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Lord Aurelius

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Everything posted by Lord Aurelius

  1. Works well so far for me. The only issues I've seen that haven't been mentioned is that on one flight the revert buttons didn't work at all (click the button and nothing happens) for launchpad and VAB. I also found that the game hangs when using alt-tab (game disappears from list of running programs but still has a taskbar icon and process attaching using lots of ram) so I had to kill it with task manager. I'm using DX11 and a big list of mods (Renaissance pack for EVE, lots of parts, no texture reduction at all).
  2. I found a strange glitch with Dres/Saturn. While trying to send a probe down through the atmosphere, the probe descended normally down to about 400k where the airspeed abruptly passed 0 and the probe began rapidly accelerating backwards until it eventually broke apart due to aerodynamic stresses at around 9km/s (I'm using RO with DeadlyReentry). Has anyone else experienced this?
  3. I found an interesting issue with Dres/Saturn. I built a heat-shielded probe to drop into the atmosphere and it descends normally down to about 300k-200k at which point its velocity abruptly goes past 0 and the probe starts accelerating again in the opposite direction until it eventually burns up when it hits over 9km/s in the opposite direction of the original entry path. I've had this happen to several different probes and they all start accelerating backwards at about the same point. I successfully landed a probe on Minmus/Uranus (which is similar in the fact that it is a very well stretched planetoid), but in that case there isn't really any atmosphere to speak of so it was just a matter of riding a very large fuel tank most of the way down to the surface.
  4. I just started a new career with RSS + RO (that was a pain to get everything working...) and built a simple jet to try to get some easy science flying around. Apparently one of the realism mods in there changes the connection strength of the wings to the fuselage, because I accidentally pulled up a little hard and the wings snapped off. I happened to be on approach to KSC and I had enough airspeed and thrust to keep flying just using the elevators and rudder so I figured I would still try to land it. On touchdown the gear crumpled and the fuselage broke up, launching the cockpit. Just before it hit the ground Jeb bailed and skidded to a stop as the cockpit exploded in the background. More proof that Jeb is the best test pilot ever (and I need some more practice flying planes).
  5. I just found this mod a short time ago and was able to get working with just the required mods, but I'm confused with regard to installing all the recommended mods. Also, could the first post be updated with links to all the mods listed? First, the recommended tech tree has its own giant list of mods included in its thread, are we supposed to install all of those as well or ignore that list and use the list in this thread? Several of the mods in the parts packs list have comments in parentheses after them, for example KW rocketry lists batteries, fairings, rcs, does that mean we only install those specific parts since the rest haven't been rebalanced for realism overhaul? Also, for mods listed as partial, could we have more information on what parts work and what don't? From the mod list, it also looks like texture compressor is pretty much a requirement for a full install unless we're supposed to delete a bunch of redundant parts from the various packs. Is this correct? Is there an install guide somewhere in this thread (or in another thread) that has already answered these questions or can provide additional guidance as to how to get everything working together correctly?
  6. Would it be possible to make MechJeb work like TAC fuel balancer or chatterer where the module is always active and doesn't require a part? I know I could always edit the command pods to include the mechjeb module but that gets annoying every time there's a mod update and I prefer not to modify the stock part files.
  7. Those parts are from the NovaPunch2 mod. Be warned that the physics engine is not terribly fond of those parts and the rockets tend to behave like a wet noodle.
  8. Yes, that is a rocket stuck in the ground. It promptly disassembled once I got a little closer and the physics updated.
  9. Here's my first SSTO spaceplane that I'm actually satisfied with. It's a pretty minimalist design, uses only stock parts. I've built it since I installed FAR, so I'm not sure how it flies with the stock aerodynamics, but with FAR it's stable and easy to fly in atmo. I use MechJeb to fly it into orbit, stage once to activate the jet engine, set Smart A.S.S to a 30 degree pitch, let Mechjeb manage the throttle and prevent flameouts, fly up until MechJeb starts throttling back the engines, change pitch to 5 and keep going until you stop accelerating, change pitch to 0 until you get low enough that the engines are back to full throttle and pitch back up to 30. When your acceleration starts tapering off again, press 2 to activate the rockets and fly until the jet runs out of air and press 1 to shut it off and close the intakes. Keep going to your desired apoapsis and circularize. This isn't a long range SSTO, it only really has enough fuel to get a stable orbit at 125km and still be able to deorbit. I haven't had the patience to try landing it yet, but on reentry it still has enough jet fuel to fly roughly halfway around Kerbin at 10,000m and Mach 2.4 (used TAC fuel balancer to dump the extra oxidizer after reentry). I'm not terribly good at flying spaceplanes, so if someone has some tips to make for a more efficient ascent, let me know. Anyways, here's the craft file for those interested (the pictures have the mechjeb part added, but the craft file is completely stock) note that action group 1 toggles intakes and jet engine, 2 toggles rockets. craft
  10. Thanks for the responses, it looks like there isn't an easy fix at this point. With how popular FAR + MechJeb is hopefully someone can put together a MechJeb build that supports the FAR flight model (way beyond my limited programming skills). Deadly Reentry issues sound like its more an issue of me not being terribly good at designing/flying craft for atmospheric reentry. I probably should aim for a much gentler slope into the atmosphere instead of blasting straight down (like mechjeb sometimes likes to do) and hoping I put on enough heat shielding... Random question: does anyone have any working designs for an Eve lander (would be nice if it was capable of returning to Eve orbit) that utilizes this combination of mods?
  11. Hi Everyone, I'm not sure if this question has been asked before, but I would like to know if there are any compatibility patches/hacks that I could do to get these three mods to play nice with each other. The aerodynamics from FAR are nice, but they break MechJeb's landing autopilot on anything with an atmosphere and also cause deadly reentry to apply way too much heat on reentry. Are there any fixes for this at this point?
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