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mattihase

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Everything posted by mattihase

  1. Ah. You can also change your angle of attack by angling the wings during building, so that might be a good workaround.
  2. Kinda reminds me of a hypothetical midpoint of sea dragon and the space shuttle. Very cool idea.
  3. I wouldn't be surprised if Goddchen's dippedidip launch methods ends up being the most practical way to get anything with the right shape and fuel distro to cut it as an SSTO out of the water.
  4. Funnily enough I was working on something like this over the weekend. Only really hits the first objective and it's not very practical but I had a lot of fun working on it so I may come up with something specific for the challenge later this week. Aside from the tanks/tank intake on the engine block, most of that is empty tank. So... yeah, if you want bouyancy you really do need a hell of a lot of empty tanks.
  5. The thing is, I'm realising I don't know this now, but out of curiosity what exactly causes them to appear and/or dissapear. It seems like they show up way more often than they should but it's hard to tell exactly why that is because I haven't been able to work out a consistent behaviour for them in relation to speed, altitute or a combination of the two.
  6. The Savoia S22, a loosely adapted tribute to the Savoia S.21 seaplane from the movie Porco Rosso. The S22 was my first attempt at attempting a Seaplane in the game since they've fixed bouyancy, and because I'd just watched Porco Rosso I figured I'd have a go making something based on the (fictional) S.21 seaplane from that. Specifically I decided to try and evoke its apperance post-rebuild. However I didn't really fuss over scale that much, just hitting the rough proportions, and because of that I decided to name this as its own distinct design rather than passing it off as an actual recreation. Note: I'm putting screenshots from throughout the craft's development so some bits may be missing or present in some screenshots, and I didn't notice and fix the gap in the tailplane until I shot the stunts video. Design & Jank: Takeoff & Landing: Flight Performance & Video: Closing thoughts: I'm rather pleased with what I achieved with the S22, not just as a visual homage to the S.21, but also a plane that, jet engine aside, feels like it really captures the spirit of that sort of plane too. Its speed and handling feels about right, I really like the detail work I was able to add, and I think most poigniantly the fact that getting it to fly pulled from my knowledge of aerodynamics, or at least the game's aerodynamic model, felt appropriately pioneering. It's also just fun. I'm gonna definitely keep this one around for when multiplayer drops. Download Link: https://drive.google.com/file/d/16hA3IO-08gPiphQQojxPGyBUitV9NxF-/view?usp=sharing
  7. The latest example of overcontailing I ran into was because I made a tricolour tailplane out of several parts to get the multiple colours and that led to 3 or so different contails showing up right next to each other. so nodes doesn't fully fix the problem for all use cases
  8. Sorry for the bug report in 2 parts btw, I didn't expect the bug to keep on going on, I hope it didn't create too much extra paperwork.
  9. Reported Version: v0.2.1 (latest) | Mods: Commnext, Microengineer, Trim Controller | Can replicate without mods? Yes OS: Windows 10 | CPU: i7-10870H | GPU: RTX 3070 | RAM: 16GB COM for angled tailplane (Tail Connector B) is offset such that having the connector pointed to the side places its mass in the middle whereas pointing it up/down offsets its COM to either side (demonstrated in video). This has the result of giving any craft including this tailplane the tendency to roll if it is used as intended. Expected behaviour would be that pointing the tailplane to each side would shift the mass that way. Included Attachments: offsetCOMwrong.mp4
  10. Reported Version: v0.2.1 (latest) | Mods: Commnext, Microengineer | Can replicate without mods? Yes OS: Windows 10 | CPU: i7-10870H | GPU: RTX 3070 | RAM: 16GB The Diverterless inline air intake has 1t of methane fuel but doesn't show up in resource manager. Included Attachments:
  11. I tend to do a fair bit of constructing wings from multiple wing parts, either because I want to go for a shape with more than 4 points on it, approximate a curved ending, or even just include 2 control surfaces on the same wing. While the contrails are a nice visual touch it's quite annoying that whenever I make one of these composite wings, they end up producing a lot of contrails from what is often the dead centre of a wing. I think it'd be great to allow designers a little extra control over the contrails so we can tidy up designs to make them look their best.
  12. I've definitely heard stories of dev teams finding out they've been fired via news article, I certainly hope that's not going to happen here but in this industry anything bad is possible.
  13. I've also encountered the ocean disappearing in 0.2.1, The ocean returned fine after a reload
  14. Reported Version: v0.2.1 (latest) | Mods: Commnext, Microengineer | Can replicate without mods? Yes OS: Windows 10 | CPU: i7-10870H | GPU: RTX 3070 | RAM: 16GB Landed a lander on this spot in the mun highlands. Tried swapping away to a relay satellite in orbit and then back (I'm playing with Commnext) and when I swapped back the lander kept on spawning below the terrain. Works regardless of mods. To replicate it using the included save, swap to any other vessel and then back to the lander on (or rather below) the surface. Included Attachments: theonewhereyoufallunderthemun.zip .ipsImage { width: 900px !important; }
  15. I wonder if the game already has hooks for that in there somewhere, they'd need it for colonies
  16. Huh, figured this was a CommNext bug. Delighted to discover it's base game. For me this started showing up after I sent a vessel into deep space beyond the space centre's max specified range.
  17. I feel like this is more an issue of lack of physics easing in the current game than the structural integrity being borked. If you can get past the first couple seconds (such as using cheats temporarily or launch clamps) it usually sorts itself out soon after. Engine wise it's definitely among the more important features left that need to make their way into the game.
  18. Are there any plans to do anything interesting with launch clamps when launching craft from orbital construction yards. Like umbelicals or something along those lines?
  19. The Discord Dev Tracker box on the forums is throwing error messages about the bot not having the right permissions. Included Attachments:
  20. TBH I'd rather like a way to swap the speed measurements to mph, or at least km/h for rovers. It'd be very handy for being able to intuit if you're travelling at dangerously fast speeds. I mean, I can convert between m/s and mph well enough just not in the spur of the moment.
  21. I definitely wish the island runway had more... interactivity? Like, it definitely feels like a step backwards from KSP1 where you could climb the tower and had hangars to go in and out of. If it could be used as a test site for experimenting with adding colony bits on to make it suck less, like not necessarily as a tutorial but as a testbed deployment site or something along those lines, that would certainly make up for it though.
  22. As far as plane controls go I've found that the Trim Controller mod is just what the game needs for making flying planes long distance quite nice so it'd be great to see something like that make its way into the game proper.
  23. I don't think I've seen a github readme file collapse into a pile of code before now. They must have dropped support for something in the last 9 years or so. Definitely I can imagine a little side mission chain dedicated to setting up a prototype base somewhere on kerbin and set up a supply route to it could be both a good way to integrate setting up more stuff on kerbin to the game and make non-space-planes actually be relevant for a moment rather than completely just being beautiful looking bridge-flyer-underers.
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