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Thread: [0.90] Ferram Aerospace Research: v0.14.7, 4/2/15

  1. #1

    [0.90] Ferram Aerospace Research: v0.14.7, 4/2/15

    Update to version 0.14.7!

    [Spoiler: Scott Manley videos of FAR]


    • Shape-Based Aerodynamics - Long, thin shapes drag less than wide, flat shapes, and smooth changes in body width reduce drag. Tall rockets good; pancake rockets bad.
    • Wing Effects - Realistically adjusts lift based on wing position and configuration: wingtips lift less and drag more than wing roots.
    • Stall - Passing the critical angle of attack suddenly reduces lift and greatly increases drag. Can put planes into tailspins, flat spins, and cause crashes.
    • Mach Effects - Lift increases with Mach, and drag peaks to Mach 1 and drops-off. Maneuvering at high Mach can sunder your plane.
    • Body lift - All parts lift: a fast enough brick will fly, if not that well.

    The FAR Flight Systems module is added to cockpits, displaying Mach number, atmospheric density, and lots of other flight data; also includes simple stability augmentation systems.

    Note: This mod disables itself on 64-bit Windows builds of KSP to avoid exacerbating its inherent instability. Users are encouraged to switch to either the 32-bit Windows build or the 64-bit Linux build, which are far more stable.

    Part.cfg changes powered by sarbian & ialdabaoth's ModuleManager plugin.

    Toolbar powered by blizzy78's Toolbar plugin.

    Copy the GameData and Ships folders into the KSP root directory and merge them with the existing GameData and Ships folders.

    Make sure that you copy over everything in the GameData folder. Serious issues will occur unless this is done.

    [Spoiler: Recent Changelog]

    FAQ - Common Questions and Solutions to Common Problems

    Does this mod make nosecones and other aerodynamic parts behave realistically?

    Yes. Nosecones and such are necessary to make your plane or rocket fly at a decent speed in atmosphere; unaerodynamic shapes will suffer absurdly high drag or stability issues, and may even disintegrate under the forces applied to them.

    I tried to fly my standard gravity turn into orbit and my rocket flipped out and then broke apart. What happened? Is this realistic?
    The standard KSP "gravity turn" is pretty much the worst way to fly a rocket with FAR installed. The 10km vertical climb followed by a 45-degree pitch over maneuver (note: this is not a gravity turn) causes the rocket to become unstable because it can cause the drag and lift of the upper sections of the rocket to overpower whatever stabilizing elements might be at the bottom of the rocket; this can also happen in real life. Do a proper gravity turn; start it low in the atmosphere and keep aiming prograde through the atmosphere. This should allow you to control your rocket even with the most finicky of designs.

    I don't like my rocket coming apart under heavy aerodynamic loads; how can I turn it off?
    In the Space Center scene FAR has a debug menu that can be accessed to mess with a large number of the parameters. Under the "cheats" section of the first tab there is an option to disable aerodynamic failure.

    Does this mod fix the "infiniglide" bug with stock control surfaces?
    Yep! Deflecting control surfaces with FAR will increase the drag of your vehicle, not speed it up. Magic turbines, flapping probes, and other infinite-motion vehicles are not possible with FAR installed.

    Does this plugin work properly with other mods / part packs?
    Sure; FAR figures out what the properties of the part should be based on its dimensions and some basic aerodynamic assumptions. If you use a mod and suspect that it causes unrealistic behavior, search the thread to see if it has been brought up / addressed by the latest release; if it hasn't, feel free to bring it to my attention. The only exception is with wing parts, which are more complicated and currently must have their properties specified manually.

    Does this plugin make payload fairings and cargo bays work properly?
    It is set up to identify parts labelled "fairing" or "cargo bay" and apply the proper effects to them and the other parts the affect. Since all of these parts are 3rd party mods, incompatibilities may occur; if you find an issue like this, bringing it to my attention along with the craft file suffering the problem can go a long way to fix it.

    I can't seem to turn off the Flight Assistance Systems... what's going on?
    In the Flight Assistance GUI every button that is pressed activates a control system; when none are pushed down no control systems are active. I suspect that you've actually created a poorly designed craft and that you're attributing aerodynamic forces that you're not used to dealing with to non-existent control inputs.

    Do I need ModuleManager?
    Yes; it is used to properly apply aerodynamic properties to stock wing parts and re-balance the stock jet engines to have more reasonable performance. If you do not copy it over FAR will not function properly.

    I'm using MechJeb and it's telling me that the terminal velocity of my vehicle is *insert huge number here* / Why is MechJeb saying that there is no drag force on my rocket?
    MechJeb does drag estimates based off of the old stock drag model, which FAR zeroes out. Long story short, the reason it's not measuring any drag force is that it's looking at the wrong fields to measure drag; it has no idea that FAR is applying drag now. Sarbian is currently working on code to allow MJ to work with FAR.

    I've installed FAR, and the GUI isn't appearing in the Editor or in Flight; what's wrong?
    It's possible that you haven't installed FAR properly. Make sure that the FerramAerospaceResearch folder is properly placed in the GameData folder and that ModuleManager is placed in the GameData folder. If problems persist, make a post containing your output_log.txt so that I can try and find the source of the problem.

    The GUIs don't appear to load; what gives?
    It's possible that the GUI has loaded off of your screen. Go into GameData/FerramAerospaceResearch/Plugins/PluginData/FerramAerospaceResearch and delete config.xml. This should fix the problem.

    I'm using the win64 KSP build and FAR doesn't seem to be functioning. What gives?
    Due to the instability of the win64 KSP build, FAR will disable itself on that build. This is to ensure that any issues caused by the win64 build can be definitively traced back to it. FAR is not supported on the win64 build, and you are encouraged to use either the win32 build or to switch over to linux, as both of those builds are much more stable.
    Last edited by ferram4; 2nd April 2015 at 14:40.

  2. #2
    Awesome! Looks like a great plugin. Keep up the good work.

  3. #3
    Rocketry Enthusiast
    Join Date
    Aug 2011
    C7 needs to see this... At last I can make planes with more realistic post-stall maneuvering
    Royal Kerbal Military and Air Force orbital fighter pilot

  4. #4
    Junior Rocket Scientist
    Join Date
    Feb 2012
    Currently 30,000KM up.... and accellerating fast!
    yay. Finally my planes will actually get lift from uber massive wings at ultra-high altitudes...

  5. #5
    Rocket Scientist Blinkin's Avatar
    Join Date
    Aug 2011
    The Netherlands (EU)
    Amazing, C7 needs to see this. Might be a very nice addition to the gamer.

  6. #6
    Can somebody please send me a link to a modified version of this that removes the ability to specify an axis on a control surface? It is very frustrating to have to change the settings every flight.

  7. #7
    Rocketry Enthusiast
    Join Date
    Aug 2011
    Why would You want that? It's better to change setting every flight that not change them at all
    Royal Kerbal Military and Air Force orbital fighter pilot

  8. #8
    Random, I'm currently working on something to fix that, in the mean time, you can switch the axis before physics starts, since you're just waiting there for a few seconds anyway. I agree, it's annoying, but it's currently a means to an end.

  9. #9
    Quick question, do I use less fuel the higher I am (not sure if its in the game). Oh and I agree its a little annoying having to change the axis every time but it's amazing that I can actually do it so I'm not too bothered.

  10. #10
    Sr. Spacecraft Engineer
    Join Date
    Sep 2011
    Dallas, Texas, USA
    Depends on the aircraft. Normal jet engines get more efficient with altitude. Piston engines stay about the same. However, Ramjets and Scramjets get more efficient with speed and remain about the same with altitude, however the limiting factor with them is heat. The lower altitudes cause these types of engines to get hot much faster due to air friction thus they are only really good once you get into the upper atmosphere where you can go faster with less air friction.

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