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Picard

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  1. Hi there AloE Thanks for the guide The image is below. It's a strange artifact that occurs whether I've one or two vertical stabilizers. I know it's difficult to see, but the left and right vertical stabilizers are identical in the pressure they're imparting. Instead of mirroring eachother and offsetting, it's like both are contributing force to same direction. My crafts automatically yaw and roll to the left. It's odd.
  2. Hi guys I was hoping you could assist me. Running 1.6 and this FAR edit (thanks for keeping alive because I love this mod) and I'm having an issue with the lift generated off vertical stabilisers. It appears that the wings that make up the rudders produce life only on one side and causes the craft to yaw. I have an image but I don't know how to attach it (first time post). Has anyone else come across this? EDIT On further inspection it only appears to affect craft launching from the main KSP runway. The other runways don't appear to be affected by this Yaw artifact. Go figure.
  3. I'm having trouble with the HX parts. Everything else works fine, but the majority of parts (not all but most) don't attach to things. That is to say; i can create in the SPH VAB fine and all the attachment systems work, but once loaded onto the runway the parts mysteriously fall apart. The strangest part of this is that they remain 'attached' in some way. When hacking gravity (still occurs in normal gravity and no clipping) the parts float away and through one-another, yet things like SAS, RCS and engines all continue to respond. It's as if the ship is operating as if together, yet not... This has also happened with a completely fresh KSP and B9 load. I haven't seen this issue brought up prior. Forgive me if someone else has raised and found a solution to this problem.
  4. AHHHHHHHH... thx mate. I took a look through and found that the .dll hadn't gone through. BTW, i play with: FAR KAS Firespitter UniverseReplacer: Celestial Bodies Revamped Visual Enhancements Volumetric Clouds thx again
  5. hey Ferram, i've got three bugs (i think): all mods are up to date 1) inside the VAB and SPH i can no longer select the angle of deflection on control surfaces. I can select their function, though i miss the ability to dictate their AOA. I don't know if this is by design, but it'd be a shame if it is. 2) when using angled wings (vertical axis) i tend to get the infinite glider effect as SAS violently shakes the craft. 3) better balanced craft tend to avoid the infinite glider issue, but acceleration and speed seem to be hugely disproportionate. the small jet engine can accelerate me to mach 1.3 at sea level before even clearing the runway.
  6. Hey Ferram, thx for the update and the previous response. I believe this to be a great improvement. The sas seems to stabilise much easier and the twitches are easily avoidable and occur less. Thx mate
  7. thx for quick response. Yeh i always dedicate certain control surfaces to a single task. The thing is that i don't want to have to reduce the total movement of the control surface to reduce wobble, and the stock speed is perfect for reducing the sas instability. if it were possible to alter the degree of movement in flight through action groups or something then that'd be cool, or have the ability to choose the reaction time. ahh well.
  8. hey guys and Ferram4, i have an small issue with FAR. I noticed that when using the base game the control surfaces move between their extremes slower. The effect of this was that when using SAS the craft tends to not get the wobbles between pitch and roll. Now with FAR installed (which has been a 'must have' for my games for a long time) the control surfaces react with a faster speed akin to previous iterations of KSP. Thus when using FAR i tend to get mass amounts of pitch and roll instabilities as the sas cause the entire craft to shake. Flies perfectly when sas is disabled, and i love the new deflection mechanics for the fuselage parts, i just find the control surface speed to cause too much wobble. The speed the stock game seems to move its control surfaces at is the same as the FAR speed when fine controls (CAPS) is enabled, however when sas is also enabled the control surfaces move with their maximum speed. Perhaps this could be a bug fix?
  9. Hello, can anyone confirm this or explain why when using MechJeb the frame rate seems to be capped at 30 whilst without it well... sky's the limit. I just find it a bit odd is all and I was wondering if it was by design. The previous 2.07 caused weird sound bugs and a constant 2 second lag spike.
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