EvenFlow

Members
  • Content count

    130
  • Joined

  • Last visited

Everything posted by EvenFlow

  1. EvenFlow

    What did you do in KSP today?

    Hm, this may look visually similar, but the glitch I experienced and described is purely visual, it does not involve any part movement at all. It seems like the bug messes with how the parts are drawn on-screen, not with how they are positioned physically.
  2. EvenFlow

    What did you do in KSP today?

    I dont think it's the same. Regular z-fighting only occurs in areas where parts overlap. When this glitch gets severe enough it affects the whole craft. Craft which dont use clipping are also affected too, if I get to filing a proper bug report later today I'll try to include some pics.
  3. EvenFlow

    What did you do in KSP today?

    This glitch has become my worst enemy since 1.4 came out. I've noticed some stuff about it so I may try to contribute: 1. The glitch seems to be most pronounced near ground level, up to about 150m when only a single craft is within the physics range and will gradually build up the longer you stay at low altitude. It does not happen all the time with only a single craft but it usually does. 2. When other flying craft are within physics range the glitch gets more noticeable. The further away the craft are from each other, the more Z-fighting and flickering occurs. Again, this seems to be a bit less prevalent at higher altitudes. With low separation the Z-fighting is negligible (but can sometimes still occur, especially with camera zoomed out and clipped parts (not clipped as to ensue traditional Z-fighting though, just close to each other on one or more axes). 3. As mentioned before, the amount of z-fighting when the glitch occurs is proportional to the camera distance from the craft. 4. The most interesting aspect of the glitch for me is that when ANY vessel is within physics range on the ground / splashed down, whether it be a craft or debris, all craft within load range experience severe Z-fighting. This only seems to occur when there is a combination of flying/landed craft. When the glitch starts it does not go away after the flying craft is landed (When loading both craft to runway/pad from any interface it usually does not occur.). 5. With a single flying craft, the glitch seems to greatly increase in intensity after landing, this effect does not go away until a certain altitude (150m in my case) is passed and if the craft goes under that altitude it will show up again. Reverting or loading a quicksave seems to reset this effect in these exact conditions. 6. Moving craft with VesselMover over big distances causes extreme glitching. 1-5 apply to both stock and modded installs, 6 obviously applies to VesselMover equipped installs. All these characteristics point me to believe that this bug is caused by some sort of float inaccuracies in the data structures which hold info about the positioning of parts, almost as if the game couldn't decide where to exactly draw the part textures. Since the position values are probably some sort of floating point types, and I presume they are updated every tick of the game clock, perhaps there is some sort of a float instability which throws off later calculations, thus elevating the problem further and leading to more extreme glitching. (all these changes seem to be more or less gradual, never snappy in nature which supports this "domino effect" theory) Oh, I'd also like to point out that these glitches sometimes occur not only between different parts, but sometimes between different sections of a single part - For example on stock airplane cockpits the windowpanes, the white hull of the part and the black window frames start becoming all "jelly-like" and clip through each other when the glitch occurs. EDIT: I've recorded it some time ago so here's what it looks like. This is not too severe and shows the case of glitching after landing the plane as described earlier. It can sometimes get far more extreme than that, similar to the screens provided by @Kronus_Aerospace.
  4. EvenFlow

    What did you do in KSP today?

    HNGHHH I WAS NOT PREPARED HOLY SH** IT'S BEAUTIFUL
  5. EvenFlow

    What did you do in KSP today?

    Finished work on a little cinematic showcasing my new 1:1 stock N1-L3 moon rocket replica. It still requires some detailing but the shape and overall functionality is there and it passed flight tests admirably. It's a part of a bigger project of mine currently unwinding on reddit but I'll elaborate on that when it's done.
  6. EvenFlow

    Work-in-Progress [WIP] Design Thread

    Something big this way flies. 108m big.
  7. EvenFlow

    What did you do in KSP today?

    You technically shouldn't be making boats fly but engineering stereotypes are not telling me how to live my life for sure, pfsh.
  8. Bumping the thread to not make another one, the Eagle received a long due rework.
  9. The F-15C Eagle was a development of the F-15A air superiority fighter which introduced a glass cockpit, modernized avionics and new weapon systems. It also extended the F-15s range which was sub-par in the first versions. The F-15 up to this day stands as a backbone of the USAF and is one of the most successful air superiority fighters to ever enter service. Built with the not a pound for air to ground doctrine in mind it combines superior aerodynamics with high wing area and lifting body design to acheive unsurpassed energy retention and maneuverability. AG1 controls the afterburners. CRAFT LINK: https://kerbalx.com/EvenFlow/F-15C-Eagle v1.0 - Initial release v1.1 - Wing strakes smoothed out v1.2 - Horizontal stabilizers control authority has been adjusted, maneuverability increased by a small margin. v1.3 - Engine position tweaked to be more realistic and seamless, dry thrust values adjusted to match the real Eagle’s top speed at sea level, subtle improvement of aerodynamics resulting in a 10m/s increase of top speed at sea level. v1.4 - Rigidity of the nose assembly improved. v1.5 - Strutting improved, some miniscule part displacement behavior after discarding fuel tanks has been fixed. v1.6 - Strutting further improved, part displacement when staging is now as far as I can see inexistent. Fuel flow order adjusted to maintain better maneuverability with lower fuel supply. v1.7 - Roll rate massively improved, horizontal control surfaces adjusted to better match the shape of the actual F-15. v2.0 - Complete rework of the airframe and the canopy.
  10. EvenFlow

    Fighter Jet Pics!

    Well I've got plenty of these. I don't do anything apart from fighter jets in this game to be perfectly honest. WELL IN ANY CASE SAY NO MORE FAM:
  11. EvenFlow

    Work-in-Progress [WIP] Design Thread

    I've dealt with a similar issue with my Tomcat a while ago, just try to stick some extra wing surfaces into the rear part of the airframe, this should stabilize it significantly. The main issue are the wing panels used in the nose since they are far away from the CoM and thus induce high torque at relatively low AoAs.
  12. EvenFlow

    Work-in-Progress [WIP] Design Thread

    Remade my Su-27S and made some extra variants while I was at it. And the fact that the Su-33 is a bit more than a Su-27S with canards and a tailhook was also taken into consideration so there's plenty of nice extra details.
  13. EvenFlow

    What did you do in KSP today?

    I'm trying to make a little movie with all the stuff I've made over the past months. The goal is to make it look and feel the way this thing sounds: https://open.spotify.com/track/019DfdFpqsFPE51yg3zlRM?si=JTQZLkfRSwyUAPeEqr-jfg
  14. Another major rework done, this time to the nose section. Bumping it for anyone who could want to update their 'Cat.
  15. The Tomcat has always held a special place in my heart. As a child, I used to rewatch Top Gun over and over and build scale models of the famed big fighter. Even today, I still believe it is one of the most beautiful and innovative airframes ever concieved and constructed. Even if it won't take it to the skies under US Navy roundels ever again, I have decided to give it a second life in the skies of Kerbin. Here is my replica of the F-14 Tomcat - the most successful variable-geometry fighter to ever enter service. INTRODUCTION: The "stock" part of the title is actually a bit complicated. In this replica, I've decided to opt for visual accuracy and performance over anything else, and thus I could not fit in a bulky stock bearing system that could handle the stresses on the wing surfaces properly. At the same time, a Tomcat without it's variable-geometry wings isn't a true Tomcat of course, thus, I've resorted to a different solution. Parts that make up the aircraft are completely stock and you are free to fly it out of the box. Swing-wing capabilities though are provided via a handy mod called DockRotate which I will include below. It doesn't add any parts or functionalities besides making the docking ports capable of rotation. I believe this is the best compromise I could manage. It allowed me to place the wing bearings in their correct position (I've actually read some blueprints to make sure they are correctly modelled) while maintaining the sleekness of the wing gloves themselves. The mechanism operated extremely smoothly and I'm very satisfied with the result overall. INSTRUCTIONS: The Tomcat has extremely comparable performance to my other jet fighters. Due to it's unconventional wing layout and behaviour it has a few small details worth knowing before you take it to the skies and buzz some towers. 1. Takeoff: This one is pretty straightforward. Don't use excess yaw and roll as in all planes in KSP when rolling, feel free to use flaps (AG6) and rotate at about 90m/s. Tailstrikes shouldn't be possible unless you have your tailhook extended which would be unusual for takeoff. 2. Landing: The Tomcat has some beautiful handling characteristics when landing. Remember to land with wings extended, with wings folded under 200m/s the aircraft may be very underresponsive, albeit in emergency situations landing with wings folded is absolutely viable as long as you keep your speed about 30m/s higher than usual. The stall speed depends on your fuel load but with about 50% of fuel (which is about what you will be landing with for the most part) sits at around 40m/s. Optimal approach speed sits at around 60m/s or whatever other speed that allows you to slowly lose altitude while maintaining mild nose-up attitude. AoA for touchdown should sit at about 10 degrees. You can extend the brakes (Brake buton), flaps (AG6), and the tailhook (AG5) if you need to bleed off speed. With drop tanks attached be careful not to slam down too hard as this can damage the tanks. 3. Overall flight behaviour: Some quirks the Tomcat has: Since it uses it's elevons for roll control it can sometimes take a few tenths of a sec to achieve it's max pitch rate if coming out of a roll. Keep that in mind if you need to pull up hard from a dive for example. Other than that just keep in mind that it's a big and heavy fighter. Also be aware that flight behaviour will change depending on the wing sweep: 20 degree sweep will favor turn rate and responsiveness at low speeds while folded wings will increase roll rate and energy retention at higher speeds. 4. Operating the wing mechanism. The wing mechanism is the central part of this replica. With DockRotate installed, AG1 and AG2 are assigned to increasing and decreasing the sweep respectively. Main guidelines are: - Only change the sweep when not maneuvering. After the wings are locked in position you are free to push the 'Cat as hard as you like. - Change the sweep at speeds of 240-250m/s and higher. Lower speeds will not break the pivots but they will put unnecessary strain on the wings. - Don't try to unfold the wings when they are already unfolded or fold them when they are already folded. One click of the proper AG will put them in their correct position. ACTION GROUPS AND FUNCTIONALITIES: Stage - Detach the drop tanks. Brakes - Deploys the airbrake, engages wheel brakes. AG1 - Toggle afterburners. AG2 - Wings folded (With DockRotate). AG3 - Wings unfolded (With DockRotate). AG4 - Toggle tailhook. DOWNLOAD LINKS: DockRotate (Optional, enables variable-geometry wings) (Thank you @peteletroll!): https://forum.kerbalspaceprogram.com/index.php?/topic/170484-141-dockrotate-rotation-control-on-docking-ports/ CRAFT file: https://kerbalx.com/EvenFlow/F-14B-Tomcat Enjoy! v1.0 - Initial release. v1.1 - Some tiny details polished out, missing autostruts added where possible. v1.2 - Nose assembly smoothed out. v1.3 - Ventral fins aligned properly, strutting improved. v1.4 - Minor changes to the tail section to make it appear smoother. v1.5 - Changes to the tail section and nacelles to make them appear smoother overall. v1.6 - Aerodynamic improvements, top speed increased by about 5m/s overall. v2.0 - Major overhaul of the whole airframe. Airframe reinforced, wing gloves remodelled, wings refurbished to appear cleaner and more accurate, wing sweep corrected to match the real aircraft, horizontal control surfaces updated. I highly recommend updating your craft if you have downloaded a previous version. v2.1 - Aerodynamics improvements, antennas are now modelled better. v2.2 - Tiny changes to the positioning of the fuselage panels in some places to increase the overall smoothness. v3.0 - Complete rework of the nose section, the replica is now fitted with a cockpit which closely resembles the real F-14.
  16. EvenFlow

    Work-in-Progress [WIP] Design Thread

    Vernier engines tilted to the side work very well for the oval shape of that particular glass pane! The original looks something like that: The problem is - Stock cockpits are rather flat and short. They look very awkward when placed on replicas. When viewed from the back my Tomcat's cockpit seems rather small and flat:
  17. EvenFlow

    Work-in-Progress [WIP] Design Thread

    So I've decided to try out my new fueltank-cockpit thingy on my Tomcat since it looks nice on the Eagle and I wanted to know your thoughts on it. Performance is improved and it overall looks a bit smoother. I think I might actually update it with it after adding in the front oval glass panel thingy and some details. Yay or nay?
  18. Cipher was a legendary fighter pilot who fought through the Belkan War over 28 years ago. He was a mercenary fighter pilot operating from a remote airbase in the mountains along with his wingman, also flying an Eagle. The two, forming the Galm Squadron, 66th Air Force Unit of the 6th UAF Air Division arguably turned the tides of the war and helped Allied forces ensure air superiority over Belka and neighboring countries. Immediately after the war he disappeared never to surface again, although multiple reports indicate that to this day he is flying as a mercenary in different conflicts around the globe. DOWNLOAD LINK: https://kerbalx.com/EvenFlow/F-15C-Eagle-CIPHER v1.0 - Initial release v1.1 - Roll rate massively improved. This F-15C Eagle was flown by a renowned mercenary fighter ace who fought alongside the top-scoring ace of his airforce during a war in a distant country back in 1995 as Galm Team’s number two. He has allegedly once succesfully completed a mission and landed a plane with it’s right wing torn off. Ever since then, he had been sporting a distinctive red paintjob on his right wing. After the war his whereabouts are unknown. It’s flight control computers and engines were customized and improved to attain noticeably improved speed and maneuverability over regular F-15C airframes. DOWNLOAD LINK: https://kerbalx.com/EvenFlow/F-15C-Eagle-PIXY v1.0 - Initial release v1.1 - Wings reinforced and smoothed out. v1.2 - Roll rate improved. Gallery: Forgot to put this here since I'm a dumbass: DISCLAIMER: This craft, while stock in terms of parts used utilizes a mod called MCPJ which is a required dependancy for the paint scheme! It can be found here: https://forum.kerbalspaceprogram.com/index.php?/topic/172356-141-mauws-custom-paint-jobs-mcpj-v01-colored-textures-pack/
  19. I'm glad you feel that way since that's how the story told in the original game I based these planes off always felt for me - blurry and shrouded in mystery! c:
  20. The ADFX (Air Defense Fighter, eXperimental) program was initiated in early 1980s in a small country by the South Belka Munitions Factory. It strived to develop an unconventional fighter utilizing cutting-edge technologies both in terms of the airframe and weapon systems. The resulting machine incorporated a lifting body, negative wing sweep design which allowed it to attain low mass in relation to it’s size and extreme maneuverability thanks to extensive use of durable composite materials which could withstand extreme aerodynamic pressures of high-G, high-alpha maneuvers. The first prototype, also known as the ADFX-01 mainly served as a technology demonstrator and provided limited payload capacity which limited it’s ability to utilize it’s weapon systems simultaneously. These drawbacks were resolved in the second prototype, the ADFX-02. It retained the excellent flight characteristics of the first Morgan while at the same time allowing the pilot to utilize all of it’s experimental weaponry. For the first time in history focused-energy weapons were used in the form of a powerful but bulky Zoisite Tactical Laser System. High explosive airburst munitions in the form of the Multipurpose Burst Missiles were fitted to the underwing pylons and electronic warfare capabilities were provided via the advanced Morganite ECM pod. Morgan’s development was cut short by the Belkan War in 1995. The only known combat usage of the Morgan is attributed to a single encounter over a military complex known as the Avalon Dam between an Allied mercenary pilot and a lone ADFX-02 Morgan operated by a terrorist organization known as The World With No Boundaries who obtained it after seizing a South Belka Munition Factory facility during a coup d'etat. The Morgan was shot down in the ensuing fight and the wreckage was destroyed to a point where it couldn’t be reconstructed. Allied forces of the Ustio-Osea coallition later seized the ADFX-01 prototype and put it into a limited production run. The production version of the Morgan later saw limited service. DOWNLOAD LINK: https://kerbalx.com/EvenFlow/ADFX-02-Morgan v1.0 - Initial release. v1.1 - Minor post release polishing and bugfixes.
  21. EvenFlow

    Work-in-Progress [WIP] Design Thread

    << MISSION UPDATE >> https://www.youtube.com/watch?v=6wnAnuixq9I
  22. So I’ve made this meme on wheels for your amusement. You can tweak the friction settings on the wheels but in their default state they are set to be optimally drifty. The top speed sits at around 55m/s and the car is powered by a Juno engine. Stage once, control the throttle with, well, throttle and use your brakes if needed. The brake uses a boost flap similar to the one made by Azimech so it will automatically cut off the engine if need be. Watch out for snap oversteering when connecting multiple drifts. You can engage RCS to engage hidden thrusters which should help you achieve better angles in your drifts. Have fun and go beat some Civics on a mountain pass or something. Also I recommend driving it at night or at noon since at other times of day the shaders on the solar panel parts which make up the body do some wonky stuff and it looks pretty bad. DOWNLOAD LINK: https://kerbalx.com/EvenFlow/AE86 Have fun! v1.0 - Initial (D) release.
  23. EvenFlow

    Work-in-Progress [WIP] Design Thread

    I wonder if Takumi can outrun his challenger this time too. Making the AE86 currently for the memes ** https://www.youtube.com/watch?v=lAKhAQvtYWs <- this plays in the distance ** Also, does anybody have tips to make a rover stable and not understeer-y?
  24. EvenFlow

    Work-in-Progress [WIP] Design Thread

    Little update: Sadly the development of the 777 is encountering more and more problems. Not only is editor getting extremely laggy when alot of fairings are present (I wish i could turn off these dumb fairing animations) but the landing gear is turning out to be a major issue too. Working on it is extremely frustrating due to editor lag. I'm currently trying to come up with some way to model the landing gear.
  25. EvenFlow

    Work-in-Progress [WIP] Design Thread

    HE'S MAKING THE 380 THE ABSOLUTE MADMAN Absolutely beautiful work on the cowling here <3 Also I've got a few options in the works currently - a DockRotate powered engine which seems to be really reliable and stable so I'm using it as a reference and a stock bearing one which is working alright although some more stress-testing needs to be done. The turboshaft is a really nice idea if I get myself a mod which reduces engine smoke! There's going to be some more functions such as actual custom landing gear trucks which will be retractable so I'll update you on the progress for sure after I'm done with my finals at the uni. :> And thanks for appreciating the wings - they surely were the most exhausting part of the whole build since they are actually shaped like a real wing and have some volume to them. c: