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  1. I have this plane (we can call it a plane) it has the ruggedized wheels. It won't fly all of a sudden. It did before. I look at areo forces, only the wheels on the right side are creating drag?! I go the SPH and do tests. Slap 2 rugged wheels (mirror symmetry) on anything that drives fast down the runway and look at the drag. Only one has drag.
  2. Sometimes when I need to figure out which of two parts will be more structurally sound, I'll build a test rig w/ the competing parts attached to weights, and see which one bends more. In these experiments i found out that batteries are about the weakest things there are (odd b/c most of the bttys I've seen are pretty solid). Anyway, is there a better way to do this? Should I make a lengthy study of this and publish the results? Has someone already gone an pulled all this out of the game engine and put it in a spreadsheet? (i hope)
  3. Firstly, thanks to Squad and Blitworks for making the enhanced edition, even with all the major issues in the last version, I still dumped many hours in playing because I had so much fun anyways, and now I can do so even more to my hearts content... Thanks! Anyways, I've been doing a science play through to help get me more familiar with the parts and new controls before going into a career mode, but early on I was playing with space planes and when putting on one of the wings, they started bugging out and disappearing briefly, flickering in and out of existence. I tried to move it to alleviate the error, but instead it just left a ghost of itself in the original place, still flickering. I couldn't move or delete the ghost, but I could delete the actual part. I don't remember what wing it was, but it was one of the bigger ones you get from the first science unlock for wings.. The reason I mention this is because its the only reasonable thing I can think of that caused what I'm about to explain next. After going back to the space center and reloading into SPH, it worked fine... until I tried to launch my plane. The camera spawns in pretty randomly, sometimes under the runway, in the sky, or just pitch black. I can't pause, bring up the cursor, move the camera, or anything. Also, the time in the top left always says 999 for the years and days and what not.This continued to happen no matter how many times I reloaded. To get out of it, I have to close application and not do it again. Any help is appreciated P.S. Wow, okay. I just tested it again to confirm some of my info, and it loaded in fine... This had been happening my entire playthrough from the start and it suddenly works. I will leave this here though, because its still a pretty serious bug to have happen, and hopefully it can be recreated so it can be fixed. To clarify, this bug had been happening for a long awhile, I have no idea what fixed it suddenly.
  4. I've found an interesting (and very annoying) bug that affects "tweakable" sliders on various parts in the VAB and SPH. (Imgur link explains what I'm trying to express much better) After attaching a part using either radial or vessel symmetry, I'll occasionally attempt to change a tweakable, be it the thrust limiter, authority limiter, or otherwise; and then I see its twin is unchanged. Exiting and entering a save file doesn't fix the issue but a full KSP program restart does fix it (temporarily). Imgur Link: https://imgur.com/gallery/otFHV Any help would be greatly appreciated -Aspen Space
  5. My supersonic plane starts shaking in 600 m/s or more. I tryed to add some struts but it doesnt help . Do you know what do do? Here are some photos of my plane: Imgur image Thank you!
  6. Hello everyone, this is one of my first post so I'm sorry if I make an error. I make designs on the page kerbalx.com, I've been doing it for a while. Recently, I discovered the Infernal Robotics mod and it was just what I needed for my latest design, foldable wings. In that mod, there are hinges that are the part I need for this, and this is where my problem starts. When I make a hinge, I mount the wing on it, and I set it up, it works perfectly, the wing moves to its configured position without problems. But when I put 2 hinges, the madness begins. In the editor work perfectly, both wings open outwardly unfolding correctly, but once inside the game the hinges go crazy, the 2 are just leaving the axes causing graphic and structural problems in the ship, do not move as in the editor and they end up breaking. I need help with this, to know if someone has happened to him, or if it is a problem with the configuration of the mod. I have to say, I have sought help and the only advice I found was 'disable Auto-Struts' (Advanced Tweakables) but I already did it and the problem is still there. Does anyone know why this happens? Before anything thanks to everyone!
  7. One day I decided to build a seaplane. Water Cruiser 52 parts Mass: 15,8 t Dimensions: H: 5,8 m W: 14,3 m L: 17,4 m Action groups: 1 Toggle engines 2 Reverse thrust 3 Deploy/retract flaps Designed for landing at sea (Landing gear for dry land included) Extremely stable (4 SAS modules) Will most likely pitch up slightly without any control input Flying slowly (~60-70 m/s) is enough to land safely, works without the flaps as well To take off from the water, gather some speed and lower the flaps... the plane will take off by itself DOWNLOAD (Dropbox) Feedback is appreciated!
  8. Hello, I've been searching for a collision simulator for planets that uses SPH (Smoothed Particle Hydrodynamics not SpacePlane Hangar. A.k.a it fragments fully on collision.). I haven't found any though. US2 doesn't use SPH collisions. But does anyone know any that are publically available? Example video below: And a channel with a few: https://www.youtube.com/user/joetaicoon/videos
  9. This should be a nice simple challenge. Build an airplane, powered only by solid rocket engines, capable of taking off from the SPH runway and landing on the island runway. Rules: Solid rockets are the only propulsion allowed. No jets, no liquid rockets, no RCS, no infiniglide. Aerodynamic control surfaces only. If your command pod has reaction wheels, they must have torque turned off. Rolling takeoffs and landings; you can't use dedicated solid thrusters to lift off or anything messy like that. No staging, no damage. What takes off must come down in one piece. Kerbal it! You've gotta have a pilot; no probes. Is there scoring? Well, sort of. All submissions must be able to take off from the SPH runway and land on the island runway (velocity = 0) but there are leaderboards for different capabilities within that set. Your plane only needs the capability; you can get the following achievements/challenges on a separate run. I'll make a rockin' awesome badge if I get enough buy-in. Achievements/challenges: Speedrun. Take off, come to a full stop on the island runway, return, and come to a full stop on the SPH runway, in as short a time as possible. Shockwave. Reach the highest possible airspeed (below 60 km altitude). No recovery required. Endurance. Travel as far as possible from the SPH and make a successful rolling landing. Spaceballs. What's the highest altitude you can achieve? No recovery required. Featherweight. What's the lowest-mass solution you can manage? Replication. Make your solution look as close as possible to a real-life aircraft (I'll judge). More achievements/challenges may be added based on demand.
  10. I've been working on a little project as of lately. It's a replica/model of the Gulfstream G-IV. It's still somewhat of a WIP as there are still some rough edges, but the aircraft is perfectly flyable. I've spent around three hours getting things to work and trying out different cockpit configurations. (and I'm still kinda upset that the Hawkspeed air-stairs mod isn't Tweakscale compatible ) Anyways, here's some images of the plane: https://imgur.com/ Hope you all like it!
  11. Hello there, I am trying to build a Stratolaunch vehicle similar to the one in the Matt Lowne's video below. I noticed that he's clipping some parts, specially the wings, in order to make it look better. My problem is that when I try to do the same, parts collide with each other during take off and the ship breaks apart. I tried using struts to tie some of the parts together but it doesnt help much, also, I didn's see any struts in the craft on the video. I would like to know if there is something I should be doing to avoid that problem. Thanks!
  12. Hi devs! Thanks once again for the wondrous never-ending time-sink that is KSP. =;o} I build a lot of VERY asparagated ships. My current one has 26 stages, and the bottom stage has all 25 pairs of engines, plus the one in the central core, *PLUS* the additional radial-mounted engines on many of those stages, all firing at launch (This is because I'm trying to achieve orbit from a launch at the KSC with the gravity hacked to 10G... Good game, good game. =:o} ) This means that stage 26 shows up in the staging UI as a stack of 30 or 40 engine icons, each of which represents a single pair of engines. If I want to scroll up and check whether any pairs of engines have been accidentally added to the wrong stage, I first have to scroll through all of those icons, which - with so many parts of the ship making the game very laggy (especially after an hour of playing), is a *slow process*! (I'm on a modest 4GB machine, not able to upgrade any time soon.) I'd like to be able to right click on the orange icon with the stage number, and click "collapse stage", so that stages I don't need to see in detail get shrunk to a reduced, sub-grouped description with a single icon for each *type* of part present, and a number alongside showing how many are there. I.e., instead of: [ENGINE ICON] [ENGINE ICON] [ENGINE ICON] [ENGINE ICON] [LAUNCH STABILISER ICON] [LAUNCH STABILISER ICON] [ENGINE ICON] [LAUNCH STABILISER ICON] [ENGINE ICON] just show me: [ENGINE ICON] " x 6" [LAUNCH STABILISER ICON] " x 3" This should make checking the staging of large, complex ships much quicker and easier. It would also make moving parts from (say) stage 5 down to stage 26 much easier, since the intervening stages won't take up quite so much screen space (though obviously any stage with just a pair of speratrors/decouplers in is going to take up just as much space as before, the ones with several pairs of sepatrons in will shrink a bit.) At present, I have to scroll the source stage right to the top of my screen; grab the engine to be moved; drag it to whichever stage is at the bottom of the screen (there seems to be no auto-scrolling... or if there is, it fails!); then scroll *that* stage up to the top; locate the icon for the engine I'm trying to move; then drag it down... and repeat as many times as necessary! =:o\ Of course, we would also need to be able to re-expand selected stages (same method: Right-click and select "expand") once the time comes to drill down into what a particular stage has in it. An alternative (and possibly simpler to implement) option would be to collapse the selected stage to just the orange stage-icon, nothing else (i.e. forget about me "reduced description" idea. Then all stages (however simple) could be reduced in screen height, which would again help a lot with moving parts up and down a long staging list... Although I'd then have to expand particular stages one by one to hunt for the stray engines, so on balance I prefer my first version of the idea. Thanks for your attention.
  13. Greetings, I had a mod a few months ago that showed the mod originator when you hover the cursor over the part menu in the VAB/SPH. For instance, you could hover over a stock part and the word "Squad" would appear, or over a KW part it would say "KW Rocketry". I had to reinstall at some point and now I can't remember what the name of the mod was. Can anyone point me in the right direction? Thanks! Jamie
  14. Hello, I'm new to the forum. I wonder if someone could please help me with a graphic/visual bug I have when inside the VAB or SPH hangers? Ive searched the internet high and low but cant find a solution as it seems to be very uncommon. The problem/bug is that the terrain (the ground) on the "outside scenery" of the hangers is missing and I see only sky (with the exception of the runway and launchpad floating out in emptiness). I can send a screenshot if you want but not sure how. I recently upgraded to KSP v1.3 on steam and after much hard work finally managed to get all the mods I find necessary to work. Here is a list of everything in my GameData folder; - BoulderCo - Chatterer - CommunityCategoryKit - CommunityResourcePack - DistantObject - EasyVesselSwitch - EvironmentalVisualEnhancements - KAS - KerbalEngineer - KIS - Kopernicus - LightsOut (Installed this only to see if it would replace the missing terrain texture - but it didn't, so probably not a culprit) - MagicSmokeIndustries (infernal robotics) - ModularFlightIntegrator - PlanetaryBaseInc - Scatterer - Squad - StockVisualEnhancements -TextureReplacer (for diverse kerbal heads only) - TriggerTech (alarm clock) - TweakScale - ModuleManager 2.8.1.dll + a few modulemanger config files I also use CKAN to install mods (except for scatterer). I'm running KSP on a Win10 Asus laptop with core i5 processor and GeForce GTX 950m graphics card (Ive made a custom graphics settings profile for KSP in Nvidia control panel after trouble with antialiasing, vsync and vertical screen tearing). Not sure but the issue seemed to occur after I installed scatterer (the most recently installed mod - aside from LightsOut), which is apparently not available for v1.3 on the official mod websites (at least the version they have didnt work for me) but I manage to find a version that stated it was 1.3 compatible and it seems to work fine so far. The rest of the mods were installed with CKAN which states that they are 1.3 compatible. It also "might" have happened after I installed textureReplacer to get Diverse Kerbal Heads but, from what Ive seen, there is nothing in textureReplacer that effects terrain textures (at least Ive installed nothing). There is EnvMap folder but its empty. I also recenty moved my KSP game folder from where Steam installed it (D:/ProgramFiles (x86)/Steam/steamapps/common) to D:/KSP after I was having trouble with win10 file permissions when trying to delete mods (acces denied). I had to use safemode to move the game folder. This (and textureReplacer) was before I installed scatterer and noticed the bug. Aside from this small but annoying VAB/SPH graphics bug, everything seems to be working 100%, but I would really, really like to get rid of it as it kinda gets on my nerves. If someone could please help me I would be very grateful.
  15. Every time I've tried to build a Mk3 spaceplane in the SPH, (shuttle, airliner using the Mk3 crew cabins, cargo plane or even a sea plane), they either NEVER take off, fail on the runway, steer in a random direction, or even take off really quickly but then just flip around. Is it possible to actually design a Mk3 craft and take off with it and not need a rocket? Because I get a bit frustrated when they NEVER work. So is their a way to actually build and take off using Mk3 parts on the runway? Or do I just suck at aircraft design.
  16. Hi Guys, I got a new computer which doesn't have any mods and I'm looking for a specific one. http://imgur.com/gallery/x1Qys - The thing that I'm looking for is the extra tabs on the left under utilities. If anybody knows which mod that is it would be much appreciated. Daniel
  17. I'm currently running KSP on MacOS Sierra 10.12.2, running KSP 1.2.2.1622 (OSXPlayer.) I've done several clean re-installs and verified game files multiple times however I seem to stumble upon this bug where there'll be this phantom spacecraft that I can't fly or recover. When I try to interact with it, it has no name, description or crew and clicking on fly and recover has no result. When this occurs, the UI in the VAB and SPH disappears but is still operable (you can hover over their original positions and they still function) except for the part icons which still remain.
  18. How Do You Scroll the camera up with the craft on ps4.
  19. Console: PS4 I've noticed that camera panning is really slow in the VAB and the SPH which hinders my ability to build things in any reasonable amount of time. I was wondering if the community new something that I didn't or some control that I wasn't using to pan the camera faster? Maybe its just on a slow setting? I can't seem to figure it out and it really bothers me sometimes when it takes 30 seconds to 1 min just to rotate the camera 180 degrees or raise from the bottom of the rocket to the top.
  20. I think this is needed as a category. I'm sure that I'm not the only one with plane trouble. In this thread, I hope for people to share their planes that they are struggling with so that they can get help from those who know more about what they're doing. I'm starting this thread because I have a craft that is being, very troublesome: the X-23. The X-23 was something I thought up while I was very bored. The idea involves a whole lot of non-snapping angle adjustments on the fuselage and other janky tweaks. When it gets put on the runway, it dips down on one side then levels out again. When I try to launch it, something seems to really want it to swerve around, but even if I do my best to get it to stay straight, it still went off the runway to the right, towards the launchpad. I did manage to get this dang thing to takeoff, but once in flight it wasn't very stable at all. I need serious help with this craft... I haven't opened the craft in a while so I'm not very sure on it's stats... The .craft file says its dimensions are 12.002367,4.47398376,9.33164692. I believe that it is 23 tons (hence the name X-23) Uses some mods but I don't fully remember. Probably just Firespitter and I think it uses a part that I made that is just a re-stat of the stock seperatron to have 4x thrust, 4x fuel consumption, but 4x fuel capacity. https://www.dropbox.com/s/36v32nx0rxyz2dd/X-23.craft?dl=0 (X-23 craft file) https://www.dropbox.com/sh/thuksrkqurhq780/AAD60utQ94S4FmWNbeq1N-FFa?dl=0 [My "potential missile part (solidBoosterSep-Copy)] Sorry I don't have a picture, but I will try to fix that and I hope others can use this thread to get the help they need. -lococarl, over and out.
  21. I have experienced issues with the game as I am using OS sierra on my mac, but those issues have luckily been resolved. Although, both the VAB and the SPH have both been very laggy and jittery, and the problem seems to occur when I'm at ground level. My hypothesis is that the Kerbals that wonder around are causing the problem, yet no graphical changes I make seem to solve the issue. My mac is a late 2012 model with an intel i5 and 8GB of ram, so it's not the most high tech thing out there, but it's served me very well up to this point. Any suggestions or help would be fantastic. I love this game and have been playing it for a number of years, and I would hate something like this irritate me and stop me playing. Not to worry I've just found the 'Hide space centre crew' button. I should really check these things before I start posting on the forum
  22. On some old Kerbal Youtube videos I saw what looked like a really useful mod for the VAB/SPH. In addition to the standard yellow ball (CoG), blue ball (CoL) and purple indicator (CoT), it added a red one. This indicated where CG would end up after the fuel all burns off. I've started building some more complex designs, manually emptying the tanks is getting very time consuming, and if you forget one (buried inside a custom wing tunnel, no doubt) you can end up building the craft with it's empty CG in the wrong place. Then having to start over - fun times. Anyone remember what the mod was called, and is it still active?
  23. They aren't just phantom forces; already they have their spatial position defined in the ship, and apply their forces as physical objects. I think then that 3 things should change: first, they should also be an option only on the VAB/SPH, not flight! Strutting parts isn't magic! Then, they should appear visually as regular struts, and add mass to the ship. That way they feel like an actual part of the design process, you choose which parts strut to which, but it abstracts away having to pick the exact point of placement, and makes it easier to move tanks around and not have to re-configure your whole strut scaffolding. Regarding autostruts that cross over other parts of the ship, it doesn't seem to be a problem to me: Physically, they have no colliders, so the only change (relative to current autostruts) in the ship's physics will be the added mass, no Kraken invited. Visually, having a strut clipping through a part shouldn't be different from a series of parts strutted to each other. (I've edited the question after some feedback and added the poll. I didn't know you could add multiple questions, I think it makes perfect sense to split the question and poll for each individual change, since I'm proposing 3 that are related but could be implemented independently. I tried to rationalize each choice the best way I could, elaborating more than just "Yes/NO!", but not going the "No, because I'm stupid duh" route either. I hope I did a good job there )
  24. I came across a couple of weird issues and haven't had much luck finding information online or here. Here's some brief descriptions and screenshots. Level 2 SPH unlocked; unable to use more than 30 parts out of 255: https://1drv.ms/i/s!Aodx_dMaW2-BiHTeuGd0cxJLi3fX 'Landing' science node unlocked; many many iterations of LY-10 retractable landing gear: https://1drv.ms/i/s!Aodx_dMaW2-BiHYvA4ChO93W-In3 ...yet part is not available for use: https://1drv.ms/i/s!Aodx_dMaW2-BiHU17gVf0cMumzfO This of course is in combination with the classic save file issue, which means every time i have a crash (at least once every few hours), i'm reverted back to an earlier point anyway. However, i've reverted back before to this point and at least the 30/255 max parts issue seems to be sticking around. Also, planes are nearly impossible in career mode, but that's been discussed already. Just venting. UPDATE: i just managed to land within a day's walk of a target to do an EVA report on Kerbin, and after walking about an hour (gametime, time warp x4), I FELL THROUGH THE LANDSCAPE into an endless sea below. Come on!!
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