736
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Posts posted by 736
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Do you have any plans for a rotary launch assembly? For bombs and missiles?
Like This:
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how do you use the catapult? I'm assuming you have to use the new unimplemented landing gear right?
If not, I'm probably just behind on info.
Nvm its in a different download. I thought you said you were releasing it with BoatParts in a video
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Are the Events testing for stuff like crash tolerance and off road performance? If so, can I remove my original craft from the competition and enter a whole new one in its place?
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Please read this:
I have tried the 7.0 pre-release, and enjoyed the procedural engines. However I noticed a mistake, but most certainly not a bug. Radial engines do not have inline exhaust pipes in real life, and most do not have any visible exhaust pipes for example:
Notice how on this F4U Corsair, despite the large, high-power engine, the exhaust is removed through openings covered by flaps.
Another exhaust method for radial engines is common on Japanese late-war planes, like the ki-84 Frank and the improved zeroes (A6M5).
A6M5 Zero:
In the image, you can see that even though this plane has exhaust pipes, they are not running lengthwise along the plane, they are in a ring around the nose.
However, inline exhaust pipes do exist, and are present in planes with inline or V configuration engines, like the P-40:
I encourage you to use the inline exhaust pipes for a different engine, but adding them to the radial engine is inaccurate compared to real life.
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Am I allowed to submit another craft?
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This Craft Is No Longer In The Competition
some issues with performance led me to redesign my entry for better results in events
This post will remain here anyways though
Bugatti Veyron Super Sport Replica
(High Part Count)
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Modeled after the world's fastest street car, the Bugatti Veyron Super Sport features a stunningly accurate, high detail, interior and exterior. A modified wheel configuration allows for moderate suspension and high acceleration for its weight. However, its high part count and complex structure means that it is not stable if you should be in a crash. To compensate for a low body, both bumpers have metal plates to shield the more fragile body from the ground when coming off a poor transition from a steep incline. The car handles wonderfully, and can handle even 90 degree turns at high speeds.
Specifications:
Top Speed: 21.2 m/s
Brake Quality: 6 sec. from 17 m/s to a complete stop
Acceleration: 10 sec. from complete stop to 17 m/s
Part Count: 328 parts
Cost: 231,238
Turn Rate: 13 sec. to complete a circle at 17 m/s
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Awesome. I'll get working right away! However, I do prefer prop planes if you don't mind.
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I would get this mod, but I have one criticism preventing me from downloading.
Don't you think the turbojet engine should be a Turbojet? I dislike the thought that my high altitude planes have to be remade with another heavy engine. I think you should make the ramjet its own part instead of changing another (commonly used) engine's name and purpose.
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I found what is with overweight bombs.
It does something with BoatParts.
It worked as intended without but very badly with BoatParts.
Man-Dingo Max speed without boatparts is 160m/s fully armed.
With boat parts max Man-Dingo speed is 28.5m/s.
Maybe code or something.
Boat parts are pretty heavy. Also 28.5 m/s is really fast for a boat
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I just finished getting liquid radiators in... took a few hours to figure out how I wanted to do it. Based off the me109 of course to match the db605. You can have any number of rads, of course they add drag so you only want so many as needed for the engine. Plus side is they are a lot more stable in dealing with overheating than an air-cooled, but the price is that they are aluminum and are a few more things that can be damaged, pop a hole in one and you're awesome engine will easily overheat. Last step now will be adding all the damage conditions for Skillful compatibility, and possibly getting a diesel for vehicles or boats, not sure if that will make it in or not yet.
BTW yak-3's have two small radiators; one at the base of each wing. However, they lacked a radiator on the nose
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I just finished getting liquid radiators in... took a few hours to figure out how I wanted to do it. Based off the me109 of course to match the db605. You can have any number of rads, of course they add drag so you only want so many as needed for the engine. Plus side is they are a lot more stable in dealing with overheating than an air-cooled, but the price is that they are aluminum and are a few more things that can be damaged, pop a hole in one and you're awesome engine will easily overheat. Last step now will be adding all the damage conditions for Skillful compatibility, and possibly getting a diesel for vehicles or boats, not sure if that will make it in or not yet.
It's not called Me-109; it's Bf-109. Sure, Willy Messerschmitt did design it, but for some reason the 109 and 110 have different names, Bf. Idk why.
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Is that a Bf-109e? I'd like to see it in yellow
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I'd like to see yak-3 radiators and liquid cooled engines as well
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The zero's maneuverability was more due to its large engine making it easily able to outmaneuver old American Wildcat fighters and about on par with naval corsairs later in the war when the hellcat came out Zeros were shot down in droves by American pilots. Despite being significantly heavier the hellcat had bigger guns and a massive (comparatively speaking) engine making it no contest. Moral of the story weight reduction doesn't always mean better there is a critical balance between mass and power
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If your referring to Zeros that was late war when the Japanese were out of spare parts and patching them with anything they could find
What about model 52: a6m5? It still retained better maneuverability. Zeroes were lighter, however. Look up your facts.
Edit: engine strength doesn't necessarily mean maneuverability. Explain to me why lagg-3's can't turn or go fast, but a yak 3 can turn more than twice as fast.
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Extra Super Duralumin? Could probably just use Aluminum like the other plane parts Id guess.
That's too heavy; in the war Japan didn't use self sealing fuel tanks And used minimal armor to save weight. They weigh about half the weight of your typical American propeller fighter, and therefore zeroes are much more maneuverable.
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I feel trolls with ICBM's and Newbies trying to dock to stations... and crashing... and complaining... and lots of blaming.
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Sounds interesting, wood, hardwood, aluminum, aluminum2, lightsteel, hardenedalloys, steelarmour, compositearmour - for now
wood is of course weakest and should be used for sensitive things like lights which might break easy,, or snjos ww1 aircraft parts
aluminum is parts which rely on a light aluminum skin to perform their function like aircraft wings and normal fuselage.
aluminum2 is a reinforced structural aluminum with stronger bulkheads, cockpits and some fuel tanks
lightsteel is generally for steel parts aka mild steel, landing gears, ship hulls etc.
hardenedalloys are for engines, or other parts made for specialized functions that are would require the extra expense.
steelarmour is typical hardened steel, battleships, normal tanks, armour plates etc.
compositearmour is the best combination of special steels, alloys, ceramics, and any other materials. The most high tech modern tank would use this.
There will be reactionary code created, wherein choosing a harder material will increase the mass and cost of the part accordingly. Can't have compositearmour ww1 bi-planes flying around can we?
Is there going to be a lighter, un armored metal like in Japanese zeroes?
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The fairing bases appear, but i can't seem to find where the textures, configs, or models for the actual fairings are not there, so of course they don't appear in game. I downloaded the file again, and it still does not contain fairing part files
nvm, i only installed the KWzit and not the fairing-tex. I never read carefully
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Mine works with the latest version. Hmmm, check the directories of my fairings, it might be capitalization. Also, do the textures appear?
The fairing bases appear, but i can't seem to find where the textures, configs, or models for the actual fairings are not there, so of course they don't appear in game. I downloaded the file again, and it still does not contain fairing part files
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The parts do not appear at all, I can't see a reason why this would happen. The part configs and textures are all there
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Do you have PFairings installed?
i have the latest version, and yes i did put the stuff in Gamedata
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I cant get the fairings to work; i am absolutely sure I installed it correctly though. Is there a mod you know of that conflicts with this?
edit: besides active texture management, but i used the fix configs by Greenskull, so what am I doing wrong?
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Your mod here has a terrible habit of spontaneously disassembling my spacecraft as well as my rescue spacecraft and flinging debris in every direction. I blame the physics thingy.
I agree with this; radially attached and slightly clipped parts collide with each other, even on the same craft. This is a big problem for complicated crafts, as parts may clip with each other. It has also rendered the stock "radial attachment node" part useless: it is a bit inset in the part it is attached to.
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This mod is looking good, I spent last night making a BM-13 Katyusha, and a Patrol Boat. Can't say how fun this is.
I'm looking forward to more updates in the future. Tonight I plan to build an Self Propelled Gun.
Which gets me to my wishlist.
76mm , 88mm, 105mm Ap Tank Guns
105mm, 155mm, 240mm HE Howitzers
More armor plating.... Thanks
I wish you the best of luck.
+modern torpedoes (with tubes to launch them from), rotary guns, and more naval gun sizes
Video Wednesdays: Spirit of Kerbin
in KSP1 The Daily Kerbal
Posted
wow. looks interesting