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Everything posted by Azimech
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totm june 2018 Work-in-Progress [WIP] Design Thread
Azimech replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Sure. -
totm june 2018 Work-in-Progress [WIP] Design Thread
Azimech replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
I won't argue over the ugliness of struts but I don't think you'd need a lot of struts for this one. Maybe 4, placed at the right spots, creating triangles. Or else just use autostruts, since those are invisible. -
totm june 2018 Work-in-Progress [WIP] Design Thread
Azimech replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
What's wrong with the almighty (auto)struts? -
Everything you see is 100% stock: My Dodge Charger: Download link: https://kerbalx.com/Azimech/77I--1969-Charger-RT-31 My Dodge Challenger: Download link: https://kerbalx.com/Azimech/77I--1971-Challenger-RT-11 My Petyrbolt LRHF2: Download link: https://kerbalx.com/Azimech/77I--Petyrbolt-LRHF2-11 My Lowell Verona 1958: Download link: https://kerbalx.com/Azimech/77I--1958-Lowell-Verona-21 I could go on but you'll find the rest over here: https://kerbalx.com/Azimech/craft Just narrow down the search to "rover".
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simple highway mod idea
Azimech replied to Penkover's topic in KSP1 Suggestions & Development Discussion
Who gave you that idea? It's wrong. -
totm june 2018 Work-in-Progress [WIP] Design Thread
Azimech replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Does it have unspeakable horrors and moving rooms? -
Yes I've seen them before too. This one is nice because for once ... I've made something with a low part count while still having my typical design features :-)
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Thanks guys & gals! Tried it yet? Forgot to mention, use Q & E for steering. You can even turn it around at high speed for fast braking like you slow down a spaceship.
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The Mastery of One
Azimech replied to NightshineRecorralis's topic in KSP1 Challenges & Mission ideas
The monowheel is online guys!- 13 replies
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77 Industries - Monowheel DX Fun to drive and pretty fast, only 17 parts! Open Imgur album for instructions. Download
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totm june 2018 Work-in-Progress [WIP] Design Thread
Azimech replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Autostrutting wings does not always invoke the kraken, I use it often but only on wing tips. That's fine until you damage your craft and somehow the rest goes into RUD. Autostrutting to heaviest part has another risk because the code is too immature and will easily choose a fuel tank based on resource mass instead of empty mass. I've had a kraken attack when I used fuel beyond a certain level and the struts started switching during flight. This also means that if you dock with a space station with a heavier part it could summon the kraken anyway. I should write a bug report on this. But it's true, often struts work better than autostruts. Too many struts creates problems as well, a structure that bends will break less easily (and keep your FPS higher). Based on my experience, I never use rigid attachment anymore. The code looks for a modifier in the physics.cfg, with standard settings it lowers both joint breaking force and breaking torque to ridiculously low levels. -
[Stock Helicopters & Turboprops, FAR Edition]
Azimech replied to Azimech's topic in KSP1 The Spacecraft Exchange
Proof the Faroka has an excellent range & reliability: -
I'm supposed to quit smoking today but now I need a smoke! Please excuse me while I vent my emotions. AAAAAARRRRRGGGH!! It didn't help. Hey, isn't today April 1st? Ehm ...
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[Stock Helicopters & Turboprops, FAR Edition]
Azimech replied to Azimech's topic in KSP1 The Spacecraft Exchange
Yep, my own name for it. I call the pre-1.0 model "Errordynamics". -
[Stock Helicopters & Turboprops, FAR Edition]
Azimech posted a topic in KSP1 The Spacecraft Exchange
A new topic for us turboheads, focused on building turboshaft & turboprop creations but this time using FAR. The reason is simple: FAR offers the ability to build craft much lighter and with less parts while offering superior performance over NeoAero. The basic principles are the same and most existing craft can be modified to work with little modification. At this time FAR isn't released but with some searching in the FAR topic, one can acquire the dev build, which runs fine with KSP 1.2.2. I've got the impression the FPS is higher too. Here's my first one, the 77I-Azi24 Curious Faroka, based on the 77I-Azi12 Curious Chakora. Part count has dropped from 344 to 275. The engine runs with 50% of the amount of blowers of the original offering the same performance as the Chakora with adjusted drag in NeoAero! I had to double the amount of propeller blades though. Anyway, close to release. More info soon! -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Azimech replied to ferram4's topic in KSP1 Mod Releases
The same story with the stock turboprops, they greatly benefit from FAR. With NeoAero most turboprops have tremendous difficulty to reach the almost magical 100m/s and using a huge amount of blowers. Using FAR I can use half the amount of blowers and it easily flies 170m/s. Propeller pitch at start has a narrow margin between engine overspeed and blade stall. I had to double the amount of blades though. Not only that, I get the impression FPS is higher.- 14,073 replies
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I'm happy to report my stock helicopters are functional using FAR in 1.2.2 with only minor modifications. Engine/rotor RPM needs to be higher but it seems fuel economy is much better. Forward flight speed is limited due to retreating blade stall, more than with NeoAero. The engine now benefits from a starter stage to get the turbine close to operating speed, a second stage then takes over and delivers most of the power.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Azimech replied to ferram4's topic in KSP1 Mod Releases
I'm happy to report my stock helicopters are functional using FAR in 1.2.2 with only minor modifications. Engine/rotor RPM needs to be higher but it seems fuel economy is much better. Forward flight speed is limited due to retreating blade stall, more than with NeoAero. The engine now benefits from a starter stage to get the turbine close to operating speed, a second stage then takes over and delivers most of the power.- 14,073 replies
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It really depends on the payload ;-)
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Indeed, I have a few gigantic cargo planes which have to operate with a wide range of CoM shift. I just give them a very long tail and a lot of control surfaces. With FAR I would change the design somewhat. With my helicopters it's a different story, I always put CoM in front of CoL because stock rotors can't compensate forward flight.
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totm june 2018 Work-in-Progress [WIP] Design Thread
Azimech replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Is this a request for help? Without any pictures or a shared craft file none of us can do anything with the information Somehow I can't imagine having infinite EC has a negative impact on the physics. At least it's something I've never heard before and haven't experienced myself in the last 4.5 years. Ziet er goed uit (looking good)! -
Unless you have gigantic pitch/rudder control authority but usually you're right. https://kerbalx.com/Azimech/77I--TCCS-Pallas-12
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totm june 2018 Work-in-Progress [WIP] Design Thread
Azimech replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Important read for all aspiring turboheads: