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GoldForest

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Everything posted by GoldForest

  1. you only need 50 segments with 2 legs each. Also, why a 1000? I know you're joking, but a 1000 would be a millipede, not a centipede.
  2. So, has anyone else attempt to do a piston engine replica? I'm attempting it now, but it's kind of difficult, and I'm not that great at building complex designs. I got the core design down, I just can't get the cylinder to act right inside the cylinder housing. It's constantly wanting to bend out of the casing.
  3. Ah, okay, that makes more sense. And maybe the part could have some slip streams coming off the tips of the blades or dust particles. Nothing major, just a tiny plume.
  4. True. Hmmm. Kerbal powered hamster wheel anyone? Astroneer has wind in it. Ksp doesn't. And I think the reason why is because it would be too much of a resource hog. The game already chugs along at anything over 100 parts. Imagine a 100 part base AND wind effects? I would like to maintain the little FPS kerbal is managing lol
  5. Ah, hmmm. I see. Well, I guess if this were to get implemented, we would be seeing a lot of rocket powered gravity rings.
  6. Hmmm, so the rotary generator would only work when the rotation is slowing down? It wouldn't work when the rotor was running and actively rotating the ring?
  7. Well, I know it's not a good way to generate electricity, but it would at least work while you mess around on the station, and also there's a few roleplay KSPers who spend time outside of time warp. A gravity ring with a rotary generator on it would be able to at least stem the electrical bleeding on the dark side of planets, slowing the rate of energy consumption by giving some back.
  8. I meant to say maintain rotation for a little bit. I know it wont spin forever.
  9. I forgot about that, but yeah. That could happen too. Wind mills, kerbal mills(basically a kerbal pushing a wing around a rotor), jet mills(het powered wind mills). Though, I doubt Squad will add wind any time soon, as calculating wind effects would be quite the resource hog.
  10. Basically what it says. I think Squad missed out on adding a new form of electricity, electric friction/rotary generators. Now, I have no idea where rotors are in the career mode tech tree, but imagine they are far down the road. So i was thinking, why not give us a way to take all that rotational energy and turn it into electrical energy. Now i know what you're probably thinking. Too OP, basically free perpetual energy at no cost. And you'd be right, but the generators could be set to supply a lower energy amount than what the rotors need to run. But now you're making the generator useless by making it provide no benefit at a cost, right? Not if you allow daisy chaining. That's right, placing multiple rotary generators and connecting them end to end so the rotary energy is transferred between all of them. It's not the best setup, but I'd imagine that rotary generators could be quite useful. As for the ratios, I'm not a modder nor do I know how to balance a game, but I would imagine a 1:5 ratio would be fair enough, at least for the large rotor. 1 rotor:5 generators. And given that rotors maintain rotation after being turned off, you get a gain in energy because you're not wasting electricity. Just a thought I had. Would like to hear what others have to say on this.
  11. The reason the rotors aren't that good for helicopters or planes is there's speculation that real prop parts are coming to KSP in a future update or in the next DLC next year. And the rotors aren't engine parts, their mechanical robot parts. They were never designed with props in mind. That and there's a limit to how fast the homemade props can spin.
  12. I made a tutorial on how to make a gravity ring station. Find it here.
  13. Did a test for problem 3, results are in the OP. Added craft file for anyone that wants to learn how to make a gravity ring station with the new parts.
  14. For the crane idea, if you want to go stock, just use the claw... .. .. .. .. OMG! CLAW MACHINE IN KSP!
  15. Guys, I posted all the timezones, and im sure they account for DST. Just look at your time zone and see. I'm pretty sure all the times are right, as I got them from a timezone website. When Mexico City hits 12pm, the dlc should be released.
  16. Might work, let me know how that goes. I'm going to test my jet engine powered rotation method
  17. Kind of have to. The new features dont show up in old saves, and I mean the surface features.
  18. Same here. I can get a lot of my planes off the ground thanks to tricks I learned, like hiding wings INSIDE the fuselage.
  19. Squad is in Mexico which does use Daylight Savings iirc. And they live in the CST time zone. So they did apply daylight time. So it's 1pm EST. 12pm CST. 11am MST. Etc.
  20. Well, I got the times for a timezone site and they probably took countries that do and dont use daylight savings into account.
  21. The game as a whole could be considered steep learning curve. Having to learn Delta V, transfer times, and the likes. Those things take time to learn, and can be difficult to calculate imo. Building a rocket, I would say is moderately low on the learning curve. God knows I spent hours learning how to not make my rockets do front flips or to pitch over and start heading back to the KSC. Building a plane, is moderately high. Have to learn COM and COL and COT to make a craft stable enough to fly. Getting to the mun? Low Getting to Mimmus? Medium Getting to anywhere else beside the two moons? High.
  22. Not a problem, just wanted to help everyone so it was clear when it drops for them.
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