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ThorBeorn

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About ThorBeorn

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    Sr. Spacecraft Engineer

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  1. Congratulations to release and cool that you fixed everything related to FAR.
  2. Thanks a lot. I must have been tired yesterday, I looked at the how-to-apply-planet-specific-changes section three times
  3. I am trying to import Earths atmosphere from RSS to a 10 x Kerbin using Sigma. However, I still get the scaled atmosphere from Sigma (using factor 1.5 in "Sigma/Dimensions/settings.cfg"). What am I doing wrong here? @Kopernicus:Final { @Body[Kerbin] { @Properties { radius = 6371000 // 1/10:th of earth, later rescaled x10 by Sigma } @Atmosphere { AtmosphereFromGround { innerRadius = 6307290 // 0.99 radius = 6371000 m outerRadius = 6530280 // 1.025 radius = 6371000 m waveLength = 0.65, 0.58, 0.5, 1.0 } ambientColor = 0.05,0.05,0.05,1 lightColo
  4. @Quiznos323I really like the parts. Have you considered adding support for FAR? A MM patch could get rid of the stock aero parameters (and the old FAR configs should be deleted), but the models/colliders of some of the cockpits probably needs some more work to be voxelized properly.
  5. @hoowuthIt's the other way around. With FAR there shouldn't be a lift vector as the blue ball repesents center of pressure instead of center of lift. If you have a lift vector it could be due to installation error or a part that is not configured for FAR.
  6. @tetrydsThat's what I thought. Is it only fixable through changing the mesh/model or can it be patched?
  7. Is there anything that can be done (like a MM patch) to force FAR to voxelize the canopy of a cockpit it fails to voxelize? These two cockpits from mk 1 Fighter Cockpits are showing very strange bahaviour. Edit: Just wanted to be clear, I clicked "display debug voxels" and moved the part away to make it easier to see the voxels.
  8. You're right I also remember Ferram saying that, but I think he reintroduced the arrow due to people requesting it. Could be wrong though. Are you saying that your blue balls are lacking said lift vector? I've been installing mods manually for years, it shouldn't be that. And I'm not using many mod parts on this craft, perhaps it's the nose cone from SXT. But yeah, the numbers suggest almost neutral pitch stability yet it's obvious they are positive. Regarding take off speed, it becomes less unstable the faster it goes and becomes statically stable above mach ~1.2. Engine thrust does
  9. Thank you. I'll try that. Btw, as we are waiting for Adjustable Landing Gear to be updated, do you guys have any particular tricks for area ruling with the bulky stock gear? I always tend to put on the landing gear last, ruining everything.
  10. Tried pitching up the aircraft, CoP surely moves forwards relative to CoM as expected. At sea level, take off speed and 15 degrees AoA, pitching moment (Mw) turns positive. So does Mq (pitching moment not damping out) and Xu ("If Xu is incorrect, you have summoned the Kraken and should file a bug report." - Ferram). I don't know what to do about the Xu derivative. Also I don't understand why the pitching moment turns positive. (especially since static analysis suggests it's negative up to 30 deg AoA.) Any apparent design flaws? Horsontal stabilzer too far up? I'm a bit suspicio
  11. I thought I'd turn to this thread for some help with a plane I built. I've been using FAR for years and I've run into a problem where my plane is unstable in pitch, wanting to backflip/frontflip as soon as it has any positive/negative AoA after taking off. We've all seen this before. However I don't understand why, all derivatives suggests it's stable as does the static analysis. Moving the main wing back helps ofcourse, but I shouldn't have to right? Any ideas?
  12. @Mallikas: I just downloaded the mod, the cockpits look great! One thing though, FAR fails to voxelize the canopies on both parts (the Eurofighter has other issues with FAR as well), leading to very rough shifts in cross sectional area which makes the cockpits bad for anything above low/mid subsonic. I've seen this before, and I think it has to to with how the models are created - you may want to talk to Ferram about this if you want to make them compatible with FAR. Edit: I posted some pictures of it in the FAR thread: Hope you will decide to make your mod compatib
  13. Just downloaded the mod. Works excellent out of the box for me with FAR. Thanks a ton!
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