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Azimech

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Posts posted by Azimech

  1. 2 hours ago, klond said:

     I think it's because they can't stretch.  You know how you spin up a rotor and the blades pull away from the hub?  I think the game isn't allowing stretching in your current configuration so it's limiting you to the top speed that it can without stretching.  GL, keep at it.

    Unfortunately it's not that easy. Some of the latest turbines use the atmospheric science thingy as turbine blades, which don't expand.

  2. 18 hours ago, _Rade said:

    I've finally managed to build the helicopter rotor with the working swashplate and collective.

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    Rotor uses 2 decouplers to act as the swashplate, and then there is one rcs ball for each rotor blade captured between the decouplers. 4 elevons bellow the swashplate control its pitch and roll and this is then transferred to the rotor blades.

    For the collective I've used 2 elevons to push up on the rcs ball that act as the bearing for the swashplate. You can toggle these by engaging the brakes, it's not perfect but it works.

    Only problem is the rotor will only spin at about 7rad/s. I've tried adding more engines and using the reaction wheels but for some reason it doesn't want to spin faster. One thing that is interesting is that if you don't decouple the rotor blades the rotor will be able to spin faster, but then the swashplate and collective don't work.

    Link to the craft file on KerbalX.

    Excellent work!

    Are you using RCS balls as root for some of your subassemblies? This would explain the 7 rad/s limit. The mass of the RCS balls is added to a root. If heavier parts are connected to a RCS ball, KSP/Unity does strange things (I once had a truck door floating in mid air after decoupling).

  3. 3 hours ago, FahmiRBLXian said:

    Hmm... My requirements :

    • Configurable / swappable sound files
    • Compatibility up to 1.5.1.

    Anyways, I'll try that out, I'll see whether that'll work.

      Hide contents

    I also planned on working on my own sirens mod, which focuses on outdoor warning sirens, not vehicular ones (But vehicular sirens will be available as either my own separate pack or a collab with you).

     

    If you have some sound files, I'll be glad to add them. The sirens themselves can be placed on any craft, changing pitch is done by changing thrust. The mod should be compatible with the most recent versions because I made it through part file edits and a legacy module. No custom models were used but this might change.

  4. 9 minutes ago, peteletroll said:

    I suppose part design and bug fixing aren't taken care of by the same people.

    Wut?

    You're saying there are multiple types of game developers? Oh no ... I always saw them as übertalented semi-machines capable of coding while texturing while drinking their tiny amounts of Jolt cola - because they don't need more.

    I think I'll find a cave then. Not worthy.

  5. Because my car has active suspension to cancel body roll (it beats the 2017 McLaren 675LT in the Swedish Moose test) I was interested if I could make something like this with stock KSP.

    Here I present to you my 77 Industries Anti-Roll Experiment, built into my Lowell XT.

    Testing was done at 60m/s and 2G lateral force. The anti-roll system works but because of the way KSP handles wheels, the increase in cornering speed was minimal (2.1 vs 1.9 G's).

    So I won't be building this into my cars.

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  6. Didn't see a link to the video.

    So ... Squad/T2 ... please read the comments on that video as well. Summoning @JPLRepo to spread the massage (pun intended).

    Even on the largest unofficial FB group they're talking about this video.

    T2: you guys have deep pockets and this is a title with a bright future, maybe just not mere the niche of space exploration. The editor is the game's main selling point. Invest some more money. Even better: buy Unity and fix thát.
     

     

  7. Today I continued work on my 2-cylinder 4-stroke engine, which was on the shelf since July. Stock + DLC. Massive improvements in reliability and sturdiness. And I've finally got the valves working. It doesn't run on its own power yet, I need to tweak the timing a lot.

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  8. 4 hours ago, Paul Kingtiger said:

    @RoverDude Bit of a thread necro but it's a short thread and seems relevant.

    I have a few efficiency related questions I'm hoping you can help with:

    1. Does UseSpecialistBonus effect the speed/rate of ModuleResourceConverter or create more/less outputs for a set number of inputs?
    2. Can you explain how SpecialistHeatFactor works in a bit more detail.  Does the value of 0.1 mean that only 10% of the heat is generated or is it linked to the other specialist numbers?

    In my experience it does. Put a 5-star engineer on board and you'll see a massive increase in resource conversion and decrease in heat generation. You can observe the numbers for the lower classed engineers and extrapolate from there. I don't know about variables like stupidity.

  9. Look who's back ;-)

    Recognize this shape? This is no stock turboprop. It's a stock jet with the looks of that (in)famous fighter of WW2. I'll upload it to KerbalX without paintjob.

    DYRmfBR.png

    I can't paint the probe core (the head of the pilot) but maybe @DoctorDavincican do something about that? I'm using 1.4.5 for this one.

    P2FI1aQ.png

    Anyway, this plane is 3 times larger than the original and 20 times heavier. It still performs okay, its top speed is around 650 km/h at sea level. The original achieves that speed at 6300m.

    AGvSzTb.png

    It's powered by 14 Wheesley's (!) giving it a 800 km range just like the original. But no, this plane doesn't really have a TWR >1. I've deliberately kept the amount of air intakes to a minimum. This means no UFO behaviour.

    6PlHE77.png

    WIP: the detachable canopy works fine ...

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    ... the flameout works fine ...

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    ... but the pilot falls apart during bailing out.

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    Anyway ... another CPU killer (530 parts) and not useful at all. But maybe fun. Throw some balls at it or something.

     

  10. 1 hour ago, HalcyonSon said:

    Interesting design.  I'm curious how you managed to keep everything aligned.  I've tried several different bearing designs and rover wheels.  Mostly the shaft jitters itself out of the motor and blows up on the runway.  When it does stay together, I can't get enough traction from the rover wheels to spin the shaft at more than a crawl.

    Oops. That's asking for more than a thousand words. Currently RL keeps me occupied. And this topic will be addressed when I start broadcasting with Twitch.

  11. If you're over 35 like me, you might remember this one. No, I don't understand my brain but it's one of the better earworms. Quality of the recording could be better though.

    And let's finish with the standard "YEAH YEAH HIHIHIHIHI HRRRRM"  "HUHUHUHUHUHUHU SHUT UP BEAVIS!"
     

     

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