Jump to content

SSgt Baloo

Members
  • Posts

    388
  • Joined

  • Last visited

Posts posted by SSgt Baloo

  1. 14 hours ago, BF2_Pilot said:

    ibS8kd.png

    Press + and - to move the aim ring (set the deploy limit )

    effect:

    ibSl0e.png

    And it'an aim camera for you .

    ibS1TH.png

     

    ...So it doesn't make things easier for the Kerbonaut flying the plane, but just provides me with a sight for when I'm flying manually? That sounds like a good thing, but not one I can benefit much from. I have hand spasms* and no longer fly any planes (except briefly) unless I'm using an autopilot or other pilot assistance program.

    * It has made building planes more difficult than it used to be, but not impossible. Trying to position a small part in just the right place and orientation can be an adventure.

    ETA: Nice-looking plane. Is it intended to look like a specific air vehicle or is it one of your own?

  2. I loved all the weird experimental aircraft produced between the end of WWII and the '70s. The Ryan XV-5A Vertifan  was just one of these, but I have no idea how to begin building one in KSP. I've made a few false starts, but need help from people more experienced in building VTOL aircraft (I fear I have little talent for that task). The challenge is to build a flyable approximation, and/or then tell me how to do likewise. I'll be taking notes.

    Relevant video (and thanks in advance): 


     

  3. I never have problems with CKAN. Except that today I'm having one.

    I downloaded the program anew because it wasn't working right and now it breaks every time I try to run it. It won't start, and instead I get a message that reads as follows:

    Unhandled exception:
    System.NullReferenceException: Object reference not set to an instance of an object.
       at CKAN.RegistryManager.AscertainDefaultRepo()
       at CKAN.RegistryManager..ctor(String path, KSP ksp)
       at CKAN.RegistryManager.Instance(KSP ksp)
       at CKAN.Main..ctor(String[] cmdlineArgs, GUIUser user, Boolean showConsole)
       at CKAN.GUI.Main_(String[] args, Boolean showConsole)
       at CKAN.CmdLine.MainClass.Main(String[] args) 

    I have no idea what it's trying to tell me. How do I figure out what's wrong so I can fix it?

    ETA: After futzing with things for a bit, I realized that maybe the CKAN folder that shows up in the KSP folder once it's been run once might be messed up* and so I deleted it and ran CKAN a second time.

    That seemed to fix things. I'm still getting ready to ops check the game and see if it really is fixed or if I'm just whistling in the dark.

    * Technical term. :wink: 

     

  4. I wasn't able to manually install this in 1.30, but for 1.31, it works! I've been building planes based on the design of the Payen Pa-22, and the radial engine works very well with it. I also like the 2.5m offset adapter that tapers to 1.25. I can use tweakscale to shrink it down for use as the tail of an F-86 approximation. Bonus!

    It also makes my P-36 approximation look much less approximate. :wink:

     

  5. I've been trying to use this mod with BD armory, and I noticed some intermittent problems that do not occur when I am flying just one plane with this mod.

    The first plane loads normally, but the second and subsequent planes spawn (using Vessel Mover) with no crew. I tried just going back to KSC, then into the SPH, then launch a new plane. Sometimes it works, but on subsequent launches, some or all of the planes I had already launched and moved off the runway were missing. When I go to the KSC, some of the planes will not show a standard icon, but one for debris.

    I'm not sure how to chase down the gremlins for this problem, so I'm hoping someone smarter will have an idea that helps. Otherwise, perhaps they could suggest a mod that includes cockpits about the same length and weight as this one? I'd rather use these, as they are perfect for WW1 planes, and (aesthetically, at least), preferable to the ones that come with Firespitter.

  6. 14 hours ago, Beetlecat said:

    The included version will blow up/overwrite the current (newer) one. Make sure to only copy in the KAX folder.

    I tried that, but none of the parts from the mod were showing up in the hangar. I've managed to download some other mods I'm fond of that aren't available on CKAN yet, but I think this is one of the ones I'm gonna have to wait to come out on CKAN before I can install it.

  7. 2 hours ago, Stone Blue said:

    Might be kewl to do an ejectable cockpit, like the F-111's:

    https://gizmodo.com/the-f-111-aardvark-a-flying-transformer-with-a-four-ma-1509524515

    The 1st video on that link shows how the cockpit ejects & rights itself...

     

    Relevant video (Read the comments on the first one if you want to see commentary by people who worked on them.
     


    This one has sound and gives some idea of how it was developed.
     

     

  8. On 3/31/2017 at 5:13 PM, Citizen247 said:

    @SSgt Baloo Well, that was more difficult than I was expecting... Anyway, I think these configs should work, as ever just copy paste the code into a text file in the gamedata folder with the .cfg extension. With these engines shouldn't splutter out until the craft is travelling much faster, way faster than possible under the power the engines provide, except in a steep dive. If there's any problems please let me know.

     

    3

    The only problem I experienced was resolved when I removed the '.txt' extension my text editor had "helpfully" added to the '.cfg' extension you specified. It works. Thanks! Now I can make that FR-1 homage without the engine sounding like it's gasping for breath all the @#$% time. :wink: 

  9. 4 hours ago, Citizen247 said:

    @SSgt Baloo Well, that was more difficult than I was expecting... Anyway, I think these configs should work, as ever just copy paste the code into a text file in the gamedata folder with the .cfg extension. With these engines shouldn't splutter out until the craft is travelling much faster, way faster than possible under the power the engines provide, except in a steep dive. If there's any problems please let me know.

    
    @PART[51prop]
    {
    	@MODULE[ModuleEngines]
    	{
    		-velCurve {}
    		velCurve
    		{
    			key = 0 0.9
    			key = 0.05 1.1
    			key = 0.1 0.6
    			key = 0.15 0.4
    			key = 0.17 0.15 -0.025 0.1
    			key = 0.218 0.15
    			key = 0.3 0.1
    			key = 0.4 0
    			key = 0.5 0
    			key = 0.6 0
    			key = 0.7 0
    		}
    	}
    }
    
    @PART[chaikaprop]
    {
    	@MODULE[ModuleEngines]
    	{
    		-velCurve {}
    		velCurve
    		{
    			key = 0.7 0
    			key = 0.6 0
    			key = 0.5 0
    			key = 0.4 0
    			key = 0.3 0.1
    			key = 0.218 0.15
    			key = 0.17 0.15 -0.025 0.1
    			key = 0.15 0.4
    			key = 0.1 0.7
    			key = 0.05 1.1
    			key = 0 0.9
    		}
    	}
    }
    
    @PART[hawkerprop]
    {
    	@MODULE[ModuleEngines]
    	{
    		-velCurve {}
    		velCurve
    		{
    			key = 0.7 0
    			key = 0.6 0
    			key = 0.5 0
    			key = 0.4 0
    			key = 0.3 0.1
    			key = 0.218 0.15
    			key = 0.17 0.15 -0.025 0.1
    			key = 0.15 0.4
    			key = 0.1 0.6
    			key = 0.05 1
    			key = 0 0.9
    		}
    	}
    }
    
    @PART[fokkerprop]
    {
    	@MODULE[ModuleEngines]
    	{
    		-velCurve {}
    		velCurve
    		{
    			key = 0.7 0
    			key = 0.6 0
    			key = 0.5 0
    			key = 0.4 0
    			key = 0.3 0.1
    			key = 0.218 0.15
    			key = 0.17 0.15 -0.025 0.1
    			key = 0.15 0.4
    			key = 0.1 0.6
    			key = 0.05 1.1
    			key = 0 0.9
    		}
    	}
    }
    
    @PART[spadprop]
    {
    	@MODULE[ModuleEngines]
    	{
    		-velCurve {}
    		velCurve
    		{
    			key = 0.7 0
    			key = 0.6 0
    			key = 0.5 0
    			key = 0.4 0
    			key = 0.3 0.1
    			key = 0.218 0.15
    			key = 0.17 0.15 -0.025 0.1
    			key = 0.15 0.4
    			key = 0.1 0.6
    			key = 0.05 1.1
    			key = 0 0.9
    		}
    	}
    }
    
    @PART[109Prop]
    {
    	@MODULE[ModuleEngines]
    	{
    		-velCurve {}
    		velCurve
    		{
    			key = 1.0 0.05
    			key = 0.6 0.15
    			key = 0.5 0.3
    			key = 0.4 0.4
    			key = 0.3 0.5
    			key = 0.2 0.6
    			key = 0.1 0.7
    			key = 0.05 0.8
    			key = 0.0 0.2
    		}
    	}
    }
    
    @PART[corsairprop]
    {
    	@MODULE[ModuleEngines]
    	{
    		-velCurve {}
    		velCurve
    		{
    			key = 0 0.2
    			key = 0.15 1.8
    			key = 0.35 2
    			key = 0.5 2.25
    			key = 0.533 2.5
    			key = 0.571 2
    			key = 0.6 1
    			key = 1.2 0.15
    			key = 1.3 0
    		}
    	}
    }
    
    @PART[fighterProp]
    {
    	@MODULE[ModuleEngines]
    	{
    		-velCurve {}
    		velCurve
    		{
    			key = 1.2 0
    			key = 0.6 0.15
    			key = 0.5 0.4
    			key = 0.4 0.5
    			key = 0.3 0.6
    			key = 0.2 0.7
    			key = 0.1 0.8
    			key = 0.05 0.9
    			key = 0.01 0.2
    		}
    	}
    }
    
    @PART[merlin]
    {
    	@MODULE[ModuleEngines]
    	{
    		-velCurve {}
    		velCurve
    		{
    			key = 1.2 0
    			key = 0.6 0.15
    			key = 0.5 0.5
    			key = 0.4 0.6
    			key = 0.3 0.7
    			key = 0.2 0.8
    			key = 0.1 0.9
    			key = 0.05 1
    			key = 0 0.2
    		}
    	}
    }
    
    @PART[spitfiremerlin]
    {
    	@MODULE[ModuleEngines]
    	{
    		-velCurve {}
    		velCurve
    		{
    			key = 1.2 0
    			key = 0.6 0.15
    			key = 0.5 0.15
    			key = 0.4 0.5
    			key = 0.3 0.6
    			key = 0.2 0.7
    			key = 0.1 0.8
    			key = 0.05 0.9
    			key = 0 0.2
    		}
    	}
    }
    
    @PART[yakprop]
    {
    	@MODULE[ModuleEngines]
    	{
    		-velCurve {}
    		velCurve
    		{
    			key = 1.2 0
    			key = 0.6 0.15
    			key = 0.5 0.5
    			key = 0.4 0.6
    			key = 0.3 0.7
    			key = 0.2 0.8
    			key = 0.1 0.9
    			key = 0.05 1
    			key = 0 0.2
    		}
    	}
    }
    
    @PART[zeroprop]
    {
    	@MODULE[ModuleEngines]
    	{
    		-velCurve {}
    		velCurve
    		{
    			key = 1.2 0
    			key = 0.6 0.15
    			key = 0.5 0.15
    			key = 0.4 0.45
    			key = 0.3 0.5
    			key = 0.2 0.6
    			key = 0.1 0.8
    			key = 0.05 0.9
    			key = 0 0.2
    		}
    	}
    }
    
    @PART[609prop]
    {
    	@MODULE[ModuleEngines]
    	{
    		-velCurve {}
    		velCurve
    		{
    			key = 0 0.8 1.89316 3.418098
    			key = 0.05875192 0.8775314 0.4564748 0.2891575
    			key = 0.1583306 1 3.352347 5.258858
    			key = 0.3687735 2 -1.074321 -1.396563
    			key = 0.453742 0.5020632 -20.08426 -27.29297
    			key = 0.48024 0.15 -10.55316 0
    			key = 1 0
    		}
    	}
    }
    
    @PART[herculesprop]
    {
    	@MODULE[ModuleEngines]
    	{
    		-velCurve {}
    		velCurve
    		{
    			key = 0 0.2 1.89316 4.257315
    			key = 0.05875192 0.5775314 4.51535 5.460775
    			key = 0.1583306 0.8987856 1.954352 1.406301
    			key = 0.3687735 0.9423077 -1.074321 -1.396563
    			key = 0.453742 0.5020632 -11.09639 -27.29297
    			key = 0.48024 0.15 -2.155498 0
    			key = 1 0
    		}
    	}
    }
    
    @PART[KP12]
    {
    	@MODULE[ModuleEngines]
    	{
    		-velCurve {}
    		velCurve
    		{
    			key = 0 0.2 1.89316 4.257315
    			key = 0.07558221 0.5198391 4.51535 5.460775
    			key = 0.180771 0.8685658 1.954352 1.406301
    			key = 0.426277 1 0.007580085 0.1067214
    			key = 0.6839223 0.7173204 -3.140433 -3.111811
    			key = 0.75 0.2067631 -14.63135 -2.227556
    			key = 0.8 0.15 -0.7762069 0
    			key = 1 0
    		}
    	}
    }
    
    @PART[predatorprop]
    {
    	@MODULE[ModuleEngines]
    	{
    		-velCurve {}
    		velCurve
    		{
    			key = 0 0.2 1.89316 1.420127
    			key = 0.04332581 0.3051233 3.298521 5.189034
    			key = 0.113666 0.8242664 3.404574 2.680233
    			key = 0.3168801 1 -0.05841255 -0.9512597
    			key = 0.3708841 0.8307655 -8.070393 -19.79053
    			key = 0.390347 0.15 -2.155498 0
    			key = 1 0
    		}
    	}
    }
    
    @PART[tbmProp]
    {
    	@MODULE[ModuleEngines]
    	{
    		-velCurve {}
    		velCurve
    		{
    			key = 0 0.2 1.89316 4.257315
    			key = 0.3168801 1 -0.05841255 -0.2445999
    			key = 0.4497007 0.6403973 -7.308682 -6.591367
    			key = 0.4771196 0.191044 -20.40584 -7.28479
    			key = 0.4923835 0.148169 -2.750149 0
    			key = 1 0
    		}
    	}
    }

     

     

    Roger, copy! I'm winding down today, but I'll give it a shot tomorrow. I already created the file and put it in Gamedata. We'll see how it works.

  10. 11 minutes ago, Citizen247 said:

    It actually not the intake, the prop engines have fairly aggressive velocity curves that drop to 0 over a certain speed. When the aircraft is travelling faster than that velocity the engine cuts out.

     

    It would be nice if it stopped dropping off at some low amount that allowed the engine to idle instead of cutting out, like maybe 3-5% or thereabouts.

     

  11. 53 minutes ago, kiwinanday said:

    I like V-tails, twin-tails, and twinbooms, myself.

    ALSO:

    X-22a_onground_bw.jpg
    But with the tiltrotors instead of ducted fans.

     
     
     
     
     
     
    2

    Ducted fans would be cool, once he gets the tilt rotors sorted. He might be able to use the tiltrotor as a starting point. Maybe if we ask real nice and don't pester afterward?

    fd953cc97a9da74c1e3c3272f5656e18.jpg

    May we have ducted rotors PLEASE? :):):):):):)

    Like that. :sticktongue:

  12. 5 minutes ago, blackheart612 said:

    But before all that, was doing something on the sidelines, @qromodynmc :P 

    giphy.gif

    Experimental adjustable tilt-rotor using stock. It's less than what any plug-in can do but at least I didn't need another plug-in other than FS. :P (Sped up twice because of low FPS)

     

    Not bad. Most of my VTOL experiments end up at ground level (or below) shortly after take-off. :wink:

×
×
  • Create New...