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jfrouleau

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    Kerbal Rotorcraft Enthusiast
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  1. @Murdabenne : CKAN will list the mod version compatible with your version of KSP. Precise Editor 1.4.0 for KSP 1.9.x was the last one I made while Precise Editor 1.4.0.2 was compiled for KSP 1.10. So if you want the last version you must upgrade to KSP 1.10. But since @zolotiyeruki didn't modify the mod and simply recompiled it you can use Precise Editor 1.4.0 with your KSP 1.9.1 and it will be exactly the same.
  2. I confirm that the directory PluginData with the PreciseEditor.cfg file has to be included with the build. Also it looks like PreciseEditor.csproj has some differences from mine. UnityEngine.dll and UnityEngine.UI.dll are missing while UnityEngine.IMGUIModule.dll has been added. You may want to check for that. Also make sure its compiled in release not debug if it's not the case.
  3. I'll update the CKAN data when a release is available.
  4. @zolotiyeruki : You have my blessing for keeping this mod alive.
  5. @flart : I just released a new version of the mod for KSP 1.9.0 which also includes new buttons /10 and x10 for the - / + values. I always use the mod when playing KSP and indeed switching from 1 to 0.1 to 0.01 is something I was doing frequently so your idea is great. Enjoy !
  6. The only other stock synchrocopter I know is the one I made in 2017. Maybe it's the one Azimech was talking about ? https://kerbalx.com/jfrouleau/Synchropter-Demo Great job on your synchronization gears, it's not easy to get them to rotate fast enough to fly without invoking the kraken.
  7. Hi HB Stratos, I'm glad that you like and use my mod a lot. Those are excellent feature ideas ! Plus I have a couple of features that are implemented but not released yet such as editing both ends of struts and fuel lines, and changing attachment rules so that we can surface attach anything. I didn't have much time for KSP lately because I moved into a new house and there is a lot to do but I'll try to work on the mod.
  8. Hi Azimech, it's great to hear from you. I'm also very excited about the new DLC. I will play with the robotic parts for sure ! I can't wait to see what people will come up with.
  9. I tried it on KSP 1.6.1 and it seems to work just fine. Should you have any issue, you can use the version 1.1.0 of the mod which is compiled for KSP 1.6.1. It's not as good as the last one but it gets the job done.
  10. News (August 31, 2020) Thanks to @zolotiyeruki who is now the new maintainer of this mod. You can get the latest version from his GitHub repository or on CKAN. Introduction The KSP craft editor is an approximative tool where the part's position and angle are not displayed anywhere so we have to rely on primitive techniques like counting the number of grid snaps or placing parts "by eye". While this is the Kerbal spirit, this become annoying for the serious craft builder. So this mod is intended to remedy that and offer a more accurate alternative part placement method than mouse and gizmos. This might change your craft building experience ! Features Set part position or rotation exact value. Increment / decrement position or rotation by a certain value. All part transformations in absolute or local mode. Automatically update all symmetry counterparts, struts and fuel lines. Coordinate system axes shown on part selection. Show the precise location of the center of mass, center of lift and center of thrust. Set the attachment rules. Attach any part to any part. Show the position and size of the part collider bounds. Show the distance between 2 parts or their colliders to help with the creation of kerbal mechanical devices ! User's Manual This mod has a single key. To edit a part, hover the mouse over it and press "P". The Precise Editor button in the toolbar will show the vessel window where the coordinates for the CoM, CoL and CoT are displayed. Useful Information Units for position are in meters with 4 decimals of precision so 0.0001 is 1/10th of a millimeter. Units for rotation are in degrees and angles are Euler angles You can copy/paste a value while editing a field. Parts can be moved anywhere inside the VAB/SPH. No maximum distance from parent part limitation. This mod is accurate enough to place parts in perfect symmetry without actually using symmetry mode. To center a part on an axis with its parent part, simply set the local position to 0 on the corresponding axis. Dependencies: None Contributors @canisin History The motivation to make this mod came to me from making stock helicopters. I needed a way to make the most accurate bearings possible, center the rotor with the CoM and balance fuel so that the CoM stays constant. Also I was terribly annoyed while trying to adjust the authority limiter to exactly 50 and the slider keeps skipping from 51 to 49 back and forth. Precise Editor was born and it delivered the goods ! Now I share it with other players so that they can enjoy it and make better crafts. Since this mod was created, the game has changed a few things. For instance, there is no need to make stock bearings anymore with the robotic parts and the precision editing of tweakables is now stock. Changes from previous version Added /10 and x10 buttons for the - / + values (Requested by flart)
  11. @OffsetIsMyName : I successfully replicated the bug you described. I confirm that there really is a force that come out of nowhere. Here is an example craft : https://kerbalx.com/jfrouleau/The-Magic-Rotor .
  12. I didn't try to spin the propeller in the wrong direction but my rotor had a very similar configuration as yours. My angle of attack was not zero because I wanted to produce lift so it was between 2 and 4 degrees. Under heavy load the blades pointed upward to 30 degrees. It produced way more lift than it should have and once airborne the thing was unstoppable even if I reduced the throttle. It exploded 2 or 3 seconds later. Thats all I know, I did not investigated further but it's certainly interesting if you can put 0 angle of attack and produce great lift. Further tests would be needed before we can RELEASE THE KRAKEN !!! :-) (I love to say that). I also tried at some point to make a Flettner rotor making a rotating cylinder out of control surfaces. The thing didn't work as expected. It turns out the lift vectors were completely in the wrong direction for an unknown reason. In this case the control surfaces were pointed parallel to the rotation axis, so 90 degrees instead of 30.
  13. @OffsetIsMyName : I once experienced too some weird propeller behavior that may related to what you described (or not). I was trying to build a really heavy lifter heli with 2 contra-rotating rotors. The blades were made with WINGS just like you. I tried a version with fixed blades and it lifted about 250t. Then I tried another version with flexing blades attached to klaws and this is when something unexplained happened. Using the same wings and the same angle of attack the thing could lift... Idk I was at 529t and it lifted without effort and was even accelerating upward before the force was too strong it it kaboomed. So I don't know how much this could have lifted if it wasn't exploding from too much vertical acceleration. The mysterious force manifested itself when the blades were lifted vertically at their maximum angle of about 30 degrees. This is what happens when you have 500t + holding on 8 blades. Perhaps there is a bug to be exploited here Unfortunately I deleted the craft because it was a failure.
  14. @OffsetIsMyName This is fantastic ! I didn't know that. I imagine by combining this with the klaw bug I found which allow it to flex more than 30 degrees (see an example here https://kerbalx.com/jfrouleau/Experimental-Spinning-Klaw-Copter) we could make an interesting F-35.
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