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azza276

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  1. I just made one up for B9. like literally just then when I saw youtr post. With the modders permission I will post up. That being said Tortoise, is it ok if I put up a Fuel Wings B9 config? You are more than welcome to use it. Also I noted in your FW.cfg, you are missing the 'g' in fuselage for the structuralwing3 (about line 77). these are the B9 wings I added fuel to;
  2. Thanks Jim. I was talking about the Modular Fuel Tanks Mod, just trying to avoid typing too many words - digital shorthand, sorry if it caused confusion. For the pWings, I'd be happy to look at that but I don't know what to look for. The configs don't seem to yield much so the code may be in its plugin dll... And like I said, ferram may know how to check the wing size. Or could the mass indicate a suitable fuel load? e.g. Add 1 unit of fuel for every 0.001 ton then add fuel mass? I see what you mean by it being difficult to check which parts are actual wings... Do you have (or could make) any configs for B9 wings? Cheers Azza
  3. I fixed that issue between it and the APAS (from the SovietPack). The docks on both the APAS and PMA look identical, but would not dock, I thought it was some "can only dock to the same part" thing, but remembered there are the clamp-o-tron and shield docking ports that do, so played around in the configs of the PMA and APAS. I worked out if you change the PMA attachrules to allowsurfattach, by changing the bolded value to 1. My PMA Config And then on the APAS, added the same docking port parameters as the PMA, by adding the bolded parameters. My APAS
  4. I really love the concept of this mod, but am holding off for 2 reasons. 1. Having to pick between Liquid or LOX before starting the game. I think this could easily be integrated with Modular Fuels (I'll consider the config posted above as a hotfix), but so that it isn't a dependency you should just make the wing Liquid fuel only (since generally when using wings, you have a air-breathing engine). 2. P-Wing/all wing integration. I'm no programmer, but there should be some way to determine wing size and feed that back into Fuelwings, FAR appears to do it in the editor... I'd be happy if there was a "recalculate" button in the editor. Also applying to all wing part loaded (not specify only squad wings) would allow use of B9 wings etc. Keep up the great work.
  5. Brilliant Idea! This also makes it a little more realistic in that a lot of aircraft nowadays store fuel in the wings. Can this be applied to B9 and/or Procedural Wings?
  6. Yeah, maybe... I do have my Win8 machine running all the time (well not always running, but just in sleep when not using) I haven't restarted for quite some time, even still I had been starting, running and closing KSP multiple times with all those mods previously with no OS restarts. Oh just remembered another Mod I installed and it was precise node... although may get rid of it as I find it a little cumbersome, but did like the way it mapped trajectories. Anywho, might look at removing interstellar and precise and reinstall 1.4.2 to confirm.
  7. I'm with Quinantine on this one, although it does note it in the change log, I would like the option to turn it off (well should be off by default and I I would have to turn it on if I wanted it.) I don't know if it is a bug or not, but my KSP crashed when changing from the space center to the main menu... the last item to try to load before crashing was the toolbar... This was with 1.4.2. I have reinstalled 1.4.1 but haven't started the game again since, so can't say if it is still doing it. Mind you it could be the number of mods I'm running... will keep you posted. I did have some game load and in game loading crashes prior to this and removed some recently added mods (which were added at the same time as 1.4.2) but had removed those and it still crashed. Only mod still running that I had installed recently was KSP interstellar... Some other Mods Running were: B9 KW MechJeb Quantum Struts Infernal Robotics Shuttle Engines (Klockheed Martin ones I think) Docking Port Alignment Crew Manifest RCS Aid FAR VOID Toolbar 1.4.1 Mod Manager 1.5.6 (I think that's all of them) It was stable with those. Last night installed; KSP Interstellar Toolbar 1.4.2 Active Texture Reduction Clouds and City Lights. So loaded and played fine (did a first Mun Mission in Career). went out of the game, went back in, stalled during load. removed active Textures. loaded fine but Clouds not working right so tweaked graphical settings, crashed during tracking center load.removed clouds and city lights. Game ran fine but when backing out of the game crashed during main menu load as described above. I'm aware this may be RAM crashes, so will be looking at installing the non-active texture reductions for squad/b9/kw. Considering it was stable before the last lot of Mods, I thought I'd try removing those first, apart from interstellar. Otherwise it will be Mod cull time I hate how I can't use more than 4GB of ram... damn you 32bit Edit: Also running Alarm Clock and simple part organiser.
  8. 10 past Midnight (now the 18th), I might as well go to bed. No .23 for me tonight... At least Australia won the Ashes.
  9. Well I gave it a good red hot go, but I still cannot get the TiberDyne shuttle flying forward... I don't like giving up and the challenge is no longer enjoyable. Thanks for all your help Ferram. I made some positive steps, just could not get over the last hurdle I think. My lack of experience in these kinds of things and lack of knowledge of how FAR works was working against me. If I get bored again, I might look into it. Cheers Azza
  10. Ok, getting there. Got the CoL of the wings sorted, (orientation of the attach nodes on the +/- x plane. That being said, should the x-plane direction be so that the wing is physically correct in orientation IRT the surface. e.g. left wing X plane is - toward the tip from the root. set node orientation to x+ )to toward the surface to attach to and the wing is in the correct physical orientation. Obviously when orientation is x- the wing the upside down (but the orientation is pointing toward the tip) Just want to see what is the best (correct) orientation for FAR. But, I have tried with both and it still want to fly backwards. I have confirmed no unattached stack nodes, all stack nodes names correctly, CoL is behind CoM (maybe a little too far, but it flips when pitching up, not when flying and nosing down). Its like the nose has too much drag but there are no unassigned stack (or attach) nodes. Drag settings seem nominal. Is there a FAR model I can use for fuselage parts? Also is FAR affected by scaling?
  11. Ok, been playing around a bit and still no luck... I think I am close though. The issue now seems that the FARWingAerodynamicModel applied to the right wing is causing issues. What I see is I have the model (cockpit and cargo) and everything centreline. I add the right wing and the CoL moves backwards but stays on the centreline. Add the left wing and the CoL moves to the left. Remove the right wing and the CoL sits on the left wing. So the FAR aero model module works on the left wing but when the same settings are applied to the right wing, it moves the CoL to the left of the wing. Is there anyway of mirroring the module for the right wing? I tried some of the values with a - sign, no change. I even changed the nodes orientations and that had no affect. Ran without the stack nodes and surfaced attached, no change, commented out the FAR module (to apply the default) shuttle still flips out, even though the CoL sits just behind the CoM. I know you said it is designed for symmetrical wings etc, just wondering if it is mirrorable for the right wing? (Or left if that is the actual issue...) Cheers Azza
  12. Sorry, I think I got a little confused... But don't you mean aerodynamics model for the fuselage uses the Stack nodes for drag, and for the wings use the attach nodes for orientation (e.g. calculating AoA?) I think I still need further explanation of the use of nodes. So does a fuselage have attach nodes? or does it just allow surfattach? Are attach nodes used on non-stacking parts to specify the point at which that part connects to the surface (of a fuselage) and rotates around that node (when ghosted to that surface) when in the VAB/SPH? Only reason I think I am getting confused is because I did try to change some of the stacked nodes to attach nodes (making sure to name the attach node properly) but they didn't show the green ball in the SPH, and could snap them to each other, they were in the same position as the stack node just defined them as attach. So my questions above are based on what I saw, and just want to confirm this is normal behavior or have I right royally stuffed up the cfg? Cheers
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