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camlost

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Everything posted by camlost

  1. Needs some opinions on the engine in this mod http://forum.kerbalspaceprogram.com/threads/97525-WIP-Large-Diameter-Space-Plane-Parts-V1-4 @icecube, also Kerbin's atomosphere density and temperature is different from the earth, that makes some difference too
  2. There's no actual parts, merely a partmodule. Also that there're two branches now, the master branch dont't need any dependency and rotation is set manually, which is intended to be used in sync with FS vtols. The "IR" branch needs IR and automatically syncs with IR rotatron
  3. The ANGARA launcher in KOSMOS might be interesting
  4. Which version of EVE-Overhaul should be used? I got the x86-release.zip from https://github.com/rbray89/EnvironmentalVisualEnhancements/tree/Overhaul Then kept everything in its /Gamedata/EnvironmentEnhancement/. Then install RVE, that correct? The clouds didn't render right, they were clipped into each other in the map view
  5. The “AoA†feature is a simple simulation of a fly-by-wire feature, and FAR charts take account of it. So, an unstable aircraft would seem unstable, but becomes stable when you tune the AoA right
  6. I see you finally made it, congratulations! Since all the models are done, I suggest that you publish the parts immediately, hopefully under GPL or alike, and put it on github. Let others who are good at configuring instead of 3dmax, like myself, worry about the configs. I'm saying this because the real Skylon only makes sense on Earth, which requires 6000m/s delta-v after switching to rocket mode. As a result you need 85% of the take-off weight as fuel. Also you need to spend about 1/4~1/3 of the LH2 during air-breathing mode(Squad's jet engine code needs an overhaul aka AJE). Given the low density of liquid hydrogen, the tanks are huge (6.4m in diameter, about 70m length). This tank, thanks to its massive size, also becomes a lifting body. However on Kerbin, this design doesn't make sense at all. It's so much better and easier to just make a regular plane, plus the jet engines being ridiculously overpowered. I'm curious what's your method of balancing for a stock game, because I think that doesn't even make any sense. Seems the tank contains 40000 units of LH2, which I presume is an arbitrarily chosen number? It would be a pity that such an interesting design is just being eye-candy without telling us something about the physics. This I blame Squad for the planet being to small, the air being soup, the jet engine being OP and many other problems, also for instead of trying to fix any of those, they're building barns and feel good about it.
  7. The leading edge slats should respond to AoA, so they would postpone stalling
  8. There certainly is. Just that with the engines being ridiculously OP, that's not really a concern
  9. But the RB145 is weaker that J85. Having something bigger and weaker doesn't make sense?
  10. Advanced VTOL Control System (AVTOL) enables control of your VTOL aircrafts by automatically and dynamically managing the thrust limiter of each engines. This mod is different from the previous VTOL mods in terms of 1. It does nothing magically or automatically. Users are supposed to 'program' each engine manually. 2. Control response from pitch, vertical speed, and rotation angle. 3. Very lightweight (100 lines of code), easy to expand and taken on by another modder. Download from github Installation Optional: Magic Smoke Industries. (See the branches in github) Place the AVTOL.dll in GameData\MagicSmokeIndustries\Plugins. If you're concerned about memory usage, delete the MSI parts but keep the dlls. Requires ModuleManager Explanation: PitchNeutral: Thrust limiter value when pitch axis is neutral PitchRange: Thrust limiter control range corresponding to the pitch axis. Positive value means the thrust increases when 'S' is pressed, while negative value means the opposite. IR Sync: For a VTOL aircraft that vectors the thrust using the Inferno Robotics rotatron. The lift fan/lift engine must decrease thrust corresponding to the angle of rotation, otherwise the aircrafts' a guaranteed flip when you rotate the engine. Phase Angle: If IR Sync is On, Set this to the value of 'rotation' of the IR module when the engine is vertical. Vertical Cutoff: Like helicopters, this allows the thrust to increase when you dive and decrease when you climb. This will significantly facilitate hovering. Vertical Cutoff is the vertical speed where thrust will be decreased to 0. VTOL Settings: Toggle the menu VTOL System: Toggle the whole system, also exists as action group.
  11. OK But when I reference FAR, it's alright to keep them in seperate folders Edit: NVM, I was only using a static class in FAR
  12. I'm trying to reference a module from infernorobotics.dll from another dll I'm making. AssemblyLoader: Exception loading 'AVTOL': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'AVTOL.AVTOL' from assembly 'AVTOL, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. But when I make a copy of infernalrobotics.dll in my own folder, the assembly loads fine. I wonder what's causing that?
  13. @Hyomoto, We use Liquid Methane now, which makes more sense. I don't know if you use RF, but you should if you're concerned about SSTOs @Nathan, I find XP's jet model a good reference for BJE. About the SR-71, their drag is also funky. In XP it was modeled as a delta-wing, with fuselage providing no lift
  14. @ferram, Been talking to some guys using HoneyFox's flight helper. We would feel really excited if downwash/vortex can be implemented. I remember you talked about it before, was it too expensive to do?
  15. Exactly what I found when trying to make the BJE. That approach seems futile
  16. RF is a big difference " Overall stored chemical energy in either fuel should be the same" No.
  17. Seems like in XP10 the SR71 max out at only M2? I looked at the engine setting interface in Planemaker.exe, their engine is probably less powerful than AJE's J58
  18. Oh, I never passed M1.5 BTW, do you know if XP's supersonic aerodynamics' realistic or not
  19. @kcs123, I wondered how did you build such a powerful machine, using high AR wings, which are not intended for supersonic flights, still reaches orbit. Then I see you're not using RF. The SABRES burn hydrogen, thus its high Isp. But H2 has vey low density, so the aircraft is bound to have a lot of dry weight and drag. Being non-RF yours is exempt from these problems To answer the question, usually AJE users have difficult time with not enough thrust, instead of "thrust no problem". When you feel that, don't climb so fast as peopled are used to do with stock, level out or make a shallow dive if you have to.
  20. @Damichel, I never thought that would worked! Because the SABRE S has a smaller TWR than SaBRE M. Also I found that the SABRE M had 2920kN in rocket mode, which is weird because it should be 1350kN. I corrected that in the dev version on github. Another thing is that I think the RAPIER should use LqdMethane instead kerosene (which is ridiculous) @kcs123, The SABRE and RAPIER are special, their afterburner cannot be turned off because they are actually rockets. Generally you want to turn off AB most of the time to save fuel, like real pilots do. But SSTOs are special cases @Hyomoto, The J58 is also kind of special. I believe in certain high speed conditions, with or without AB makes very little difference in Isp
  21. @Hyomoto, My point is, I think it is more difficult to move from non-FAR to FAR, having to deal with stalling, dynamic pressure etc. That's why we see many people complaining in the FAR thread, demanding nerfs. But that didn't make people go away from FAR, generally. I think the human condition here is exactly the opposite: embrace difficulty and change. That's why I'm curious of what you said. @DaMichel Like jrandom said, you have to go very big. Mine was 5m in diameter, about 70m long, packing about 60k LH2 and 16k LO2. 1/3 of the LH2 was burnt in the air-breathing mode. Takes off at almost 400 knots, so the runway's not long enough without the help of SRBs At this point it has little to do with AJE, but more like rocket design. To get that 6km/s delta-v, 85% of the take-off weight has to be fuel, thus you have to use rocket parts instead of B9. The SABRE rates about 700kN on sea level, and you generally need ~0.5 surface TWR for supersonic airplanes. So the sensible design is ~300 tonnes at take-off
  22. That's not the point. People do not use AJE because they don't know/don't care/don't build airplanes, which is fine. but I haven't seen a lot of people complaining to me that the game is too hard, or demand some kind of nerf.
  23. What I mean is that people using multiple parts to build a convex, and assume the parts in the middle would be shielded?
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