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AtomicTech started following zzz
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hey there zzz sorry to bother you but the download links on this page
seem not to be working, I just want to check out the ring station parts. Is it possible for you to get new download links?
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I just checked every link on that page and they all still work, just fill in the missing letters that got removed (see here for a hint). ZZZ hasn't been around in awhile, but feel free to PM me if you have trouble with it still, and I'll give you a dropbox link.
Cheers.
And thanks again ZZZ for these marvelous parts.
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im sorry but I read that thread and maybe I missed something but I don't understand what missing text I must add. I want to download the ring station parts from that page. its the 8th pic in zzz's opening post.
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I'm try to make sort of KIDS for my self, is this way is legit or I mess up things? @PART[*]:HAS[@MODULE[ModuleEnginesRF]]:final { @MODULE[ModuleEngineConfigs] { @CONFIG,* { @IspSL *= 0.6 @IspV *= 0.6 } } } It seems to works somehow, but I'm not sure what I'm doing and is I'm doing it right.
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Perfomance is better now, I didn't test it intensively but at least no noticible difference from 0.4.4.2 at launchpad. Thanks.
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Not sure why but I still have noticeable performance hit from 0.5.1, less then 0.5 but still. same rocket at launch 0.4.42 - time rate 80% 28 fps 0.5.1 - time rate 50% 16 fps No log spam, very messy setup with ton of mods It's not proper report - so I do not ask for help or support. Just saying:wink:
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
zzz replied to ferram4's topic in KSP1 Mod Releases
Got it. Thanks. Never look at this tool this way, cool ability. It's hard to tweak to get exact result but got more or less stable(some roll instability at extreme angles) up to ~60 AoA, slows much better now, still some bounce up couple times, not smooth descent curve, but much better, reliable and cold now (RSS-lite(x6.4)).- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
zzz replied to ferram4's topic in KSP1 Mod Releases
I not said it necessary fly or how ot called, but it object of aerodynamic and gravitational forces anyway, I asked how it made it. If it somehow shift mass to keep balance in needed position at different mach this the trick and answer.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
zzz replied to ferram4's topic in KSP1 Mod Releases
Nope. Well, I will ask another way - do anyone have any craft capable to keep AoA 45 at Mach 12-15 without canards, cheaty gyro and RCS? Just to take a look at CoL - CoM - control surfaces scheme- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
zzz replied to ferram4's topic in KSP1 Mod Releases
Maybe stall is wrong word but it's not work for me, I could not to make anything with such wings keep AoA more then ~20 regardless of deflection angle of control surfaces and CoL position, what's the trick?- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
zzz replied to ferram4's topic in KSP1 Mod Releases
But how? I examined pictures of it's control surfaces and didn't understand how reproduce it. Any control surfaces at the end of wings will be useless at this angle because of stall, maybe with canards but it do not have canadrs.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
zzz replied to ferram4's topic in KSP1 Mod Releases
How real shuttle manages to keep AoA over 30? CoL in front of CoM?- 14,073 replies
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[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
zzz replied to Fractal_UK's topic in KSP1 Mod Releases
2oktav I didn't looked at ksp forums last months but accidentally went(?). Fractal didn't have sources of most models. If I understand correctly you want radiator model isn't it? It was ages since last time I launched unity and don't clearly remember how all this work but I think I put correct files and hope you can sort out how to use them and it will somehow help http://www./download/m7mr6760czgbr5g/h2.7z But if I remember correctly such separate animation(to make unfolding animation and separate heat) is not work well, but maybe with help of some dll magic. I allways thought best way to do it is by some way to proceduraly change emissive texture alpha amount(emissive color.a) in runtime -
re-entry heat concerns
zzz replied to Capt Snuggler's topic in KSP1 Suggestions & Development Discussion
This is not what I'm talk about. Only somehow change of rules since it become popular was electricity for sas but it's not matter much and do not change anything drastically. How terrain looks and how sas good don't change anything -you do the same things in the same way. Make things looks better and control easer it's just another part of making it more accessible for general public. And this is not about harder. FAR is not harder then stock just more resonable and DR is not any hard - but this is not as it used to be,- this is the main concern -
re-entry heat concerns
zzz replied to Capt Snuggler's topic in KSP1 Suggestions & Development Discussion
And as well as for heat it's also reason why ksp will never have more resonable aerodynamics. This "placeholder" was a reason why there "crazy and creative ships" in first place and now it's image of KSP and in this way it's become famous. And now you can't change it to not "ruin magic". ----- Well if you don't touch anything then - this is how it's used to be, everyone love it, maybe we wiil change it but who know and there also mods if you want, you know. But if you will touch anything, basic rules - everything will be ruined forever, it's not as it used to be, "all" will be angry. Squad prefer play safer. And decided to focus on making it more accessible. -
This picture is better demonstratration of intake spam I'm personally usually use 1:1, 1:2 and try to make it look somehow reasonable. It's still easy enought to get in orbit with it, maybe less effcient.
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Another way to bake normals?
zzz replied to Razorcane's topic in KSP1 Modelling and Texturing Discussion
I don't know about topic, but want to notice, maybe you know what you doing or I didn't see somethnig, because no one is talk about it, but details you try to bake looks like is not very suitable for normal map by itself. I mean mostly perpendicular plains. Normal maps didn't work this way, it's not height information, it's more like slope angle information. I mean perpendicular cube at plain even if correctly baked will produse nothing on normal map.