Surefoot
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Posts posted by Surefoot
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Your mod is even more awesome with nuFAR
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Judging by the sudden decrease in area as well, I'd say they don't get recognized at all. Or maybe it takes into account the fact that it's hollow (shouldn't matter for area anyway right?).
Upper part (mobile doors) is actually alright, and doors are properly voxelized wether they are open or closed. Only the lower half is missing O_o
So guys, how much of a trouble is the area ruling?I like the idea in principle but I'm quite worried it will be a pain to respect area ruling in KSP with the limited choices we have, what's the experience up to now?
With only stock parts it will be a bit painful. With pwings and procedural parts: let the fun begin
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Voxels are missing the bottom side of MK2 cargo bays:
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Airbrakes in their essence don't have enough dragging area to decelerate the vehicle as fast as chutes do. You can confirm this visually.
Certainly, but every bit helps, also proper aibrakes will resist supersonic speeds and heating while those chutes even made out of gold foil will melt out quick. On previous versions i tried to build some with structural panels and infernal robotics, but oldFAR didnt account for them properly and the movable joint was too weak. I place a lot of hope into nuFAR and its voxelized model, hope it interacts the right way with moveable parts...
@Starwaster is the ADEPT shield still maintained and working in 1.0 ?
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Thanks a lot for maintaining that mod, apart from the obvious uses (refueling stations etc.) i use it for balancing supersonic planes
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Arent the side intakes bigger on the real thing ? They might contribute to area balancing.
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We are in need of proper air brakes though.. Currently abusing drogue chutes for killing velocity on heavy re entry vehicles, i'd gladly swap them for properly designed high speed airbrakes.
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Ah nice I love your hex trusses. Could you add it to CKAN maybe ? Trying to get everything in there for peace of mind.
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Looks like it, and by DRE too i guess, and maybe Mechjeb ?
@Sarbian: you rock.
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Very nice, thanks The game is indeed quite random without that mod...
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Is it being added to CKAN ?
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For those who say flying with FAR is easier than stock, that's true for simple stuff, but try orbiting an oddly shaped payload, or re-entry with a heavy vehicle (no to mention tumbles and other mishaps).. For me FAR is actually setting the game in "hardcore realistic" mode, which *seems* easier to anyone at least a bit inclined towards engineering, but is actually much more challenging than the base game. With stock dynamics i built stuff that would go round the whole system in one go after a few hours. With FAR i've spent hundreds hours fooling around with supersonic shapes, wing configurations and so on Really not the same level of challenge.
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So for ease of use, you'll get a nice graph of cross-sectional area over the vehicle so you can see where to mess with things:
Yay. Nerdgasm. That is really, really neat, like playing with tools before only available to high tech labs. Sir, you rock.
I've actually had to throttle down near Max Q to prevent a very nasty, very large rocket from coming apart and destroying itself.Sounds like a lot of fun. On the plus side it will promote designs that work in real world, will it Like, full delta wings with elevons ?
Besides that fun, the voxel approach also allows better resolution of body lift, which can give bodies their proper forces,That means proper lifting bodies, sounds neat for re entry vehicles. You just added a few hundreds hours of KSP fun here
Although the current wing model is the legacy oldFAR wing model, I also expect that the voxel approach can be used to calculate wing shapes and provide a much more accurate model of the wings as well as the fuselage.Means wings composed of multiple parts (as a limitation of the game engine) will behave as a whole, with proper camber and such .. hmmmm and will they be computed as part of the lifting body, with vortices and so on, so for instance side chines would become truly useful..
Very exciting.
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And why are they octagonal instead of round??
The aperture on old television and movie camera lenses frequently had 8 bladed diaphragm, making any lens flare look octogonal.
Nowadays most lens makers are using curved blades and/or more blades to the aperture diaphragm (and some old russian photo lenses which had fantastic stuff there) so this look is dated, but that's most of what of us aged 30+ have been exposed to
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Ground-effect would help a delta a bit, not sure that ever made it in in the end?
Last time i asked, Ferram told me it was not implemented. But that was at least one year ago...
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No for the tanks, yes for more sizes (maybe 3.75m too ?) - they are looking nice, are they compatible with FAR ?
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That is perfect, sir, have some rep
Is the new name of your mod in any case related to a cult album from Solar Fields ?
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Are they larger or smaller memory use wise?
Should end up being the same, as long as the stock loader disposes of original files properly to clear up RAM.
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@Resender, not sure how cycling through every choice was any faster than 2 clicks to get directly to the right option..? I think the dropdown is a good choice here.
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Works for me in 0.25.
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On latest release version (2.4.0) i got some funky docking autopilot behaviors recently, like overshooting the target dock position completely before going on axis, while having the message "moving to position at 0.00m/s" instead of backing up, going towards axis and moving forward as usual.
Target has multiple docking ports, it's almost like it picks the opposite docking port... All the while it stays completely off axis. Auto bounding box seems correct according to the figures i see in the docking window.
Did you fix something in more recent dev releases concerning auto docking ?
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I run the game in opengl with v0.25, no texture issue to report on this mod, everything works as intended
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I am playing with the MM manual patch and KW, and all is fine at least for what i am using (engines, tanks). If you guys are really impatient you can do that, see a few pages ago for the patch code.
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
in KSP1 Mod Releases
Posted · Edited by Surefoot
I have been playing with that baby (all stock parts):
with airbrakes deployed:
And it's working nicely with the new voxel version, although it's still a bit too willing to roll on its side (but no side slip, what gives, i'll find out) maybe a bit of dihedral will help. It's got separate elevons for pitch and roll, and leading edge slats for AoA stability. I found out that tilting the tails a little this way gives more stability....
Also cant wait for B9 update, we need lower profile landing gears !