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Azimech

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Everything posted by Azimech

  1. Yes, thanks for the link! I love those old vocoders and other weird sci-fi sounds of the 70's. The program runs fine on my Win7x64, I just don't fully understand how to operate it yet. I'll ask a friend of mine, he's a producer/audio engineer.
  2. For those who wish to build ships but dislike jet engines for their propulsion. Turbo-Electric Power, Baby! Some specs. Fully reversible engine, no gearbox needed. Forward and reverse blowers: 8 Panthers in dry mode. Max engine/shaft speed: 300 rpm (31 rad/s). Top speed: 24 knots (46 kph, 12.7 m/s.) Part count total: 551. Part count engine: 151. Mass w/tanks empty: 268t. Mass w/tanks at 10%: 308t (suggested). Mass engine: 38t. Instructions: Starting: press stage only once. Now you can toggle the blowers. 1 toggles the forward blowers, 2 toggles the reversing blowers. Lower throttle to 5% to be on the safe side, if the propeller is spinning in open air. If you start the engine with throttle at full, prepare for a big explosion. Always increase throttle gently. Change focus (left, once) and select a propeller blade. Pin it to the screen. Return focus to main. Now change the control authority until the ship starts to move. Gentle changes, especially in the water. Top efficiency is in a very narrow range. When entering the water, make sure you use a shallow angle. This means, driving close to perpendicular to the shore line. Before the propeller blades hit the water, make sure the engine has stopped. The brakes work both on the engine shaft and landing gear. If you use VesselMover or Hyperedit, first hack the gravity to 0.1. When in the water, you may throttle up to 100% power. Recommended: increase to 25%, then 50%, 75%, 100%. Use trim forward (pitch down) to increase the power of the electric drive. Its power is very modest compared with the turbine but otherwise the electrical power from the jets is wasted anyway. Additional power will be supplied by the fuel cell arrays. If you overrev it, it will fail. Propeller blades start hitting the hull. You don't want to be near when that happens. I recommend to install V.O.I.D. to have a proper readout of the engine speed, in rad/s. Parking it: cut throttle. Set parking brake. When the ship is 100% dead in the water with the shaft completely stopped, you can save the game or leave. Recommended throttle setting: 90%. Not recommended: use of the afterburners. Yes, it increases top speed at the expense of ludicrous fuel consumption. It also increases the risk of a failed bearing or a gigantic SMEF. The torque this engine makes is gigantic. The whole ship has a few degrees list and an tendency to turn to the right. Keep a bow thruster running. Craft file ship.
  3. Good news, I managed to scrape off 2.3 tons from the Lambo, new mass is 6.66t. Also lowered ride height and increased downforce. Top speed increased from to 98 to 107m/s. Didn't touch the wheels. Even with springs at max there's more body roll than with the TR2-L. With the current grip settings the car is less aggressive in corners, and a lot more forgiving than my other car. With just 4 Juno's I did a 1.09 on the track. Might be able to improve this.
  4. Uhm ... standard it has a lot of downforce but with some tweaking I suppose it could be a Mach 1+ jet. It only has 1 Mk0 fuel tank so it won't get very far though (needs to complete just one lap of the circuit).
  5. Made a drone racer (with room for a kerbal) for the Kürburgring challenge, powered by 8 Juno's. Freakingly fast, agile and aggressive. With rear lights. Brake lights. And not to forget, Boost Flaps for fast braking while keeping the jets running at 100%.
  6. I'm using Win 7x64 so I need to use third-party software. I still need to setup OBS.
  7. Maybe I should change my tone ... can it be that I give the wrong impression? I agree though, he didn't ask for my advice. That's enough coffee for me tonight.
  8. Personally, that wouldn't be my approach. Every added part changes the behaviour in sometimes subtle, sometimes radical ways. Looking at the elevons, the lightest is 40kg and you always need two, that's more than the mass of a single kerbal. I never make test vehicles. Really, choose a design you love, go fully into it. When you have the basic shape, start tinkering with the rest. This will confine yourself into analytical troubleshooting instead of ad hoc radical changes. Car tuning is evolution, if you go from a test vehicle into a new design it's a revolution that will often cause frustration.
  9. I don't know if multiple entries are a possibility but I could tune my Lambo Mashup to be lighter and faster, for the "anything goes" category. https://kerbalx.com/Azimech/77I--Lambo-Mashup-v10
  10. Can I somehow convince you to stay? First of all, it's fun. And the more souls, the greater the fun factor. Also, building cars is easy, tuning them is hard. We might learn from each other. I've seen you on the forum and what you can do, it would be a pleasure to have you in on this.
  11. I think I'll go for TPC: Turbocharged Pedestrian Crossing. Almost final. I need to learn to drive it. It's incredibly agile, aggressive and fast.
  12. Well ... I still have to make a video but this unpolished version is able to do the track in 1 minute, 10 seconds faster than the L.A.B. B19. Drag is not really a problem, it has a top speed of around 135m/s with 8 Juno's, 118m/s with 6. I need a lot of practice on the track though, was the second try.
  13. WIP. Modern enough for you guys? https://imgur.com/a/iYb8g
  14. @DoctorDavinci which mod did you use to paint your F1 car?
  15. Nice to see there's still some life in my old, unfinished mod. This was my run back then:
  16. Two streams for the fuel consumption of one. But ... the angle of impact on the blisk/turbine blades has to be 90 degrees as always. That's gonna make for some interesting designs.
  17. Yes, I just thought of a system. Since both exhaust vectors result in the same thrust while reversing, they both have to be just as strong as a single forward vector. This means you can discard one and use the other just the same. Or use both, maybe in a twin, parallel setup.
  18. Good question. As far as I can see they haven't changed anything significant except just switch it on. But the thrust vector splits in two and rotates 135 degrees. Not very useful for use as a blower.
  19. Changes the direction of the thrust to help slow down airplanes while landing. Can also be used for taxiing.
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