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XLjedi

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Everything posted by XLjedi

  1. For rotors try a coaxial design... and see if the issue persists.
  2. I played SWTOR online for like a couple years... I got tired of having to retool, retrain, and relearn my characters everytime they decided to do a major update. I think after the third or fourth round they nerfed one of my son's favorite PvP characters and it just made him walk away. It was sad.
  3. Ha... well, I'm not sure why my craft have been blowing up then? That seemed pretty tame. Shame to have such a nice helo on Eve and can't use the jets. I may have to fix that.
  4. In that case, you could probably just change the first line of the .craft file to 1.9.0 with any text editor and it will work. I think I'll wait and see if anyone posts anything... and resort to that later if no responses.
  5. @Shadow dream which version you running? I was kinda hoping folks already had an Eve stage to de-orbit already complete they wouldn't mind sharing... not really looking for anyone to build one from scratch. The idea is to cheat whatever the de-orbit stage is into orbit and cofirm it works. Then I'll refine the design to what I need and work out the Eve orbital delivery solution to drop the package.
  6. Thank you. I just wanted to get some feel for what type of re-entry designs might be required. I don't often leave the Kerbin SOI. The few times I've tried to go through the Eve atmosphere in the past I just sploded. So figured I'd poll for some designs to see what the parameters are. It's this plane with the wings folded: https://kerbalx.com/XLjedi/F5U-Crusader I spose the logical connector would be a docking port, probably on the belly between the wings?
  7. Today I was wondering what would happen if I used the cheat menu and tried to land a propeller craft on Jool's surface... Now I know. ...and you all need to fix the surface of Jool!
  8. This is actually a request for anyone to post a link to a craft that I might be able to use for the following purpose: I need a re-entry craft to transport my plane through Eve's atmosphere. I figure if it will work on Eve, it should work anywhere, correct? Whether it lands safely on the ground or requires that I eject the plane in the atmosphere... I'm open to suggestions. I'd probably opt for ejection in atmosphere, and just start flying. If you could share a final re-entry stage craft that would accommodate cargo with the following dimensions, I would appreciate it! Height: 4.6 (5.7 if gear would need to be extended for some reason) Width: 4.2 Length: 9.4 Would be great to see a range of ideas that I can draw from. The more examples the better!
  9. I'm having the same problem trying to select the .craft file for import , here's the traceback error: Also, if there is some extra step required, such as: "maybe you haven't configured the KSP GameData directory in the addon's config panel (in user->prefs->addons)" Could you please add that as "step 9" on the end of your installation instructions in the OP? Also, I did take a look at the addon's config panel and was still not sure which directory slot we are supposed to characterize as the KSP GameData directory? For me, when I navigate to user->prefs->addons, there is no option to specify a KSP GameData directory? I only have checkbox options to enable/disable your import/export addon. Could you be more specific here?
  10. Tharsis It's an interesting little dice-roller game that is currently on sale for $1.49 on Steam; so thought I'd give it a shot. I like it... and your ship looks like something that was assembled by Kerbals. I may actually try to build something similar in KSP now!
  11. Just going by the lack of drag vectors... but I s'pose lots of parts don't look like they generate drag and do. Anyway, seems to be a moot point... doesn't solve the problem to add or takeaway a ladder. It's a bit of a "toy" anyway, was just curious to me why this one was behaving the way it was. I might check another plane that runs a bit faster to see if it behaves similarly. That yaw instability might be due to the abnormal length/width ratio. I'm not changing it, I rather like its kerbalness in that regard, but would be an interesting tidbit to stow away for future reference. Edit: Yeah, I got another one that will do 270 and it doesn't have the instability issues at all. But it's also a more traditional build in the length/width sense and it's not fighting with a big pair of spinning airbrakes mounted to the engine for looks either. ...even tried yawing it back and forth and it doesn't lose stability.
  12. ...then it makes no difference. Ladders don't generate drag in the stock game. I did of course test it without the ladder, same result. I was thinkin maybe the slight weight differential had an impact though. It didn't, so I left the single ladder on the design. If I saw it behave differently without the ladder I would've added one to each side. How fast does it go? I don't run into issues until I get up around 250 m/s. I think what might actually be influencing my design becoming a bit unstable at 250 is the fact that it is wider than it is long. ...which is a bit out of the ordinary. Meh, I think I'm fine with it. I typically fly with SAS on anyway so no harm in that for me.
  13. Hmmm... I just reversed the rotation on the engines and blade pitch, and it still rolls to the left. So, I have to concede that it's probably not a function of those green vectors. Which makes me happy. I just can't figure out why this craft gets squirrely and wants to roll left (if you turn off SAS) above 250m/s ? https://kerbalx.com/XLjedi/P-39-Scorpion I try to trim my planes out so they fly well regardless of SAS, so this one has been a bit of a puzzle. It's like it hits some instability wall around 250-ish. Does fine with SAS on of course. Any ideas?
  14. The yaw/roll is a function of speed. So you don't see it unless you are moving pretty good. If you have the updated version of your sample craft, let me know and I'll check it out.
  15. The odd thing about them... If I'm flying along in my craft and turn off SAS assist, the craft will roll/yaw in the direction of the forward facing vector. They green vectors should NOT have an impact on flight dynamics, but they sure seem to! That seems like a bug to me. As a result, you can't really fly a twin-engine without SAS on. @mystifeid the "splayed" green vectors... or spread, is simply due to the fact that my propeller blades are larger than yours. Question is, does your twin-engine craft roll/yaw to the right (based on your screenshot) when you are flying at max speed straight and level, and then turn off your SAS? If it does... this is an aerodynamics bug that needs to be fixed. Also, as you're flying along straight & level with SAS turned on, you can turn on aeroforces overlay and watch your rudders compensating to keep the nose pointing straight. I'm suggesting they DO in fact, have an impact on roll/yaw... but they shouldn't!
  16. This is dual engine setup with counter-rotating engines... What are the green vectors doing? Notice the lift vectors are all pointing in the correct direction. The green vectors seem to cause a yaw in my craft at speed, and I'm not sure what they are telling me or why one of them seems to be pointing in the wrong direction.
  17. You can, it just takes a long time... I don't recommend that approach, unless you don't care about over using accel time.
  18. Worked most of the day on a warbird design. Just as the plane is approaching its final series of tests, this happens... Was supposed to be a maneuvering test at 2/3 power. Ah well, at least Doppler got to test his chute.
  19. I really viewed it more as a game mechanic... Alien Life = animals/beings walking around with some level of AI Plant Life = inanimate plants/trees dotting the countryside that maybe we could scan Microscopic = something showing up in a soil/water sample
  20. Yes, I've encountered it on tilt-motor servo designs. A little hard to explain, but in my case what was happening is I copy-pasted the servo and somehow the KAL-1000 assignment got duplicated on to one of the servos twice. Then when I tried to program the second servo to rotate opposite of the first, the KAL was sending two sets of signals to the one servo that caused it to perfectly cancel out. So the net effect was it appeared that one servo did not function when in reality it was getting two exact opposite or mirrored signals. The solution involved wiping the KAL-1000 and reprogramming each of the tilt-rotors one at a time. I figured out what it was doing by selecting each of the parts in the action key assignment area and watching which parts lit up blue in the SPH. I could see when I selected one of the assignments, it lit two of the servos blue when I was expecting just one.
  21. I always go Minmus first... easier to build landers that can return and not kill anyone in early career. What is the cost per launch of your reusable "super-cheap 1.25m capsule"? I'd like to compare it to my spaceplane.
  22. I'm not seeing suggestions here that would make them "more useful"... Rather, these suggestions would make them more of a pain to service? Now, if they had some special ability that would allow them to remember certain refuel/resupply missions you performed with them successfully... and then those could be automated based on your own proven mission criteria, expense, timing, etc. That would make them more useful! The most "useful" station in this game right now... is the one that has engines on it and can fly around while in space. Therefore, I don't have stations in orbit, I have Orbital Command Vessels, or Motherships that are just permanent space vessels.
  23. @Kerbas_ad_astra The color is sooo much better, thank you! The RGB slider is a nice bonus!
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