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Everything posted by Azimech
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Unlocked feature: ostrich mode. This calms a kerbal after seeing his genetic copies. Now we all have to wait & see if the training will result in fewer deaths due to panic and the occasional bout of Weltschmerz.
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The Charger is, I haven't uploaded the General Lee yet. Do you wish to wait for it or modify it yourself? If you do, KSP 1.4.x has wrong base wheel friction settings, they need to be lowered. https://kerbalx.com/Azimech/77I-1969-Charger-RT-40-and-Daytona Expect a 1.4.x release of the Charger, including the General Lee, this weekend.
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I've built one of the most popular cop cars in TV history. Guess the model and year. Top speed: 77m/s. I also made a General Lee out of my '69 Charger, just without the flag. All stock parts, just painted.
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[1.3.x-1.9.x] Craft Manager - search, sort, tag & share your craft
Azimech replied to katateochi's topic in KSP1 Mod Releases
@SQUAD, give this man a job or at least a medal. This is how the stock craft browser should've been. And in my opinion: mod of the month!- 238 replies
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Interestingly enough, krakentech seems to make it worse/appear sooner. But not always. And often Unity fixes it itself. I haven't been able to find a pattern, it happens just as often with vanilla as heavily modded with scatterer, EVE, TU and OpenGL. Sometimes it doesn't occur for hours while flying heavy stock helicopters. Weird stuff.
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I don't understand why the spaguetti rockets are not fixed
Azimech replied to Luc1fer's topic in KSP1 Discussion
If one builds nothing but rockets, one sees everything from the engineering standpoint of the rocket. Meanwhile I'm having great difficulty in finding a proper part for building springs, for my car suspension - everything is too rigid for that. But I don't complain, the joint settings should be good enough for most players. I hope in KSP 2 there will be multiple materials to choose from. -
77 Industries Iridium I never thought it would be possible ... then I tried. So I'm very proud to present the (AFAIK) first stock helicopter/SSTO hybrid. Features: New engine made for this purpose but using my typical design elements. Ten J-33 blowers and 16 turbine blades give it excellent performance. Each bearing has 48 RCS balls so it can take a beating. Rotor can be redocked! Clean shape resulting in low drag. Good flight characteristics. Can take off and land in either airplane or helicopter mode. A docking port is placed at the belly. Instructions for take off: Decide whether you want to take off in helicopter or airplane mode. If you want to take off in helicopter mode, press AG4 to enable rotor pitch. Otherwise skip this step. Stage. This separates the rotor from the craft and starts the helicopter engine. This step is needed in any way. To take off as helicopter, just switch on SAS and go full power. To take off as airplane, hit AG1 to switch off the helicopter engine and do the following: Hit AG9 to open the shield of the docking port above the rotor shaft (take a peek inside). Change focus to the turbine, hit AG9 again to open the shield of the docking port of the rotor shaft. Redocking is done automatically. Note: if the rotor is turning, wait until it has slowed down enough otherwise docking will result in a RUD. Going from helicopter flight to SSTO/airplane mode. Make sure you have enough altitude and are flying level. Hit AG5 to start the FME’s (Forward Motion Engines) and keep the nose level. As soon as you have 40m/s forward motion, switch off the helicopter engine (AG1). If you don’t the extreme forces will result in a RUD. You can also enter a steady climb but keep the speed below 40. Once the helicopter engine is shut off, you’ll lose altitude rapidly so pitch up until the craft has enough speed for normal flight. Close the cargo bay & service bay doors to reduce drag (AG0). If you want to redock the rotor, the cargo bay must be open or it won’t work (game limitation). Change focus to the rotor shaft to disable rotor pitch (AG4) for a reduction in drag. You don’t have to, the rotor will continue to spin even in space. Just don’t forget to redock before using timewarp! Craft file.
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It. Is. Done. A stock helicopter SSTO. https://kerbalx.com/Azimech/77I-SSTO-Helicopter-Iridium-v10
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The practical use of a stock SSTO helicopter? Here's one anyway.
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I was standing in my garden at sunrise, looking at a perfectly clear sky. Then I thought: "Yep, scatterer correctly installed." *facepalm*
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Someone made a Mach 4.5 heli earlier this month. Maybe there are some things that should not be ... I'm going to try it anyway.
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Gave me a good laugh, thanks!
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Maybe the challenge was a bit too heavy for lighter computers?
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I am very pleased with this fantastic mod! If someone ever figures out how to configure the landing gear to be included without the lost transparency of the lights, it will be -to me- complete.
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Work in progress. After having built a bunch of two-stroke engines this might be the first four-stroke ever. A twin but I might make it a three or four cylinder. Stock + DLC. Unknown what kind of torque it will deliver but I can tell you this: the stroke is 5 meters. Thrust will probably be provided by two or three Wheesley's per cylinder. There will be three cams per cylinder, two for the valves and one for blocking the thrust of the jets. Valve guides are complete, rocker arms are not. Valve springs are going to be a headache unless I choose Juno's to close them or go for a desmodromic construction a la Ducati. Tests with landing legs or wheels didn't provide the results I'm looking for. Mass & part count when finished: probably 150t, 500 parts.
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True, I've had my fair share the last 4.5 years.
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Indeed there is a large difference in control between locked and freed pivots. I tried with reduced blade angle but it doesn't really help. There could be a source of friction in your bearing, I've found such a problem a big issue in my own designs. By the way, the inverted flight demo is cool! Any idea why it RUDded near the end?
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I like the idea! Just did a few test flights to see what the benefits are of the flapping blade tech but at the moment it's not clear to me. I placed two FMJ's on it to see how it would hold at higher speeds but unfortunately above 55m/s the rolling force becomes too strong. In any case, beautiful build and impressive kOS script. kOS is something I don't grok, at all.
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Yaw control ... you could use my AHRCS for that :-) https://kerbalx.com/Azimech/77I-Azi31-Rhea-v20
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Let's see if @quitessais near.
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Incredibly beautiful and impressive! Just remember: a huge static thrust number does not automatically result in a high top speed or even usable cruise speed. Mass and drag, together with the 50 rad/s limit, will always be the limiting factors. Tuning the blade pitch during forward motion will be incredibly important. And you will probably discover 4 Wheesley's isn't going to be enough.