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DYJ

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Posts posted by DYJ

  1. With the risk of sounding like a jealous bitch I\'m going to say that this thing is bit on the too high polycount side. 8 Parts at 10Mb compared to the millions(no idea how many they actually are but there is a metric fuck ton) of parts at 23Mb in sunday punches pack for example. And the geometry in between parts is fairly pointless, never the less it looks fantastic.

  2. I have never piloted an AN-2 so I\'m not going to argue in any direction, but most planes crash after hitting a tree.

    And jumping out of a crashing plane is only recommended if you have a parachute and you are above minimum parachute operating altitude.

  3. Watching the defranco show on youtube?

    Levitation caused by super conductive materials is nothing new, this has been around for years. Still pretty cool, but it\'s not until a material is discovered/created that is super conductive in 'normal' temperatures it can be used for something more exciting than levitating tiny objects.

  4. What? and Why?

    Currently most modders name their part folders with a prefix containing their name or an acronym giving you a list looking like to following:

    Modder1engine

    Modder1fueltank

    Modder1wing

    Modder1booster

    Modder2engine

    .... and so on

    What you propose would result in list that if sorted by name doesn\'t differentiate between modders/mod packs resulting in a scrambled less organized folder structure.

    In my experience it has always been easier to see if an engine is made by me,C7 or sundaypunch for example than judging them by their thrust. So I\'m not sure what you are trying to accomplish?

  5. I think you are circumventing the truth by using unmath atm, the volume of a cylinder is V=r2h and always will be. And according to the rules of math squares and routs of stuff has to be done first followed by multiplication/division and then addition subtraction last.

    The reason the difference between a radius of .5 and 1 is so large is since it\'s an exponential growth thing. Hope that made sense, don\'t think I ever tried to teach anyone math before.

    http://www.wolframalpha.com/input/?i=volume+of+a+cylinder

    Great site for doing math your brain can\'t handle.

  6. The 'Recommended Deviation Index' could later be used to determine the cost of modules when that gets implemented, a part with an RDI of 2 would be significantly more expensive than stock module while being twice as good. Cheat modules would get an RDI of over 9000 and would therefor be be impossibly expensive in campaign modes but still readily available in sandbox modes. This would need some kind of (exponential maybe?) multiplier to prevent ships using a single small but high quality fueltank to get to orbit.

    Module cost = stock module cost * RDI2

    The main challenge we have with the formulas is that there are a lot of different variables that need to be considered some of them very hard to quantify, one example of this would be the physical awkwardness of the module.

    A Hall effect thruster unit with a lot of large solar panels would need a greatly increased fuel economy compared to standard liquid fuel engine to make it a viable option, but how do we quantify the physical awkwardness of it\'s solar panel clad model?

    Other complications comes from air resistance, if it played a part in the LFE equation, a space-launched craft could be equipped with an engine with an infinite air resistance and infinite fuel efficiency and still be within the given parameters.

    This is why we need to get a proper discussion going and get the community involved in coming to conclusion we all can agree with.

  7. Finally back home. If you ever visit Sweden, stay the fuck away from commuter trains.

    You guys have managed to get surprisingly much done, the java thing seems to check out but the radius input should be changed for a diameter one and an option to manually input the area of non cylindrical objects would be great.

    I\'ll update the first post with stuff as we go.

  8. I propose a standardized part balancing system using equations to determine certain aspects of component characteristics, this would make it easier and most importantly faster for modders to make new parts as well as allow for challenge creators to allow a wider selection of parts for their challenges.

    For example:

    A liquid fuel engines fuel consumption/efficiency could be determined by it\'s weight and thrust:

    Fuel consumption = Thrust / (Weight x multiplier chosen by the community)

    In a similar manner fuel tanks can be balanced using standard values for fuel mass and so on.

    Basing these variables on the vanilla parts as far as possible would likely be a good idea.

    This is of coarse something that require some initial work as well updating when new modules are released and so on, but I believe there are plenty of highly active forum participants who could spend some of their time forming the IKAO International Kerbal Aviation Organization responsible for maintaining these standards.

  9. New stuff goes here

    Turboprop demo on page3

    Propfan demo on page4

    Xhsnm.png

    Gentlemen BEHOLD

    I bring you the Radially attached jetengine, inspired by the B-52s dual engine pod setup.

    Since C7studios is the current leading manufacturer of spaceplane parts the engines have been carefully tuned to match the performance of the C7 packs C7AX-301 engine. They can be applied directly to fuselage or mounted under wings (or on top if you are a silly).

    Textures are terribad, therefore the texture map thing included. A less sucky texture would be greatly appreciated, keep in mind that the UV-map might be as bad as the texture.

    Radially attached jetengine revisions:

    1.3 - Thrust vector updated

    1.2 - Reduced fuelcomsumption to match thrust reduction.

    1.1 - Reduced thrust and heatproduction, 20% reduction in thrust and heatproduction.

    1.0 - Release.

    DOWNLOAD

    X9DVL.jpg

    Heloskids, not much more to say.]

  10. The reason I chose to base my wing of your wingload1 part and not c7\'s wings is that he doesn\'t use milkshape and his .dae file therefor looks different. And your wingload1 part does work as a wing, but the low values you chose in the .cfg means that you simply need a lot of them to support any kind of airframe. My dragCoeff and deflectionLiftCoeff values are therefor closer to C7\'s values than yours. Which leads me to believe that ksp simply does not recognize my parts as wings.

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