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Everything posted by sashan
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Why, why rectangular windows again?
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
sashan replied to K.Yeon's topic in KSP1 Mod Releases
As for FAR support... Wings work with it, partially. FAR can detect any surface as lifting, so the plane flies, but a little bit like brick out of catapult. The control surfaces have minimal effect. Would be nice to have proper FAR support, since there are just few wing parts, it won't be that difficult. FAR makes planes mucm more enjoyable, once you learn how to build them. Personally, I'm graduating as aerospace engineer, so I understand all the flight dynamics terms very well. Oh, and the mod really needs Valkyre-styled VTOL engines. After all, we already have Valkyre-style wings and fuselage. Not sure how to integrate them into modular wings and make user friendly at the same time tho. I could try making FAR config, but I need to know precise dimensions of every wing. Root chord, tip chord, taper ratio etc. Measuring them in SPH is possible, but doing it n Blender is much easier. -
[1.4.x / 1.3.x / 1.2.x] Hawkspeed Airstairs [ v0.8.1 @ 2017-06-05 ]
sashan replied to cakepie's topic in KSP1 Mod Development
I want to say thanks. My KAX+FAR airplanes were so incomplete without this. On a side note, I would like to see crew tank in a similar style. Not necessary with ivas... But still -
Do you mean forestry with physics? I guess that if you use random number generator with same seed each time their (maybe per save?) position would not change so that no potential physics clipping on reload would occur. This may have a great potential in replacing or supplementing stock terrain scatters
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[1.0.4]Better Buoyancy v1.4 - obsolete as of 1.0.5; 7/29/15
sashan replied to ferram4's topic in KSP1 Mod Releases
The problem is that jet engines are basically just nozzles. Real ones are much longer. -
I've made a config, based on the one posted a while ago in this thread. However it still flies like a brick out of catapult. All kinds of oscillations and instabilities, despite COM and COL being in correct places with angles of attack and sideslip below 5 or 10 degrees. Front canards need to turn quicker. Also, due to the nature of available automated control systems it can only be flown manually.
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Ven's stock revamp has te ability to prune stock parts. Go to the directory of the stock docking port and remove .bak from the ends of the file names. Although I would really like to keep docking ports stock with that mod. As for Kerbals... Maybe it should hold 4? More than mk1-2 but not too much. No more than 5 certainly.
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Docking ports that are put into such shape that they dock themselves right after launch are your friends man. An old KSP hack. Would be nice to have it done in an easier way.
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Bahamuto Dynamics had a plugin for animated deployable engines. Check his thread.
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I could use some help setting up a double tracking solar panel
sashan replied to Nycidian's topic in KSP1 Mod Development
Have you set the suncathers up? I believe there should be two of them, for both panels. -
Actually, if you make an eva tether, you'll be my hero. Even if it behaves like kas winch cable. Not sure if it goes to KAS thread tho.
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[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
sashan replied to Porkjet's topic in KSP1 Mod Releases
Well, my interplanetary ships are often unbalanced, i.e. have a lander or a capsule docked to the side. -
The shape of openings for legs must match the pattern of heat tiles. Also, they won't land on heatshield tiles - that destroys the whole "fast reusability" concept. The tiles would swing outwards like gear doors on planes, exposing landing leg dish. Nice windows btw. Make a ton of difference. Maybe add black frame around them, like on the Shuttle? Also, would you add RCS ports? Real capsules have no reaction wheels, you know.
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Here's what I was talking about with windows. EDIT: Or even like this one.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
sashan replied to Ven's topic in KSP1 Mod Development
It must be connected with allow collision flag somewhere... That line with attach rules? Is it possible to add an attach node at the bottom of large monoprop engine? It looks great as Orion engine - cause it is clearly modeled from the same AJ10 engine. I generally use procedural fairings interstage adapter to attach the service module, but it still requires free attach node. Another idea: Ariane-5 booster styled nose cones. Slanted ones, maybe even with parachute. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
sashan replied to Ven's topic in KSP1 Mod Development
Looks great. Would it be possible to get an engine from the liquid fueled booster as a separate part? -
KAS is your friend.
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Looking nice so far. The only thing that may use correction are windows. From my modelling experience I've learned that one should never use existing polygons for them. Either cut out a needed shape or at least apply some bevel with zero height. You've got window connected right to hatch, and windows almost never have sharp edges in aerospace. Because of material fatigue.
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Tumble?
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Maybe it would be better to use stock docking port? Or stockalike one, with different base but same docking ring and hatch. As for FAR - if you set it up like the stock shielded port it would work.
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Is this correct code to detect all LFO fuel tanks and decrease their mass? I want to make a minimod for FAR and NEAR to decrease fuel density but keep tank mass fraction, as rockets are all extremely small now. @PART[*]:HAS[#category[FuelTank]]:HAS[!RESOURCE[*],@RESOURCE[LiquidFuel],@RESOURCE[Oxidizer]]] { @mass *= 0.75 }
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No, I'm asking the whole community. Should I PM Snjo? Still I was able to takeoff. Just like that Jet Blue airbus landing. By the way, made it to orbit with NEAR. I've got center of mass exactly at the cargo bay center, and it immediately flew perfectly. Cargo bay is put there for a reason on real one. Got over 2k dV left. Engines are overpowered as well - over 2x TWR at start with airbreathers, 9.0 TWR on burnout. EDIT: Can't get imgur to work. Here's the direct link. http://imgur.com/a/yxtO8#2