of "full real" servers where flying is actually even tougher than in RL, because of the missing information like G-forces, stall warning and the limited resolution. Someone said MS flight sims have a realistic flight model? Nope, not since X-Plane and the Russian studio's. But there was a catch: mods were prohibited, and talking about mods on the forum resulted in a ban. The fear was that mods would result in cheating during online flying, and for good reason. The first mod came in 2007 and this started the "modding wars" which deeply split the community and it never really recovered, even after Maddox Games gave modding the green light in 2011. KSP is different because the ability to play modded is part of it's core. I want more realism but I don't want to see a split community again. -
Does the Community Want Better Aerodynamics?
Azimech replied to spudcosmic's topic in KSP1 Discussion
I use FAR, just not the editor window, because i'm too lazy to learn all the technical stuff inside. I'm probably not alone. Which gives us a hard time building a stable plane or even SSTO. If Squad would choose to implement a similar system it would be nice to have simple indicators like the CoL etc. which would display the change with increasing speed or AoA in an animation/simulation and warn if something and where it should be changed. -
It's about the speed of releasing the energy but mostly about how quickly they charge. In this, they truly behave like capacitors. Also, chemical batteries are influenced by their operating temperatures, capacitors are less influenced because they have little internal resistance and no chemical processes involved. And yes, caps can be used to store a charge for quite some time. Look up on youtube the guy who starts his car with caps instead of a battery, after a weekend.
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[0.25] 6S Service Compartment Tubes - "Design smooth!"
Azimech replied to nothke's topic in KSP1 Mod Releases
I just made part.cfg for the Rockomax 2,5 - 1,25 adapters for them to have fuel, 400 for the big one and 100 for the flat one. The tests seem promising. If anyone is interested, I might copy & paste it over here (or elsewhere, don't mean to spam Nothke's topic). -
I like the tool and the work that's put into it. But maybe Squad could change the way staging is implemented. http://forum.kerbalspaceprogram.com/threads/61321-Ability-to-lock-which-stage-parts-are-set-in-VAB
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While building, the thing that takes the most time is rearranging the parts in the staging list. I might be adding sepratrons to stage #2 - booster decouple - and usually they're placed in stage #1, #3 or #4. Another example is launch clamps that get their own stage before the engines or one or multiple stages behind etc. While I usually like the automatic placement in the staging list, there are moments where an option to force parts in a specific stage would be very useful and cause less irritation. It could work like this: click once on the stage number and the stage changes colour (purple?) and parts added to the ship are forced to that stage until the number is clicked again. In another topic some people were also talking about the ability to drag a cluster of parts directly from one stage to another, instead of the current situation: click-expand-drag, which seems counter-intuitive. http://forum.kerbalspaceprogram.com/threads/60892-Parts-automatically-ordered-to-the-wrong-stage-in-VAB-SPH-how-do-I-lock-the-stage
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[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
Azimech replied to yongedevil's topic in KSP1 Mod Releases
Hydroponics? That's old. The future is aeroponics which is 10 times more efficient in water consumption and you get a much better yield. It's been developed together with NASA.