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[1.2-1.7] Blender (2.83+) .mu import/export addon
VentZer0 replied to taniwha's topic in Tools and Applications
^ I get the same error when trying to install the shaders, also on 2.79 (Steam) The creating of color palettes is also giving an error. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
VentZer0 replied to ferram4's topic in Add-on Releases
https://drive.google.com/file/d/0BwXhQ9I28t2tNGFKSzZyV0tZQWc/view?usp=sharing I will release them in a proper mod, but first I will re do them and make a proper cockpit for it.- 14,073 replies
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VentZer0 started following [1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
VentZer0 replied to ferram4's topic in Add-on Releases
Thanks for the reply. I hope you will be able to figure out this problem. What I can tell you is that I made the leading edge into one piece which fixed the weird behaviour after reattaching on the first try. I then tested something different. I made the wing tip into a seperate wingtip piece, instead of attaching 0° deflection control surfaces at the outer end of the wing, so to replicate the wingshape of a SU27. This worked too. I get a lil bit of flutter but it is totally managable. Now if I put rails on the wingtip I still get fluttering while in high AOA. What is funny, the fluttering- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
VentZer0 replied to ferram4's topic in Add-on Releases
My own. I made them myself. It is pretty easy to find actually. I got frustrated by all those answers aswell (find it yourself duh!). Tbh though it is really easy to find, if you know anything about github. I didnt at first but then figured it out- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
VentZer0 replied to ferram4's topic in Add-on Releases
Okay, I remade the wings completely and I had the same problem as before, then I made the outer part of the leading edge flaps moving aswell. So the whole leading edge of the main wing is a control surface. This made it possible for a well behaved cobra to be executed again and even better I was able to reduce the deflection on the ailerons. 30° is way too high for a control surface to deflect. However as soon as I stick launch rails on the wing tips ... nose goes past 90° and it will flutter its wings that you recover into the horizontal with a 45 or 60° roll angle. It is weird. Those rail- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
VentZer0 replied to ferram4's topic in Add-on Releases
Will do. http://imgur.com/a/7UtoE Yes I do. I compared the two craft files in notepad++ and the only difference is that the craft file with the fixed flaps has the part {} section at the end of the file and the pos rot attach parameters are different. Everything else is the same.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
VentZer0 replied to ferram4's topic in Add-on Releases
So I am running 1.2.2 and use the dev build for FAR. I get a weird issue with my plane, a selfmade replica of an SU27, or rather the B9 procedural wings are weird in relation to flight behaviour under FAR. Here is a little video which shows what I mean: First part: Notice the gap between leading edge flaps and the main wing. I have no idea how this came to be, my guess is that it happended from an import from 1.1.3. Never the less, flight behaviour is great, I can pull cobras like nobodies business. The plane is well behaved in this deep stall territory. Second part- 14,073 replies
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Kerbal Mechwarrior Program is back - maybe...
VentZer0 replied to allmhuran's topic in KSP Fan Works
Might be a bit late ... but please I hope you continue work on this. It is amazing! Would love to be able to walk around Kerbin in a Timber Wolf -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
VentZer0 replied to ferram4's topic in Add-on Releases
I see. Yeah maybe this accounts for the fussiness I was seeing. Exactly that is the problem, that is why I wanted to edit the atmCurve to compensate for this behaviour. Shouldn't the drag be much higher this deep into the atmosphere? Together with the velCurve I've brought it down to about mach1.4 at sea level. So far so good. I am going to tinker a bit more with this, since I want to include this engine in a parts mod with my SU-27 parts. Why not make it correct-ish now I've already downloaded the latest version to see if there are any velCurves or atmCurves in there that rese- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
VentZer0 replied to ferram4's topic in Add-on Releases
Have you seen my second post after the first one got a response? I changed the curve to falloff between 0.2 and 0.1, and redid the test with this curve. In the initial post I tried between 0.2 and 0.3. I am testing which atm pressure corresponds to which altitude so that I can fit my atm pressure curve to my engine, basically control at which altitude it should cutoff. Currently I am tweaking the AL31 engine for my SU-27 replica craft. I want a fair approximation of the real world behaviour translated into Kerbins atmosphere - that is why I use FAR, so that it can perform like the r- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
VentZer0 replied to ferram4's topic in Add-on Releases
I see. I think I might have jumped between the graphs in my calculator. What I meant was: The engine flamedout way later than thought. It should have cut off at 0.3atm but it did at 0.22atm. yes it is this one : "The curve is linear y=0 from x=0 to x=0.1, positive linear slope between 0.1 and 0.2, and is y=1 from x=0.2 til x=1. "- 14,073 replies
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VentZer0 changed their profile photo
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
VentZer0 replied to ferram4's topic in Add-on Releases
yes I do use that floatcurve editor http://imgur.com/a/rYCbY- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
VentZer0 replied to ferram4's topic in Add-on Releases
I did that pressure test... yeah the pressure and scale height are in the same ball park. +- 200 or 500meters is the accuracy I get from the indicated pressure readings and calculating those into altitude. But the atmCurve says 0.10 and I find that my engine thrust goes to zero at 0.08atm. Engine cuts off at ~14000m (<= ~0.082) and full thrust is at anything below 10700m (>= ~0.15atm). I don't know is that normal behaviour? The curve is linear y=0 from x=0 to x=0.1, positive linear slope between 0.1 and 0.2, and is y=1 from x=0.2 til x=1. I wonder where this fussiness is coming from.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
VentZer0 replied to ferram4's topic in Add-on Releases
I am on 1.2.2 and currently using the dev build and I was wondering in general, does FAR change the scale height of Kerbins atmosphere? I nocticed this while I was making atmCurves for my AL31 Jet Engine. I made the velCurve constant and only changed the atmCurve to drop linear between 0.4 and 0.3 atm. I had 0kN thrust at about 8.4km Altitude(MSL). 8.4km does not correspond with 0.3 atm pressure according to the scale height of 5.6km that Kerbin is supposed to be having. So yeah does FAR change the scale height of Kerbin or am I missing something else?- 14,073 replies
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Jet Engines, their Curves and the missing Thrust
VentZer0 replied to VentZer0's question in Gameplay Questions and Tutorials
Doesn't matter I was fitting the engine to the plane performance. With stock engines I wasn't able to achieve 1400km/h at sea level, so I upped the thrust for the engine to achieve this speed. Upper in the Atmosphere I tweaked the atmCurve to reduce the Thrust at altitude so it doesn't go beyond mach 2 at 7000m. I am aware that the engine is not realistically running, however afterburining turbofans gain some thrust at speed again, because of the ram pressure effects at high speeds. Stats of the AL31 : weight 1.57tons, thrust 145kN (wet), max speed ~2500km/h in the SU27 (but that is airframe l- 3 replies
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