-
Posts
5,465 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Azimech
-
Right. This time I'm going to send them a message. A diplomatic one, don't worry.
-
That's what I was doing as well. It worked a few days ago.
-
I just tried to add an album to my topic. Forum software responds with: "The link could not be embedded because there is no image at that URL". Great.
-
Uploaded version 1.1, see OP.
-
I've uploaded a new version, see the OP.
-
I'm wondering if a configuration is possible that makes tires produce dust while driving, instead collisions of parts as it is now.
-
Kerbal Express Airlines - Regional Jet Challenge
Azimech replied to keptin's topic in KSP1 Challenges & Mission ideas
77 Industries: Kalyani 80SERT My second entry, medium jet. Company: 77 Industries. Model: Kalyani 80SERT. Fuel Units: 1100 (5500kg). Seats: 80. Range: 1850km (1050 fuel, Mach 0.85, 7000m, 0.15 fuel flow). Special abilities: STOL, configurable landing gear. Mass tanks full: 26.025t. Max speed: Mach 1.07. Take off speed: 52m/s. Landing speed: To be determined. Price: 34,520,000 Parts: 79. Parts type: stock. KSP version: 1.3. The Kalyani can be seen as the big sister of the Kira, most advantages and disadvantages apply. Thanks to its rugged landing gear and STOL capabilities, it enables lesser developed regions to boost their economy without having to invest in expensive facilities like airfields. While there are more parts to maintain than the competition, it's all off-the-shelf proven technology which means the average mechanic doesn't have to be certified for custom parts, lowering costs on the other end. It also means replacement parts can be found anywhere, even lying by the side of the road. Take off: Choose take off configuration, (AG9) toggles taildragger, (AG0) toggles tricycle (double tap first time). Toggle flaps, start engines and go full power. Do not switch on SAS and do not touch the controls! When it's in the air, let it pitch up to 30 degrees, then retract flaps and take control. Normal flight: center of mass shift is negligible during fuel burn. Unlike the Kira, Kalyani has no tendency to pitch up, to improve fuel consumption. If flying without SAS, trim needs to be used. Never extend the flaps at speeds higher than 60m/s! You and your passengers are not wearing G-suits! Landing: Advice is to land in taildragger configuration. Max pitch during landing in tricyle mode: 8 degrees. Best way to slow down for landing is to lower both landing gear sets and/or to use the thrust reverser (AG3). After speed has dropped below 55m/s, the flaps can be extended. Landing without SAS is suggested, for improved feedback. Emergency landing (engine failure or fuel starvation): lower both landing gear sets (mandatory!), extend flaps. Try to maintain at least 57m/s during descent. Just above the ground, pull on the stick. Link: Kalyani 80SERT -
Kerbal Express Airlines - Regional Jet Challenge
Azimech replied to keptin's topic in KSP1 Challenges & Mission ideas
You changed the version number, it says 1.3. It should be 1.3.0. It works now. When building something in 1.2.2, you don't need to change the version number when loading it in 1.3. That's only the case when your craft is built in 1.3 and you want it running in 1.2.2. -
Kerbal Express Airlines - Regional Jet Challenge
Azimech replied to keptin's topic in KSP1 Challenges & Mission ideas
77 Industries: Kira 32SE and Kira 32SERT My entry, small jet. Company: 77 Industries. Model: Kira 32SE. Variant: Kira 32SERT (Rough Terrain), two extra wheels on the wingtips. Fuel Units: 540 (2700kg). Range: 2200km (500 fuel, Mach 0.85, 7000m, 0.06 fuel flow). Special abilities: STOL, configurable landing gear. Mass tanks full: 12.434t (RT: 12.464t). Max speed: Mach 0.98. Take off speed: 38m/s. Landing speed: 35m/s (throttle at 26%, tanks full); 32m/s (throttle at 23%, 10% fuel). Price: 24,251,000 (RT: 24,551,000) Parts: 51 (RT:53) Parts type: stock. KSP version: 1.3. The Kira has the advantage of ease of control, never failing you and impossible to stall. Pilots may choose to take off and land with either a tricycle or taildragger configuration, or both if they're nervous or expect a rough landing. This technologically advanced plane has its price and needs more maintenance than others in their class. This is offset by its low fuel consumption and excellent safety features. Also reducing running costs is its ability to STOL, burning less fuel during take off and having less wear on the brakes after touchdown. Another advantage is the fact this plane uses no custom made parts but proven, reliable technology. All flight test were done without SAS except economy tests during which Pilot Assistant was used. Take off: Choose take off configuration, (AG9) toggles taildragger, (AG0) toggles tricycle (double tap first time). Toggle flaps, start engine and go full power. Do not switch on SAS and do not touch the controls! When it's in the air, let it pitch up to 45 degrees, then retract flaps. It will gently pitch down until just above the horizon. After that, the pilot takes control of the yoke. Normal flight: center of mass shift is negligible during fuel burn. The plane has a tendency to pitch up at high speeds and low altitude. If flying without SAS, trim needs to be used. Never extend the flaps at speeds higher than 50m/s! You and your passengers are not wearing G-suits! Landing: Advice is to land in taildragger configuration, to reduce the risk of tailstrike. Max pitch during landing in tricyle mode: 5 degrees. Best way to slow down for landing is to lower both landing gear sets and/or to use the thrust reverser (AG3). After speed has dropped below 45m/s, the flaps can be extended. Landing without SAS is suggested, for improved feedback. Emergency landing (engine failure or fuel starvation): lower both landing gear sets (mandatory!), extend flaps. Try to maintain at least 37m/s during descent. Just above the ground, pull on the stick. Links: Kira 32SE Kira 32SERT -
Kerbal Express Airlines - Regional Jet Challenge
Azimech replied to keptin's topic in KSP1 Challenges & Mission ideas
I've just discovered a huge error in the configuration of the KT6A engine. Max speed is capped at Mach 0.47. The Piaggio Avanti has a top speed of Mach 0.6 using the real world engine. Goodbye realism. There is no difference in fuel consumption between 130 and 163m/s. There is also no difference in fuel consumption between 1 or 2 engines, at max speed. Very unimpressed by these figures, I'll try another engine. If it also has these magical performance figures, I'll drop the turboprop altogether and go back to stock parts, a jet engine entry. If I sound annoyed, I am. Just wasted many hours trying to figure out what's wrong with that thing. -
Kerbal Express Airlines - Regional Jet Challenge
Azimech replied to keptin's topic in KSP1 Challenges & Mission ideas
Okay, I'll make an exception then. Looking at the fact the design is very flexible with only minor adaptations (trim/fuel settings), can I also enter a jet variant? -
Meet Gary, the modless traveling kaleidoscope.
Azimech replied to Azimech's topic in KSP1 The Spacecraft Exchange
Okay, who then? -
Kerbal Express Airlines - Regional Jet Challenge
Azimech replied to keptin's topic in KSP1 Challenges & Mission ideas
Hey @keptin, I wanna talk to you about a possible entry. This airplane is a modification of my stock Beechcraft Starship replica. It's not a "real" turboprop because I don't use part mods. Not only that a "real" turboprop using one of my own engines wouldn't be able to enter because of the size & performance restrictions. Instead, this airplane has two "spinny things" on the back. They only rotate, don't provide thrust. Instead they provide drag and vibrations but hey ... it looks like a propeller airplane. A variant I'd propose would be one able to operate on rugged terrain with STOL features. It's very easy to fly, full throttle with flaps is enough to get it airborne, no control input or SAS required. It also has a good range (1200km plus) and impossible to stall. If you like it, I'll provide the full detailed report. -
Meet Gary, the modless traveling kaleidoscope.
Azimech replied to Azimech's topic in KSP1 The Spacecraft Exchange
Welcome to the forum! And your first post in this topic, I feel honored! Ssssht. Be quiet! The list goes on an on ... he's very hard to satisfy. Actually, you were next on the list but I'll replace your name with a moderator. Maybe Vanamonde. -
The finale was really intense! Open the album on Imgur to read the full story.
-
True, for normal KSP usage it's not worth the effort. However, it becomes interesting when you're building engines. I predict for a future product there will be a more pronounced emphasis on detailed engineering. And for the current product, imagine a toggle in the settings menu for the players who want it, "Advanced Thermals". Maybe you've noticed, it's becoming increasingly popular to build your own engines in KSP. I sincerely hope this trend will continue.
-
Another Zappa fan!
I'm thinking maybe @klesh, you and I can build something together in the UMRK ;-)- Show previous comments 5 more
-
-
Argh, I didn't see you guys kept talking here. Azimech, check out the personnel listing on the (hungarian only) wiki page for Tinsel Town Rebellion (english page doesn't have it), specifically Vai's entry: https://hr.wikipedia.org/wiki/Tinsel_Town_Rebellion
lol!
-
Yep, that is funny :-)
By the way, do you guys know this site?
http://globalia.net/donlope/fz/index.html
It's amazing ... almost all lyrics, gigantic amount of info about albums, songs, band members etc. If you'd print out the complete site, you have something like a book (and I did, 15 years ago, for a friend).
-
I don't use part mods, except the ones I've made myself and only for mod development. Most mods I have are for use in the editor, to speed up building. Sometimes GFX mods depending on the install but only for promotional shots. But I'm not having problems with building big stuff on a vanilla install either. Depending on what I'm doing, I can usually choose between 5 different installs, per KSP version. Current amount of installs: 66, going all the way back to 0.16. Just make a new install next to your old then ;-) You're running 1.3? Surprise, there's a new build that works. But they still haven't fixed the doppler effect (broken since 1.1).
-
Thank you very much Tex! And everyone else, congratulations!
-
[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
Azimech replied to Shadowmage's topic in KSP1 Mod Releases
Hi guys, I want to get back into modeling and modding and I'd like to develop something different for a change, a MacPherson strut and trailing arm suspension. Both solutions and derivatives are very compact and used in most cars nowadays. Now I'm wondering if someone knows a recent guide how to set these up in Unity, I don't suppose this video, is still the most accurate way of doing things. -
totm june 2018 Work-in-Progress [WIP] Design Thread
Azimech replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
See, that's what I mean. Great video! -
So? That doesn't stop the users to create such scenario's for themselves. The fact they don't support it in the vanilla game (which is good btw) doesn't mean they're against it either. Or else they would've barred the development of BDA and other mods containing weapons. Sometimes they even feature examples of combat on their official facebook and twitter. This was posted on their FB page June 17th: And I don't know about you guys but I feel such a video is much more entertaining to watch than another mission of building a base or mining on some kind of barren rock. Creativity & adrenaline flow. Love it.