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Everything posted by Azimech
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Navball, absolutely. The easiest. For added difficulty I could build gyroscopes to make it real. Airspeed: doable. Altimeter: without fluid dynamics probably not possible. Heading indicator: yes, if I can convince a probe to point at the north pole. VSI: same as with the altimeter. Turn Coordinator: Yes, doable.
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Oh ... KERS is just the electric motors :-P
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totm june 2018 Work-in-Progress [WIP] Design Thread
Azimech replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Teaser. Does anyone recognize what this will become? -
Something like this?
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Earworm: NEEEEEOOOOOW NEEEEEOOOOOW NEEEEEOOOOOW NEEEEEOOOOOW
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Amazingly Fast Thing On Wheels! With just two Juno's! Powerplant: 2 Juno’s. Tech: Boost Flaps, KERS, DRS. Top speed DRS disabled: 98 m/s (352 km/h). Top speed DRS enabled: 110 m/s (396 km/h). Performance (15% fuel); Max G in corners: 16.8. Max G during braking: 3.6. Max G during acceleration: 2.2. Fuel: 100 units. Battery: 400 units. Part count: 69. Mass (tanks full): 3.15t. Download link.
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LOL!
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If people are interested in a few cockpit colours, let me know. https://www.cybermodeler.com/color/cockpit.shtml
- 247 replies
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- tires and rims
- part skins
- (and 3 more)
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Some more colours. Baby Blue. Gloss Green with Black on the roof. Typical 1970's. Dukes, improved. Anti Fouling Red and Zinc Chromate Yellow.
- 247 replies
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- tires and rims
- part skins
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Some solid colours I've been working on. Zinc Chromate Olive: a primer they use(d) inside military airplanes. Bullitt Mustang Green: From the famous 1968 movie Bullitt. Naturally I chose my '68 Mustang for this colour. It's not solid though, needs some work. I wanted to have a pseudo-metallic effect but apparently that can only be done with shaders. There's something wrong with the fuel cells though, the colour comes out much darker. You can see a fuel cell next to the headlight. General Lee Orange. I used "official" RGB values. Strangely enough it comes out more like a dark pink. Needs work. Midnight Blue. I guess it's not bad. I also looked at the M1 wheel texture. Ehm ... I won't touch it with Paint.net. If GIMP has a radial brush tool I might try that.
- 247 replies
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- tires and rims
- part skins
- (and 3 more)
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Okay, fascinating. It works now!
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That little button there, "Deploy Shielded". Enable it and problem solved.
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There was a question in the electric prop topic about prop design so I wrote some stuff down. The science behind KSP propellers basically follows real life although it seems simplified just like NeoAero is compared with FAR or real life. Generally speaking: higher angular velocity (from now on called rpm) means more potential to convert it into thrust, just like the wing of an airplane produces more lift at higher speeds. After rpm there is another crucial element which is a departure of the behaviour of airplane wings: angle of attack. In regular terminology: propeller pitch. I'm assuming right now you have a fixed propeller. A fixed propeller only works efficiently at a single airplane speed corresponding with its rpm. This means an efficient propeller is able to change its pitch. For taking off you use a "fine" pitch, compare it with an airplane with a low AOA. Great for building up speed at first but soon you discover the airplane won't accelerate anymore. This is because the airflow hits the propeller blades like you're trying to fly forward with the nose of the airplane pointing straight down. So we change the pitch in steps or fluently, always observing engine rpm. This can be compared with changing gears in a car. Every propeller has an rpm "sweet spot" for best thrust/drag ratio, you want to discover what speed that is and during powered flight, try to keep close to it. When changing the pitch to more "coarse" you'll immediately see two things: a drop in rpm and an increase in airplane speed. If you're unable to accelerate your airplane beyond a specific speed it can be due to a number of things: The drag of your airframe is too high. The mass of your airplane is too high. Your engine is not powerful enough. The diameter of your propeller is too small. You don't have enough control authority for the pitch of your propeller or your standard prop pitch is too fine. You don't have enough propeller blades. Your propeller is going transonic. Coming back to the subject of changing gears in a car: we use low gears for acceleration or when climbing a mountain. Same with airplanes. When diving or when trying to make best of a glide when the engine has died, we use a pitch as coarse as possible to minimize resistance. I recommend installing V.O.I.D. for an angular speed readout of your engine/propeller in rad/s. Keep in mind KSP is unable to have speeds higher than ~50 rad/s (477 rpm). Above that speed physics go gaga, joints become spaghetti and you generally end up with a RUD, SMEF or giant explosion. Hope this helps.
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The science behind KSP propellers basically follows real life although it seems simplified just like NeoAero is compared with FAR or real life. Generally speaking: higher angular velocity (from now on called rpm) means more potential to convert it into thrust, just like the wing of an airplane produces more lift at higher speeds. After rpm there is another crucial element which is a departure of the behaviour of airplane wings: angle of attack. In regular terminology: propeller pitch. I'm assuming right now you have a fixed propeller. A fixed propeller only works efficiently at a single airplane speed corresponding with its rpm. This means an efficient propeller is able to change its pitch. For taking off you use a "fine" pitch, compare it with an airplane with a low AOA. Great for building up speed at first but soon you discover the airplane won't accelerate anymore. This is because the airflow hits the propeller blades like you're trying to fly forward with the nose of the airplane pointing straight down. So we change the pitch in steps or fluently, always observing engine rpm. This can be compared with changing gears in a car. Every propeller has an rpm "sweet spot" for best thrust/drag ratio, you want to discover what speed that is and during powered flight, try to keep close to it. When changing the pitch to more "coarse" you'll immediately see two things: a drop in rpm and an increase in airplane speed. If you're unable to accelerate your airplane beyond a specific speed it can be due to a number of things: The drag of your airframe is too high. The mass of your airplane is too high. Your engine is not powerful enough. The diameter of your propeller is too small. You don't have enough control authority for the pitch of your propeller or your standard prop pitch is too fine. You don't have enough propeller blades. Your propeller is going transonic. Coming back to the subject of changing gears in a car: we use low gears for acceleration or when climbing a mountain. Same with airplanes. When diving or when trying to make best of a glide when the engine has died, we use a pitch as coarse as possible to minimize resistance. I recommend installing V.O.I.D. for an angular speed readout of your engine/propeller in rad/s. Keep in mind KSP is unable to have speeds higher than ~50 rad/s (477 rpm). Above that speed physics go gaga, joints become spaghetti and you generally end up with a RUD, SMEF or giant explosion. Hope this helps.
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And it can be done. Though 1.3.x is a lot more picky when it comes to where you mount the drill. Something about collider interaction. I've seen my yacht explode lots of times before I was able to solve the issue.
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I like the design, sort of cargo variant of my luxury yacht. By the way, 15 m/s is pretty fast for a cargo ship! Must use helluvalot of fuel too! Real cargo ships run economy at 10 or even 6 m/s nowadays. Mine usually run best at 33% throttle.
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Advanced Vehicles Competition
Azimech replied to Joseph Kerman's topic in KSP1 Challenges & Mission ideas
I used to build electric vehicles. Until I discovered jet powered ones are much more fun and realistic. But that's personal. -
Advanced Vehicles Competition
Azimech replied to Joseph Kerman's topic in KSP1 Challenges & Mission ideas
Fascinating. I suppose we're talking about mod wheels/tracks here. -
I have the same problem with a number of my designs. However, I will not take them down. I don't know where you upload your craft but KerbalX warns if the craft was made for an older version number. Not everyone will update and those will be able to fully enjoy the creations. Others might want to download it and modify it so it works.
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I will add it to the suggestion. There's lots about the jet engines that can be improved.