

ThorBeorn
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Everything posted by ThorBeorn
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Congratulations to release and cool that you fixed everything related to FAR.
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Thanks a lot. I must have been tired yesterday, I looked at the how-to-apply-planet-specific-changes section three times
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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
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ThorBeorn replied to ferram4's topic in Add-on Releases
@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.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ThorBeorn replied to ferram4's topic in Add-on Releases
@tetrydsThat's what I thought. Is it only fixable through changing the mesh/model or can it be patched?- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ThorBeorn replied to ferram4's topic in Add-on Releases
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.- 14,073 replies
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Thank you guys, will do!
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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
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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.
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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
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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?
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@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
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[1.9.x] Mouse Aim Flight (1.1.3) - Pilot airplanes with your mouse!
ThorBeorn replied to tetryds's topic in Add-on Releases
Just downloaded the mod. Works excellent out of the box for me with FAR. Thanks a ton! -
Nice! Thanks a lot for the update.
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[WIP][1.0.5]* RSS Visual Enhancements (RVE)
ThorBeorn replied to pingopete's topic in Add-on Development
@winged: Thats's a sweet looking Dyna-Soar. Are you using KerbPaint or changing textures via MM-patch? -
@Norcalplanner : Change the thermal sliders in the Alt+F12 menu under "thermal". With everything balanced to stock speeds, you'll run into trouble like this otherwise. Using RealHeat actually makes re-entry heating a lot lower in a 6.4 rescale since it's balanced for RSS/RO, hence RealHeat.
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I have to say thank you to Sigma88 for this mod. It's really brilliant, fun and saves me a lot of time. Also it seems to work just fine with tweaking orbital parameters in Kopernicus. I just created my own custom sized kerbol system and changed orbits of kerbins moons in five minutes.
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Hi. I just downloaded the beta textures. Very nice job!
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[WIP][1.0.5]* RSS Visual Enhancements (RVE)
ThorBeorn replied to pingopete's topic in Add-on Development
The latest album on imgur is just ridiculous. Holy mackerel! -
Realism Overhaul works great with 10x Kerbol. You can also try RO mini and Kerbal ISP Difficulty Scaler (K.I.D.S.) for example. I'm sure I've seen at least one more comparable to those lately. I'm sure you can change planets radiuses and semi major axises easily, but working with the PQS settings is a bit more tedious IMO. Good luck.
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Why would he? This mod is based on the stock kerbol system with all distances, radiuses etc increased by a factor of ten. Also even "rounded" numbers are just as likely to randomly appear as any other number. There are several other mods for changing isp's, besides that is outside the scope of this mod. One of the main reasons of having the kerbol system similar in size to our solar system is to have to build realistic sized rockets, with real life like payload fractions, no?
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
ThorBeorn replied to bac9's topic in Add-on Releases
Hail to the return of the benevolent, benign B9! Thanks a lot to the team for the work you guys put in for the community. Cheers!- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
ThorBeorn replied to bac9's topic in Add-on Releases
Great news! Thanks a lot for the work you put in blowfish.- 4,460 replies
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