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lococarl

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  • About me
    Jr. Experimental Avionics Engineer
  • Location
    In the spaceplane hanger, wondering why such a gatecrasher isn't working...
  • Interests
    Music, physics, rocketry/aviation, KSP, game development

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  1. Yeah, I am aware of number 1 and that was partially the case some times, but I thank you very much for number 2. I guess my plane is a bit heavy for the nose gear I'm using? Maxed out both springs and dampers and fully expected it to handle like it was a solid rod and bounce back even worse but it prevented full compression and no kickback occurred. Problem solved. Thanks.
  2. So I haven't played in a while and I show up and design a killer new plane, takes off fine, flies great, but then when I go to land it, the instant the nose gear touches down, there's a huge bounce pitch approx. 20° and kicks the rest of the plane approx. 10 meters in the air. Done several tests following scientific method using controls and varying spring strength and damper strength, but I can only make the bounce take longer to hit or make it a little shallower, but it is always there. Starting to worry that my beauty is never going to see glory. I've seen other posts in regards to a more pervasive bounce at standstill and takeoff, but they're mostly older posts (>6 months). These such instances do not report the same symptoms and thus their solutions have not helped. Plane is 2 rear gear (medium retractable) and 1 nose (medium retractable), weight 12 ton, Mk. 2 fuselage with twin panther engines. The cockpit is BD Mk22 but I don't think that should be affecting the landing gear too much. Update: turned the nose gear around 180° and it is marginally more stable, also seeing some weird graphical glitches in the runway. I am aware that they updated the mesh for the runway, but the symptoms still show themselves on the grass. Current best results are max spring strength and much reduced dampers, but still requires very long and level approach.
  3. Hey guys, I just had an interesting thought recently. I have tried to make crafts that use angled panels before in order to give it a sleek polygon aesthetic (google F-117 for reference). My problem with this has been that the structural panels in KSP and only square and the only other way to get other shapes is with wings. When I try to angle these wing panels to get the shapes I want, the CoL gets totally screwed up. This mod will be starting simple and may or may not get more advanced as it goes. If anyone is able to offer expertise in the realm of modeling and texturing, I would very much appreciate the help. As of right now, I will only be duplicating the existing wing panels and either reducing or eliminating their lift and probably making other tweaks. Until I can get texture help, they will use the same stock skins. My modding experience is also quite limited. In the past, all that I have done in making my own mods is making copies of stock parts with new stats. I have made the "Potential Missile" part and the "Fighter Cockpit" part (buffed versions of the seperatron and Mk.1 Inline cockpit, respectively).
  4. Hey guys, I just had an interesting thought recently. I have tried to make crafts that use angled panels before in order to give it a sleek polygon aesthetic (google F-117 for reference). My problem with this has been that the structural panels in KSP and only square and the only other way to get other shapes is with wings. When I try to angle these wing panels to get the shapes I want, the CoL gets totally screwed up. This mod will be starting simple and may or may not get more advanced as it goes. If anyone is able to offer expertise in the realm of modeling and texturing, I would very much appreciate the help. As of right now, I will only be duplicating the existing wing panels and either reducing or eliminating their lift and probably making other tweaks. Until I can get texture help, they will use the same stock skins. My modding experience is also quite limited. In the past, all that I have done in making my own mods is making copies of stock parts with new stats. I have made the "Potential Missile" part and the "Fighter Cockpit" part (buffed versions of the seperatron and Mk.1 Inline cockpit, respectively).
  5. Nevermind, I have just found my savior. There is a BDArmory continues thread that I found. A new team has taken over BDA and updated it to 1.2. I am so happy! I finally got to try out BDA and rekt some stuff with missiles. However, I can't seem to drop bombs or fire missiles with my trigger (NUM 0), I can only fire guns with it... I'll have to mess around with and figure it out. Until then, I will probably just put them to action groups instead; I'll just need to make sure that I get the lock first though). Thanks for the help though, -lococarl, over and out.
  6. I think this is needed as a category. I'm sure that I'm not the only one with plane trouble. In this thread, I hope for people to share their planes that they are struggling with so that they can get help from those who know more about what they're doing. I'm starting this thread because I have a craft that is being, very troublesome: the X-23. The X-23 was something I thought up while I was very bored. The idea involves a whole lot of non-snapping angle adjustments on the fuselage and other janky tweaks. When it gets put on the runway, it dips down on one side then levels out again. When I try to launch it, something seems to really want it to swerve around, but even if I do my best to get it to stay straight, it still went off the runway to the right, towards the launchpad. I did manage to get this dang thing to takeoff, but once in flight it wasn't very stable at all. I need serious help with this craft... I haven't opened the craft in a while so I'm not very sure on it's stats... The .craft file says its dimensions are 12.002367,4.47398376,9.33164692. I believe that it is 23 tons (hence the name X-23) Uses some mods but I don't fully remember. Probably just Firespitter and I think it uses a part that I made that is just a re-stat of the stock seperatron to have 4x thrust, 4x fuel consumption, but 4x fuel capacity. https://www.dropbox.com/s/36v32nx0rxyz2dd/X-23.craft?dl=0 (X-23 craft file) https://www.dropbox.com/sh/thuksrkqurhq780/AAD60utQ94S4FmWNbeq1N-FFa?dl=0 [My "potential missile part (solidBoosterSep-Copy)] Sorry I don't have a picture, but I will try to fix that and I hope others can use this thread to get the help they need. -lococarl, over and out.
  7. So, I have recently been informed that a lot of the top mods currently aren't compatible with the newest 1.2 update of KSP. I was wondering how could one go about reverting my game back to 1.1.3 or something. I am using steam I honestly could care less about most of my saves I have a boatload (more like an intergalactic capital ship turned into a cargo ship full kind of boatload) This is mostly in the name of BDArmory Thanks in advance, -lococarl, over and out. **P.S.: Here's what's in my GameData folder: 000_USITools (Miscellaneous plugins and such for USI mods near bottom of list) BDArmory (RIP BDA, no parts show up in 1.2, really itching to try for first time) CommunityResourcePack (No idea where I got it from) Eskandare_Heavy_Industries [CVX (Only having problems with launch)] ExtraplanetaryLaunchpads (Out of date) Firespitter (Not my favorite, pretty janky if you ask me) JSI [RasterPropMontiter (I guess it's working)] KAS (Haven't figured out how to really use it yet, for lack of trying) KAX (Has fallen by the wayside because of KSO) Kerbaltek [Hyperedit (Working)] KIS (Haven't delved into its wonders at all yet) KSO (Love it very much, 99%* working) SHED (Haven't used yet but works) SM_Marine (Only having problems with launching boats) SmokeScreen (Due to dependencies, also have no idea what it does) Squad (Stock) TweakScale-master (Fully functional) UmbraSpaceIndustries (Akita, FX, Karibou, Konstruction, and Malemute) VanguardTechnologies (EVA parachutes and ejector seats, haven't booted game with it yet) VesselMover (Tab not appearing at top of screen, I call it not working) WildBlueIndustries (Buffalo MSEV, haven't booted game with it yet) Hope someone can inform me on what I'm doing wrong with some of these or how to use them. *There are some screwy things in KSO (ie.: physics loads for already landed helicopter from previous flight with engine left on and it spins and flips all over and blows up).
  8. I am running the current version of ksp and I am planning on redownloading BDA now.
  9. So... I've tried several things now and double-checked with other threads but I can't seem to get BDArmory to work for my life. I have a handful of other mods installed as well. My problem is that none of the parts are showing up at all in the SPH. When the game is loading, I see the game recognize that it is loading BDA parts, but they never show up. There is also no tab for the BDA control panel in the toolbar (a problem I have also encountered that prevents me from using vessel mover.) I've been dying on the inside, just itching to try out BDA, but I'm desperate enough now to post my question. Please help. -lococarl, over and out.
  10. Well, I made some progress tonight on this. It's proving to be difficult, especially when electromagnets use so much electricity just to accidentally blow up the part you trying to pick up or when you have to drive a massive, top-heavy, flatbed drone carrying a runway on it for 8.8 km. I have the runway in position and am just waiting on getting practice with the boom crane before I try to install the modular components for aircraft assembly. This stuff is stressful... https://www.flickr.com/photos/145952052@N05/shares/1J3eQ7 More pictures of the above mentioned flatbed. I had to rotate the whole thing to keep the CoM reasonably centered over the wheel base and the weird floating panels above are the culprits of the CoM issues. They are what will let me add more components to be able to build airplanes on the runway. Also did more vessel design including the designing of the HC-34 Gopher (cargo plane). Everyone, good night and good luck. -lococarl, over and out.
  11. Heli just touched down at LZ, here we go! https://www.flickr.com/photos/145952052@N05/shares/2Z9ijv I couldn't figure out how to embed pictures into my posts so I made an account for flickr. Build site is 8.8 clicks from my vehicles right next to the start of the runway. Got my heli piloting skills from arma 3. I was actually pleasantly surprised with how well the kerbostar helicopter handled (except for the several previous attempts in which I crashed due to the skids having waaay too much friction). Time to prepare some of the parts for the first structure to go up: the hanger! I'm going to use extraplanetary launchpad's runway part (which is way too small to use as a full runway) just as the hanger's plane construction/deployment location. I will also try to put a massive canopy over this area to turn it into a hanger rather than an on-site aircraft assembly playground. There will be no physical runway made of solid material, but i will mark out the designated area for the runway and taxiways. After this is all done I will start setting up the small terminal then some utilities. -lococarl, busy and progressing.
  12. >Rebooting operations... I'm back and I just can't wait to get this show on the road. I left the game running while I was away and performance was suffering so I had to close it down and I'm now rebooting it. Tomorrow I sadly won't have much time to work on this project, but Sunday I expect to put in some serious progress. -lococarl, active and operational.
  13. Glad to see support of the idea! I'm need to rework the counter-weighting on my forklift because it's currently unable to lift the biggest parts that I'm going to be using right now. Sadly I have an event to attend so I'm forced to take a break and come back a little bit later tonight. When I return to my work, I'll probably jump straight to finding a good location on the coast to the north and try to get a screenshot up quickly. I've got big plans here, and this . . . it will be . . . a . . . big, no . . . massive project to undertake. Total completion should take somewhere in the range of 3-6 weeks if I really cram at this. -lococarl, over and out.
  14. I wasn't announcing KSOS as an exploit but rather just wondering if it would be considered cheating. Other mods that will have an important role in my project include extraplanetary launchpads and Konstruction. An update on my project status to go along with this post: In preplanning stage; designing konstruction vehicles to use. Will build city at proper distance of 5 miles (~8 km) away from the KSC launchpad on the coast. Current projections forecast a population capacity between 1,000 and 8,000, potentially exceeding the requested population capacity by a factor of 10. For the reference of others, my city will include: A hanger using extraplanetary launchpads to build new planes with an area dedicated as the runway An industrial district for producing rocket parts A downtown district where taller towers may or may not be built Some suburbs for the general population Hopefully some centralized utilities (probably will have to use KAS) A tech area like silicon valley A much nicer suburb area near the tech region for the brilliant kerbals there getting a bigger paycheck I'm hoping to make this city amazing and am planning on taking screenshots every in game hour to document progress. As of 4:45 PM Pacific Time, my city will be en route to glory. -lococarl, over and out.
  15. Ooo, goody! I've thought about this before, but I lacked the experience to actually pull it off. I think this will be a great little challenge! Also, KSOS might be a little unfair but it'll still be fun.
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