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Azimech

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Posts posted by Azimech

  1. On 10/30/2019 at 5:21 PM, nestor said:

    Thanks for the info. That matches what we have seen in some other reports. We are still investigating this issue. This is the bug if you want to keep track of it.

    https://bugs.kerbalspaceprogram.com/issues/23977

    In the meantime the only workaround we have identified is lowering the terrain shader quality or the render quality. 

    Ah, head of production.

    Well sorry but not sorry to attract your attention right now but I feel my DLC is incomplete. Very nice to have electric motors, turboshaft engines, rotorblades and propeller blades.

    But somehow it seems you guys forget that these are meant to function in an atmosphere. Where fast physical interaction with gaseous molecules produces an experience.

    I've produced mods myself. Never would I release them without that vital part of the experience: sound.

    Can you convince me to sell me the next DLC? Maybe just spit-polish the last one :wink:

    The alternative is just leave this platform and wait for KSP2.

  2. This is in 1.7.3,  it actually works but tests are without BDA, NAS and DCK.

    There is hope. I'm not sure yet I want to invest a lot of time in this ancient thing.
    Real Ships is a lot more modern and I haven't touched that one in years as well.
    I don't even know if the NAS guys are still busy.

    https://imgur.com/B1MDawG B1MDawG.png

    On 7/1/2018 at 5:04 AM, MadmanMorton said:

    Heyo heres a tutorial on ww2warships cause almost everything else I found was outdated or overcomplicated.

    https://www.dropbox.com/s/68x8o52ac01e4u9/WW2WarshipsTutorial.docx?dl=0

    :lol:

    That's hilarious!

    There's a reason it's version 0.5 and not 1.0 :wink:

    The "Very Large Keel" is not "too large" ... it's just for aircraft carriers and megalomaniacs. 

    Your tutorial is excellent and I really want to share it with the rest of the community. I don't think you'll have a problem with that.

    Thanks for the insights.

    And yes, we can work together ^_^

  3. 17 hours ago, Aratoop said:

    Hi! First time posting but I've long been a lurker of this thread. The introduction of the rotor parts allowed me to try my hand at reinventing the wheel to make something a bit worse, and I compiled a few screenshots of my efforts into this album (warning, all of the planes look terribly ugly).

    https://imgur.com/a/HmmU5k5

    The main problem I've encountered is that in shying from actually learning how to make a bearing that works I've subsequently limited the maximum length of the shaft before it starts to oscillate around in an unstable way till it starts to rotate in an entirely different plane (if the shaft droops too much and then droops more when rotating it gets pushed by the engines). I've tried making a crude bearing of sorts after the turbine section by using landing gear and a structural ring, but I've not found it to help in any case (even with having made sure the gear have "same vessel interaction" switched on). Here is an example of the kind of thing I have tried

      Reveal hidden contents

    ZGnK0MA.png

    Has anyone got any advice? Thanks :)

    Also: That's an awesomely small plane klond! How did it handle?

    I love it!

    Takes me back almost 5 years, the pioneering stage of this topic. I can really see you're going through the same stages of development and you're showing talent.

    Welcome to the club!

  4. 1 minute ago, Flying dutchman said:

    I agree with that. Without the op propellers this would not have been possible. But i'm glad that it now is! ;)

     

    Nice mod btw! Is it still supported?

     

    P.s. i'm pretty sure it will fly w.o. infinite fuel on. Albeit not very long.

    I never published it ... it really is a lot of work and in the end the best performance would that be of a ship's diesel. Unity and PhysX just suck.

  5. 7 minutes ago, Flying dutchman said:

    @Azimech what aproach did you take on the deflector plates? (The thing that blocks the thrust when the piston is coming up)

     

    I'm currently refining my design and i have made it at lot less complicated and way more efficient. Currently a two cilinder which runs on a total of 4 of the smallest jet engines.

     

    Edit: i'm also running into a certain rpm barrier. It seems more than 160 rpm is not achieveable. What could cause this?

     

     

    This might help:
     

    Also I'm not aware of a 160 rpm limit. That's 40 higher than I can achieve with this old engine.

  6. Not interested in the challenge but I decided to upgrade my almost 2 year old stock V4. With just aerodynamic changes I was able to increase its top speed from 12m/s to 16.6m/s, which is close to the top speed of my V8 (18m/s).

    D5O6N22.png

     


    xIKjh1C.png

    Specs:
    Dual overhead camshaft.
    Cylinder bank angle: 90°.
    Piston drivers: 4x Panther in dry mode.
    Stroke: 90cm.
    Bore: We don’t have compression so it doesn’t matter.
    Conrods: fork/blade type, this way the cylinder banks are evenly placed.
    Main crankshaft bearings: 3x6 RCS balls.
    Crank bearings: 4x20 RCS balls.
    Max engine speed: 12.5 rad/s (120 rpm).
    Economy cruise: throttle at 50%.
    Top speed: 16,6 m/s.
    Propeller: 7 blades, fully adjustable.
    Power output (estimated half of the V8): ~388KW @95 rpm.
    The Goliath is just the air intake. It doesn't produce power.

  7. Just now, T1mo98 said:

    I'd say mods, because I think the resources of a DLC could be better spend on other features first, like life-support, more complete part families, more planets and exploration, otherwise it's going to have to be a DLC way down the road in which case a mod would be faster. 

    But definitely, console needs to get more support, that's probably where most of the really young audience is, judging from my own experience.

    Yeah ... I do support the idea of weather, life-support and all the other things. I've wanted them for years as well.

    For the krakentech ... I'll have patience. But I do hope a seed is planted in the mind of the devs.

  8. 6 minutes ago, T1mo98 said:

    I do understand you and I do think that there is a place in the market for a very technical game like what you propose. I happen to think that spaceflight should be among the top priorities of mankind, along with fixing the climate, so in my opinion having a game like KSP and a company like SpaceX is amazing to get young people more interested in the sector.

    You say you want KSP to cater to a much larger potential base, but then I will again comment that by making a game so immensely detailed and technical it actually limits the group of people who want to play it.

    You need to grab someone's attention first and slowly introduce them to the world, not drop them into it immediately and overwhelm them with graphs, diagrams and calculations. If a kid downloads the game and immediately has no idea what to do he will more likely drop the game and go do something easier and more fun straightaway than staying and learning, because he hasn't gotten a reason to be interested in it yet.

    That's why I say; keep the technical stuff as a mod. If a kid downloads KSP or any other game he will first have fun launching rockets and exploding things, he will then try to actually make good designs within the game itself and eventually he will start to wonder how all the things actually work, he'll start to watch videos like Scott Manley, install RSS and RO and eventually he'll go learn all the minute details of how a rocket engine works for example. It needs to be a slow process otherwise you'll simply scare them off.
     

     

    Okay ... mods it is then. Or maybe ... a specific DLC? For the console players. We can't leave them behind.

  9. On 7/20/2019 at 8:52 PM, T1mo98 said:

    You never said it, correct, but with your proposals it seems you want to push it in this direction, which simply isn't what KSP is about. KSP is about bringing rocket science down to earth so anyone could understand it, that's why it's so popular.

    [snip]

    that's what we have to do, get more people interested. Introducing unnecessary realism and design details doesn't get the uninitiated interested, it would just scare them off.

    Instead, the dev team should focus on other features that are astronomically more important.
     

    Yes, this game has a learning curve, the worst thing we can do is increase it even further thus making the game less fun for those who don't want to spend a couple of hours tweaking their engine settings.
    You said it yourself, Career and Science mode are not as important, so the proper thing to do would be to make them that, instead of abandoning them in order to focus on hyper-realism that less than 10% of the playerbase would want to make use of.

    I don't want DLC that only caters to a small part of the playerbase and I don't want a DLC to focus purely on the stuff that doesn't matter. I want DLC that expands the game for everyone.
    As I said, it's great if you want to toil about with engine fuel intake settings or whatever, but don't try to claim it's something we need or all want. It's great that you want more detail, go make a mod or something, it's the proper place for something like this. 

     
     
     
     

    I understand your vision. I appreciate it. And I'm on the opposite side. For years.

    I am a fan of astronomy and all technical stuff. I am however ... not a fan of spaceflight. For example I dislike the idea of humans going to Mars. There's enough work to be done over here.

    I'd like KSP to cater to a much larger potential base ... because we need minds to confront the problems we have on this world. Not just a game but something that inspires.

    Spaceflight is such a niche. It's boring, most of the time. Most people don't care.

    I'd build a game based on KSP's editor and physics: racing.

    Design your own engine, gearbox, chassis, aerodynamics. Race them or have a driver. Sell the designs ... bestseller on Steam.

    My own mod:
     

     

  10. On 7/20/2019 at 12:05 PM, Vaisman said:

    Best DLC and update ever, i think. Thank you, squad. But i think, rotor engines must be in "engines" section and LF rotors must have alternators

    Also i'm waiting for coaxial rotors for Tu-95 and Kamov style planes and helicopters :wink:

    Yes for alternators. Coaxials we can build ourselves. They're not as hard as they used to be.
     

     

  11. 54 minutes ago, Khonran said:

    Thanks for the info. I did make some progress by making a contra-rotor design, and it was much more stable, but I'm still running into strange behavior in flight. The aircraft constantly wants to roll to one side and pitch up. The faster I go the worse it gets. It does let up when I reduce the authority limiter on the blades slightly but then I also lose altitude. Also, I have the pitch, yaw, and roll controls linked to the blades. I'm not sure if that's a good idea or not. But during flight rolling to the left also causes the aircraft to pitch down, while rolling to the right causes a pitch up behavior, and when I roll I also yaw. It's actually more effective to use the roll controls to control pitch than it is to use pitch controls. Maintaining a steady course, speed, and altitude is an insane balancing act of keeping the nose down, messing with yaw constantly to stay on course, rolling to control pitch and roll, and fiddling with the authority limiter of the blades to keep altitude and reduce what seems to be a retreating blade stall.

    I haven't messed with the Kal-1000 just yet tho. My goal was to make a relatively low tech helicopter for short-medium range surface science contracts in career mode, so I'm trying to stick to early to mid game tech. I'll keep messing around with it tho, see if I can figure out what's going on.

    Welcome into the insane world of the KSP helicopter :-)

    Take a look at what we've been doing before the DLC.

    https://kerbalx.com/hangars/6515

     

    And try this one.
    https://kerbalx.com/Azimech/77I-Azi14-Asura-v22

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