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About BrawlerAce

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    Bottle Rocketeer
  1. I tried recalculating the normals both ways (I'm using Blender 2.8, where it's been changed to two options, recalculating outside and inside), and it still looks the same ingame. I created this model basically by making a cylinder, then editing one end to create the intake. Let me know if you need any more screencaps.
  2. I recently tried my hand at making models for KSP. Perhaps I should've started with something simple, but I decided instead to model an intake similar to that of an F-100 or Super Mystere intake. When I load it in game, there are no issues preventing it from working, however there are issues with the part's texture and shading. First, the texture. I attempted to adapt a stock texture from the circular intake, but it's always too dark. I did the UV mapping using the stock texture file, then in Unity I set the material to KSP/Diffuse. I also tried redirecting the texture path to the stock texture, however whether I have the texture path redirected or not, it looks like this. Second, the shading. Aside from the texture being off, the shading looks like it's fine in the editor, at least to me. However, outside of the SPH/VAB, the shading is noticeably off. What am I missing? Any help would be appreciated, thanks! I'll also take any advice on the quality of the model itself too; this is my first part and my first time modeling something in Blender, and I'd love to improve it if I can!
  3. I'm glad I'm not the only one having these issues. I've made so many aircraft/spaceplanes and thought I was doing something wrong haha. I've asked around in a few other places too, and the general consensus is that the best way to slow down is by ignoring the gear brakes and using airbrakes/spoilers/thrust reversers/drag chutes/etc. (anything to slow your velocity besides the gear brakes) until you're moving slow enough that the gear brakes won't have any substantial effects. This isn't an ideal solution, but it's better than nothing. An alternative is braking for half a second to a full second, releasing, and braking again, using the rudder to adjust until you're moving slow enough, but this is really inconsistent and can cause your plane to steer out of control anyways, not to mention increasing your landing length. It's the only thing I can think of without resorting to unrealistic solutions. That's a real shame. For whatever reason though I have a much easier time landing in stock with the landing gear brakes; if I don't turn off steering, the plane may wobble a little but it doesn't steer out of control. I wonder why it's so different in FAR. With that being said, the springs/dampers are clearly noticeable whether using stock or FAR aerodynamics.
  4. Hopefully this isn't too dumb of a question, but how do I successfully land in FAR with my landing gear brakes? Whenever I try landing and braking with my landing gear, my plane always ends up steering to one side and sometimes tipping over and crashing. I've tried disabling my steering, using a wider wheel base, flying with the FAR stability controls, and using a different mod, Atmosphere Autopilot. Am I just missing something here?
  5. I went and tested all the prop engines, and at least on my install, everything looks to be fixed now. Thanks!
  6. That may be true, however I noticed the R-3350 Duplex-Cyclone and the R-1830 Twin Wasp, both Airplane Plus parts, also have the same issue. Have you tested those engines out?
  7. So I went and changed the name of the folder to AJEExtended. That didn't do anything, but considering most of the other engines already worked, not too shocking. I also removed tweakscale, still had the same issues. I don't believe I have any significant clipping in parts, but the test aircraft I made works fine with the Double Wasp and the 8Aa (as in those two engines provide thrust that make the aircraft move). Here's the test craft though. I made a test install to see if it was an issue with my modded install too, and for some reason it broke the tweakscale on the back tail, but otherwise it's the same craft. I'm running on KSP 1.7.1.
  8. Sure thing.
  9. There are a few prop engines that don't seem to properly provide any thrust; it seems like their thrust is somehow being blocked by parts behind them. It's kind of like when you have a rocket or jet engine being blocked by something, and that engine heats up the part behind it instead of providing thrust. I've installed AP+, KAX, and SXT, so I've got those respective engine replacements. I haven't tested every engine (or most of them really), but affected engines include the P&W Wasp, the BMW VI, Bristol Mercury, Napier Lion II, Rolls Royce Kestrel, etc.. It seems like it's mostly the lower powered (~250-1000hp) piston engines, as engines like the Double Wasp work fine, however the Hispano-Suiza 8Aa works despite only putting out 150hp. Any idea what could be causing this?
  10. I haven't seen anything on this, so I decided to make a forum account for this. With the Breaking Ground DLC having come out yesterday, I decided to try to make a variable geometry aircraft. In stock, there are no aerodynamic changes, which i assume is because of stock's simplified aerodynamics. However, in FAR, I've noticed that when I build a craft, having the wings swept back actually degrades high speed performance, as if they were acting like air brakes engaging. To test this, I made two aircraft without the robotic parts, one with the wings mounted forwards (as if they were swept forwards) and one with the wings mounted back (as if they were swept back), and they demonstrated performance that made sense (the first aircraft didn't perform as well at high speed, while the second one had a higher max speed). I also tested this with Infernal Robotics because I was curious to see if it was just an issue with the DLC or not, but I ran into the same issues. Interestingly enough, if I build an aircraft with variable geometry wings swept back by default, it seems to fix the issue sometimes, while other times I'll still have the same issues. Not sure if this is a FAR issue, but do you know anything about it? It almost seems like when wings are deployed, they act as airbrakes regardless of their actual purpose.