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illectro

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Everything posted by illectro

  1. The equation of thrust generated by a Prop is efficiency*power/airspeed For much of the speed range props get about ~0.8 Beechcraft engines generate about 200kW of power so at 100km/h on the runway we'd expect about 5-6 kN of thrus.
  2. I think I want to start with guns only, and biplanes. (that way if you lose a wing you have spares!)
  3. I'm very conscious that you guys have already been doing this for some time, and I don't want you steal your thunder, but I'd really like to run an AI tournament on my channel as a precursor for future KOS challenges. Would there be anyone who'd like to participate in this series?
  4. I makes me sad that I'm completely unable to get this to work.
  5. Nope, I have too many young viewers.
  6. Of course it's legit. is it wise? that's the real question.
  7. I think I'm encountering a bug where the fairings won't appear in the staging diagram and can't be staged, it may be related to the fairing base sitting on another procedural part, managed to get the pieces to appear by building on a non proc tank and then replacing it.
  8. I came up with a few examples of fun things to do with smart parts - in particular if Remote Tech is installed there's some genuine uses for triggering parachutes and waiting to deploy antennae.
  9. Can't you just measure an object's deviation from starting position relative to those object's it's joined to?
  10. Indeed, I've been asking for this feature for a while, would also like a feature that switches into slow-motion timesteps if there's a stuctural failure so you can get instant slow mo when things break.
  11. I do hang out on IRC all the time, it's just hard to remain solidy engaged when I have a demanding day job too.
  12. So you updated this the day after I spent the eventing recording a video about this mod Well you can tell everyone that you've already fixed the bugs that I discovered.
  13. No I'm testing a static wing held on a structure with the wind blowing across it.
  14. It does seem to react poorly with the new FAR visualization, showing wings as stalled even though they're heading into the wind at a high enough speed.
  15. I just gave this ago and realised that it doesn't work for FAR with capsules descending in reverse. So I can't adjust my reentry angle and get a good landing site because I'm at 180 degrees to what's being used for the descent model.
  16. I'm just saying that allowing mods essentially lets me add a part that consumes practically no fuel, so it's pointless to allow mods unless you just want to see how heavily you can break the game engine.
  17. So ummm what's to stop me creating a mid with a monoprop engine that has ISP of 1000000?
  18. Don't put words into my mouth I fixed the HE3, since the built in method for acquiring HE3 is ridiculous, especially since you can get tritium (which is rarer and more expensive) with a number of parts.
  19. HUllo! Sorry I've been on vacation in Europe for 2 weeks so I haven't had much time to keep up to date with things - but - I did visit Skycorp at McMoons a couple of months ago - ISEE-3 Reboot - LOIRP
  20. Here's an example, there are a couple of small structural wings protuding in front of the air intakes and those both explode before the landing gear decides to destroy the whole aircraft.
  21. I've had a couple of wings explode at relatively low speeds and gentle flight, the logs says they collided with the launch pad - is this related to structural failures or something else?
  22. Unless they're large enough that the atmospheric density changes measurably from top to bottom.
  23. I seem to keep losing undercarriage during reentry, I need to star building my planes upside down.
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