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UndeadFirefly

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  1. Sorry, let me clarify. The FieldTrainingLab mod provides MM patches for science lab parts. The generic Config\FieldTrainingLab.cfg adds the FieldTrainingLab module, but in the Bluedog and SSPX compatibility patches the TrainingLabModule is added instead, hence my question. They seem to have the same parameters so I was wondering if they are the same, or perhaps interchangeable. I looked at the source code on Github but I found no mention of the TrainingLabModule, only the class definition for the FieldTrainingLab module. I'm not very knowledgable of how KSP modules work, so I'm just wondering what's going on.
  2. What's the difference between the TrainingLabModule module and the FieldTrainingLab module? In the .cfg files they seem to have the same parameters. Are they interchangeable?
  3. Is it possible to make the AI fire missiles based on the maximum dynamic launch range instead of the max static launch range defined in the missile configuration?
  4. I noticed that the engines use stock velocity curves and atmospheric curves for thrust defined in the common templates config file. How does this interact with AJE engine simulation? Are the curves the final multipliers applied after AJE's simulation results?
  5. I've been using BDArmory and Atmosphere Autopilot for some time. Recently I was able to make some changes to how BDArmory AI work to make it feed its inputs to Atmosphere Autopilot. Basically I moved BDA's autopilot from the OnFlyByWire layer to the OnPreAutopilotUpdate layer, which is before AA's director in the OnAutopilotUpdate layer. I also disabled the autopilot's turning on SAS every update tick so AA can work. The results are quite promising for my use case at the very least, which is mostly just 1v1 dogfights and some BVR fights. AI planes seem to be much more stable now and I don't have to spend hours tuning the PID values now that AA can keep the plane stable and within physical limits automatically. I can just make a plane, tune AI values a little bit and start fighting. I have not tested these changes with other aspects and systems of the mod (VTOL pilot for example) so I can't say if it breaks anything else, especially since SAS is turned off the make AA functional. Credits to the BDArmory Plus team, Bors-Barboris, author of Atmosphere Autopilot for coming up with the idea here: You can check out the edits here: https://github.com/ko-82/BDArmory/commit/955a73340c6d08cc0e96f1320ead25e1b7adde54 Let me know what you think. I personally am having much more fun than before, since BDArmory AI can be frustrating at times on inherently unstable/maneuverable aircraft in my experience.
  6. For what it's worth what I meant with my original question was whether vortex lift, as I understand it, leading edge vortices that span the entirety area of a highly swept wing root extension delaying flow separation and stall on the main wing, was a thing in FAR specifically. Did not expect it to generate such lively discussion . Sorry if I caused any confusion. But on that topic I'm wondering how wing root extensions interact with leading edge slats? AFAIK they're more or less trying to accomplish the same thing. Do they have different operating regimes? Would there be a situation where one would hurt the other? I have very little aerodynamics knowledge and all of this is very new and exciting to me
  7. Ah that makes sense. Thanks for the answer. I might still keep the extensions for the aesthetics
  8. Sorry I'm a bit confused. I went down the wikipedia rabbit hole reading about leading edge extensions and I'm pretty sure there's a wikipedia page on vortex lift. As I understand it, highly swept wing root extensions help delay stall on the main wing at high angles of attack. If FAR doesn't simulate it, I completely understand. https://en.wikipedia.org/wiki/Vortex_lift Also why do wingtip vortices not have any effect on an aircraft? Don't they create more drag? Unless you're talking about FAR, then I guess that makes more sense.
  9. Is vortex lift a thing? I was trying to recreate the F-18/F-16 in KSP and was wondering if the highly swept wing root leading edge extensions would do anything in FAR
  10. What's the difference between TPR curves (PitotTube, DSI, AdjustableSupersonic, etc.)? How should I interpret the key values? Just trying to add AJE intake area to some modded cockpit-intake parts
  11. Couple of questions: Can IR missiles be guided with the IRST pod? If Uncaged Lock is enabled on the missile, can it lock off boresight if the target is locked with radar? I read about this on the BDArmory wiki: https://bdarmory.fandom.com/wiki/Targeting_Methods I'm not sure if the information there still apply, but I guess it wouldn't hurt to check. Many thanks
  12. Hi. I'm having issues with oscillation when FBW is turned on. If I turn it on before takeoff the plane immediately pitches down to the ground right after takeoff. If I turn it on mid flight the plane pitches up and down constantly and if the speed is high enough it gets ripped apart. I'm using the default profile and I also have FAR and Procedural Wings installed. What can I do to mitigate this issue?
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