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Naten

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Everything posted by Naten

  1. Thanks, but I found that the PT6 is now replacing the AeroSport engine that was previously in there, so now it's all balanced ^^ For some reason, once I throttle down the engine stops. Also, I can't start it up again, is there a way to turn on the magnetos? EDIT: In addition, the KAX electric motor doesn't work. It says flameout, no fuel. However, I added a battery and even a fuel tank. Even with the infinite fuel cheat it does not work. EDIT2: Oh god I checked debug, and it's throwing nullref's
  2. You're welcome, and thank you for the support! Well, some part texture patches may be obsolete. However, the toolbar icon textures still are compressed.
  3. A light aircraft engine would be very appreciated. Keep up the good work! (I mean, a light prop for light aircraft, think STOL. Not quite a Fieseler Storch, but maybe an Hs 126...?) EDIT: And if there is one, what mod is it in? Thanks!
  4. I'm wondering if flaps mounted under the wing so the wing will look like this: _________________ `‾‾‾‾‾‾‾‾‾‾\‾‾‾‾‾‾` or this: __________________ `‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾\ ...would work. So, sort of like a split flap. When I try this, the control surface acting as the flap just stalls and doesn't seem to improve lift characteristics at all. In addition, I'm still having trouble making the flaps help provide lift, as they always stall if I deflect them any reasonable amount - the stalling starts around 25 degrees... How do I make the flaps not stall? Increasing camber and leading edge flaps do help, but it doesn't fix the issue.
  5. Don't you dare associate Bush with our Lord and Savior Jebediah Kerman. You shall be stoned to death publicly for insulting our Prophet in such a way!
  6. Well, my question got buried by a discussion about upside-down airliners... hehehe Anyways, do slots, slotted flaps, etc. work in FAR? I know that fixed leading edges can increase camber, but do slots help to prevent stalls?
  7. I know that leading edge flaps work to increase curvature of the wing a bit, but do leading edge slots work? I mean, do slotted flaps and control surfaces, as well as fixed leading edge extensions with a gap between them and the wing, work currently? Thanks.
  8. My B9 pwings are sort of broken. I can't attach p-wings to p-wings, and their icons are colorful (this happens when there's something wrong in my experience) I've installed the latest dev version of FAR, but nothing seems to work. EDIR: I'm stupid, I was using the allmoving wings *facepalm*
  9. I will now keep maintaining this. Sorry for the wait!
  10. I'm sorry for the loss of your cat. ;_; if it makes you feel any better, I love the mod...
  11. More stalling flaps issues. Oh boy. Flaps don't seem to work even with fixed leading edges, fixed wing AoA, or leading edge flaps. Only things under around 15 degrees work without stalling. What should I do? EDIT: Also, takeoff speeds are really high, and flaps don't help. And if I deploy landing flaps, they don't stall, but they make the plane nose down even though I moved them forwards. How hard can aerospace be anyways? Very hard.
  12. When using FAR, I am having issues with the wings. The mass doesn't change according to FAR. It says current wing mass: 1 and that number only changes by tweaking wing strength. It doesn't change the larger you make the wings, according to the FAR "current wing mass." But I don't know if this is actually true. RCS Build Aid's Vessel Mass indicator doesn't change with wing size, too. EDIT: It works now. Thanks for the great mod Bac9, and thanks for the fixes, Crzyrndm!
  13. That's actually pretty cool. Like Kartoffelkuchen said, with some smooth shading and edge split modifier, it will look even better!
  14. Thank you. This is an amazing mod made by an amazing person. (This is completely irrelevant, but are you Asian? I'm just wondering. )
  15. How should I attach my jet engines that are not 1.25m? Just use Procedural Parts?
  16. That thing is fat. It reminds me of the A-7e Corsair II... I love the "two layer design" type thing. I would fanboy around an Su 27 for example. INTAKESONTHEBOTTOMFUSELAGEINTHEMIDDLEERMAGHERD
  17. Huh, CoL is broken. Wings seem to be ridiculously underpowered as well. Keep up the great work, Ferram. I think the stock jets need a re-nerf, too.
  18. I haven't tested Procedural Wings, but I suspect that Procedural Wings will also not work. Ferram, the voxels show the original model, not the model which was scaled. I think that a way to solve this would be to generate the voxels through the active colliders? I'm not a coder, I'm a modeler and config'r, so I might not understand how it works. But I think that if you generated the voxels based on colliders rather than the mesh, or maybe the scaled mesh, then procedural, scaled, etc parts would work. I think. Good luck, and great work so far. Also, I report that the airspeed settings changes are not persistent. For example, if I set it to KPH IAS and then fly around, land and recover, and then launch again, I will have to set it to KPH IAS again because speed would be displayed in the default surf. m/s.
  19. ProceduralParts doesn't work with the voxels. EDIT: Neither does TweakScale. How should I attach my AJE engines that are not 1.25m?
  20. Does camber of wings help increase lift with FAR? Because I really want to increase lift for my aircraft. They need to land at speeds around 230 kph, and even then they are unstable. And is there any way to solve the flaps-causing-stall issue? I can't make flaps, or any high-lift devices for that matter, work over 12 degrees of deflection reliably. Every time I have flaps open and I pitch up the slightest bit, they stall and I need to nose down really far to stick the airflow back on to the top. (In addition, but this is less of a problem, flaps under the wing cause a stall. See the Messerschmitt Me 163 "Komet" for an example. Its flaps are mounted under the wings.) Has anyone managed to make flaps work at high degrees of deflection (45-60 degrees preferably, but anything at all helps)? I know that to make the flaps bigger would make more lift even if AoA stayed the same... but I want to find how to increase lift through increasing AoA without causing a stall.
  21. TL;DR: Longitudinal oscillations, how do I fix them? I'm working with a plane I can't show you (I'm at school ATM) that has all-moving canards and all-moving elevators, as well as a standard delta wing. I made it out of p-wings (all B9 except for the canards, rudder and elevator for allmoving surfaces). Pitch control causes a longitudinal oscillation. How do I design the aircraft to resist these oscillations and cause it to maneuver smoothly while still being very maneuverable? EDIT: I almost forgot, with or without canards, the same thing happens. Maybe lighter wing loading? It's low already. About 10 tons and 62 m^2 wing space, I think. Reduction of control would only make it less maneuverable. Also, are supermaneuverable aircraft feasible to make in FAR?
  22. NASA, we are taking notes. manned Eve landing with Hooligan Labs Airship Parts time This really seemed crazy to me, because of the atmosphere, but that's an excellent idea to stay above the thicker part the whole time! But that's a lot of totally-real-not-propaganda SLS stuff to work on. I mean, big launch, with a launcher that we still need to finish. We should focus on launchers first, rather than coming up with mission ideas. And then, we can SPAAACE!
  23. Well, considering that the aircraft was one of the slowest, if not the slowest, jet-powered aircraft... I doubt that the idea will get anywhere. (I'm 13 and learning over time, so I might not get this right. ) Piston engines are not very fuel efficient, and using one to power a compressor rather than using a gas turbine seems much less efficient. Why not just use a small starter motor, like conventional jet engines do, to start the fan. When the fan is started and fuel is injected into the air, and the compressor ignites the fuel-air mixture, the hot exhaust gases would power the turbine and keep the fan cycle going. That way, the fuel that is burned to keep the thrust coming and the aircraft moving also keeps the turbine running. It just doesn't seem like the motorjet would work any better, nor would it be practical because of the maintenance issues associated with "moar parts" (We all know that feel, KSP players; "moar parts" is not always better. (Even though it usually is. )) like previous posters said. So, from what I read, hear, and know, this thing is just an "inverse turboprop" of sorts? Like, the other way around; a [propeller driven by a*] piston engine driving the jet engine('s compressor) is a motorjet, and the jet mainly provides thrust. And the turboprop is a propeller driven by a jet engine's turbine. *Sometimes. Why not use turboprops instead? Turboprop fanboy mode activated. TURBOPROP IS BEST PROP TURBOPROP BEST JET TURBOPROP RULE WORLD HAIL TURBOPROP MORE EFFICIENT AND BETTER THAN EVERY JET ENGINE. PROVIDE LESS THRUST BUT WHO CARES, JUST ADD MOAAAAAAR AND MAKE SMALLER AIRPLANE AND YOU BE FINE TURBOPROP BEST ENGINE 2K15 "10/10 WOULD BUILD AIRCRAFT WITH TURBOPROP" -ATR
  24. "Ñух!" In the spirit of trying to learn Russian. Or, I think that's Russian. You're in Ukraine I see. So maybe you're not speaking Russian. Well, I think you know what I mean by "ñух." Anyways, amazing work! Another great creation from the "Ukranian Whackjob."
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