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Everything posted by Azimech
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Solved that! Wouldn't want any more kraken attacks than we have now.
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- helicopter
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totm june 2018 Work-in-Progress [WIP] Design Thread
Azimech replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
True, it's large and way too heavy. Plus it's ineffective, usually the objects just phase through the colliders of other craft at high speed. We'd need far more precise physics calculations. The reason the BDA team have chosen to create armor with a special Unity gameobject and custom module to handle these collisions. But it was a fun exercise, to see what we can do with these pretty little balls RCS balls with 50m/s impact rating. Apparently a whole lot. I'm sure @klond and @Bubbadevlin can build a machine gun with this ammo, being the mechanical experts on this forum (and I'm sorry if I missed someone, there are lots of experts here). The good thing about this, for a single shot, you wouldn't need the heavy engines I used, two afterburning Panthers is probably enough. -
totm june 2018 Work-in-Progress [WIP] Design Thread
Azimech replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Sugar and spice Saturday Day's Dawnin' ain't it sir? :-P Why ... ter cancel aahhht the bleedin' backfire of course ;-) Tested wif Bo-le Of Glue firin' from the wings of wahn of me choppers. Slightly forgot ter set the stagin' properly, nearly flipped it upside daahhhn! -
totm june 2018 Work-in-Progress [WIP] Design Thread
Azimech replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Soon :-) Yes, that did cross my mind :-D -
totm june 2018 Work-in-Progress [WIP] Design Thread
Azimech replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Stock shotgun. Initial muzzle velocity 350m/s. The only problem is the mass and the fact it's a single shot. The force of the separator defines the spread, in the above gif it's at 100%. In this gif the separator force is at 0%. I'm already working on lighter designs with less parts. Minimal configuration is 7 parts with a single pellet, muzzle velocity 610m/s. It drops of rapidly when you add more pellets. -
totm june 2018 Work-in-Progress [WIP] Design Thread
Azimech replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
XD I can build you a bigger one ;-) -
Within the limitation of the space game I understand you completely. However, I'm talking about the (far) future, a much wider market than this niche of space exploration. Right now we're building rockets by stacking tanks. I'm talking about building engines, transmissions and possibly weaponry for completely different products. I don't think it's a coincidence Take-Two Interactive is the new owner. KSP has the best editor on the market, however crude and unpolished it might be. I believe the physics and the editor were the main selling points, not the space simulation. Edit: take a look at this hangar, Almost every week I can add designs by multiple users nowadays. People who love building engines out of rocket and airplane parts, even if inefficient and crude. And this hangar is just for engines that burn fuel. Another one could be created for stock electric motors. https://kerbalx.com/hangars/6515
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1: To reduce load, radiance should be towards other craft only. The amount of calculations can be reduced even further: if no separate craft is within the radiance sphere, nothing will be calculated. 2: As you're probably aware there are multiple ways to transport a gas, fluid or electron stream from a static origin onto a moving carrier. A big example can be found in every modern car: hydrodynamic bearings and hydrostatic bearings. An opening on the shaft's surface might work as a rotating valve, accepting pressurized fluid every rotation. This fluid can be used to actuate or lubricate certain components. Another fine example is the generators or electric motors using a commutator and carbon brushes, technology in use since 1832. Literally, the possibilities are endless. Simplified for use in KSP. We're all used to switching focus whenever we want to manipulate a separate construction like an axle or shaft. The ability to transfer a specific resource would remove this requirement.
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Ehm, yeah there's an even bigger one. But I'm not sure I'll release it.
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Thanks for the reply, I'll link your answer to the topic.
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We could use your brain :-)
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Ah ... yeah I can imagine why it would sound that way.
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Here you see Rhea and Cronus flying together:
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77 Industries presents: Azi31 Rhea Rhea, the wife of the Greek Titan Cronus. This smaller helicopter is based on the Azi24 Cronus but actually a lot more capable in terms of speed and range. It’s also well suited for rugged terrain like mountains. Also, control has improved. The RCS toggle is for all jets on the tail and on top/underneath the main engines. For example action group 2 pushes the tail down. If you press 3 it cancels 2 and starts pushing the tail up. There is no way of canceling both except double tapping the RCS key. Remember! Transition from VTOL to airplane: enable FMJ’s (Forward Motion Jets, AG 5) … when picked up enough speed, switch to a lower power setting (i.e. from full to ¾ … see action groups list). Eventually you can cut the main engines (abort) and fly on just the FMJ’s, with a dramatically reduced fuel consumption. Some specs: Max range in airplane mode: 2300km. Max speed: 172m/s. Max altitude in helicopter mode: 8500m. Max gross weight: 232t. Part count: 383. Don't want the rotating beacon? Just remove it. Otherwise decouple the unit, change focus and make it rotate like any electric motor. More info later. Download link
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That's pretty original :-) I never said it was groundbreaking ;-) And I don't care how it looks, I didn't build it for that.
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Nice! What species is that?
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1. About surface area and angles, that's a good point. I think it would be too costly to calculate all angles. Maybe it could be done, assuming as sphere, using octants and facing the largest surface: no angle = 100% radiance, 45 degrees on XY= -20%; 45 degrees on XZ = another -20% etc. But I'm no mathematician. Since physics is simplified anyway, maybe it would be best to ignore angles at this point. I'm also no specialist on the subject of thermodynamics. 2. I think the modder should define what kind of transfer should be possible. I agree, transfer of LF through an antenna would be a bit far fetched. What I said about kerbals touching each other was ... a little joke.
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In a way KSP's physics are already the most advanced in the entire gaming sector. I have a few ideas to improve it even further. @JPLRepo, you might like this. 1. Thermodynamics is missing something vital. A: Heat transfer is between parts on the same craft only. Even when colliders of different craft are touching each other, there is no conduction. That's like touching a hot kettle with your bare hands and having a magic shield protecting you. How I would do it: Collider interaction obviously uses and generates numbers. I would use force as a multiplier (there's a big difference between you stroking the bear and the bear hugging you). If there's friction (no comment) I would use that as another multiplier. B: I understand we can't have convection between different craft, it would be unbelievable without fluid dynamics. But transferring heat through radiation should be possible. I once made a thermal bomb, gave it an incredible amount of energy and heat (white hot, numbers off the scale) and placed it at 1cm next to a different craft. The other craft remained at ambient temperature. How I would do it: Sources of light ignore colliders in KSP which is a shame but we can live with it. To reduce the number of calculations, I would use the same formula for light (inverse square law), use a distance drop-off curve more aggressive than real life but not ignore colliders this time. 2. If you create this module, a whole new world will open for countless possibilities. What is it? An optional module to transfer (predefined) resources and/or commands via touching colliders on separate craft. What good would this do for the player? A: Basically copying the functionality of certain mods, you can transfer science data via the "Super-duper-touch-me-anywhere-data-port" in the nosecone when two spaceplanes kiss each other on the surface of Minmus. Other data might be transferred between touching kerbals, I don't know. B: It would facilitate the creation of switches, relais, valves, timers, electrical motors, alternators, actuators etc. You could create anything, even computers. More importantly, it would make the distinction between parts in the tree and separate craft more vague. The ability to transfer resources would open the door to stock robotics without potential problems like the IR team is facing from time to time. How I would do it: Resource transfer has had a big upgrade recently and it's great. As we all know, resource transfer has fixed flow values. I would make them configurable for modders. Via the context menu, I would give the user the ability to choose flow direction. I would also give the user the ability to create separate circuits through the context menu: the part interacting with the collider of the separate craft (for example a shaft) would have a context menu with the ability to split ElectricCharge into EC_Circuit1, EC_Circuit2 etc. Also I would change the way control surfaces, landing gear etc. work: the user chooses in the editor which resource and which circuit it would use. No resource available means no movement. Last but not least: like Advanced Tweakables I would make it an option in the main menu. With a warning. That's it for now.
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And as we see here the Dutch are also proficient in the fine art of making colourful visualizations. Welcome to the forum! We need more Krakenbusters here. Venkman, lead the way!
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Great plane, super video and I love the music! I turned it up! I see the United Federation of Planets has a new environmental policy and is trying to sell it.