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Solodric

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Everything posted by Solodric

  1. I'm noticing a few oddities while using FAR. I've managed to get several aircraft off of the ground, now, and I quite enjoyed both the challenge of doing so and the greater sense of control FAR imparts to working craft, but there are two issues that mystify me, even wit hall I've learned about jet design over the past week. First, it seems imparting a dihedral slant to my wings isn't imparting any roll stability or automatic roll recovery. Quite the reverse; the ship has a tendency to roll until one wing is flat, and an anhedral design is where the design seems to come to rest (I've had my crafts tip over... and then simply stay perfectly upside-down). My best remedy so far has been to just flatten out the wings and write off dihedral stabilization. The crafts I am flying are very simple; I use a balanced tailfin (It is symmetrical above and below the tail cone, not just an upward rudder), two jet engines (Junos for my first jet)/intakes/fuel canisters mounted to the sides of the fusilage (centrally), and wings mounted on those (either center-line or higher if I go dihedral). One suspicion I have is that my CoM may be above my CoL, though I am not positive if that would cause the flipping behavior by itself or not. Any thoughts on what I may be messing up, or if it's an actual issue with the mod? Another issue I've noticed, far more egregious, was that one of my craft flew faster with the landing gear down (extended), even though this visibly created more drag than having it retracted. I've had suspicions for a while that there's something odd going on with the drag, but I had written it off as my own inexperience until that point. I can't see how having all of that additional surface area is helping me maintain a greater maximum velocity. Any input would be appreciated.
  2. Thanks for the heads-up on all of that, Toonu! Honestly, we would be satisfied with a much simpler multiplayer than what DMP is currently doing in some regards. The expectation going in was that we would not all be able to fly vessels simultaneously, but rather one person would fly while others observed/worked on new ships, etc,. and all resources (science, funds, ore, etc.,) would be totally shared, basically just a single science program with multiple administrators. It seems to me that that would be much easier to implement, overall - especially if one player is specified as the host, and their files are used by all. Thoughts?
  3. First off, I wanted to thank all of the devs working on KSP multiplayer. It's an ambitious and awesome idea. Just tried to start up a cooperative career game with a friend of mine. Unfortunately, we're suffering from the shared-reputation/kerbal deaths/lost vessels bugs, and to a pretty extreme extent. Even when we land vessels and recover them successfully, they sometimes count as destroyed, kerbals count as dead, reputation gets decreased, etc., Randomly, the kerbals may or may not come back to life (reputation isn't being refunded), and we see random explosions on the launch pad when nothing is going on there. No idea what's going on. Caylis, would it be possible to get an upload of the DMP client forked version with your fixes (and any other important career-mode fixes or attempts at fixes released since the last official update)? The game is currently unplayable for us, and navigating the Git is proving difficult.
  4. I signed up to make a bug report on this mod. When I load the tutorial "To the Mun 2", the moon is transparent. I've also seen ugly textures in the KSC. Every other mod in your SVT list is working perfectly, and I tried loading SVE with nothing but those mods loaded, yet this problem persists. I am not using directX (based on your suggestion and others I forced openGL), and I noticed one other forumer mentioned this bug without a response. Screenshots demonstrating the issue, and screenshot of Gamedata folder as demanded: https://ibb.co/e7MSBb https://ibb.co/jjNpPw https://ibb.co/jXCCcG https://ibb.co/hE59Pw https://ibb.co/fxWijw https://ibb.co/bFN0Wb The screenshots were taken that way to demonstrate that the moon and Kerbin were at a certain angle to one another (since the moon is still visible in Map mode), and to verify my view angle, so you can clearly tell that the moon is transparent in the up-close screenshots. Output log as demanded, though I think this was created for a different session (I did copy it immediately after the session with the transparent moon, where I did not suffer a crash or anything similar) https://paste.ee/p/albui
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