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Found 5 results

  1. After @swjr-swis posted his replica of the Bell X-5 on the USAF Museum Replica Showcase, I decided to try and make my own variable sweep-wing aircraft. I then looked inside his plane, as seen in the screenshot below, and decided to mimic it in "Tim C's Car" - which would be based loosely on the F-14 Tomcat. The interior of @swjr-swis's Bell X-5 replica. I implemented the same angle limit and target angle (both in part settings and action groups) for my own aircraft. However, when I put the finished product on the runway, the wings started wobbling up and down. It stopped after a few seconds - and after I confirmed that the H and N keys were working as expected - but it started again when I hit 70 m/s during takeoff. After using up almost all the runway on wet mode (yes, I'm using Panther engines) to take off, the wings that remained on the plane look like they're flapping - hence causing a loss of control followed by a crash. I started with a Wing Connector B, D, and then a Small Delta Wing. The wings touched the runway and snapped off every time. When I removed the D connectors, the outcome remained the same as prior. I then replaced those wings with single swept wing parts, but still got wobbling wings - although there were way fewer instances of snapping off on the runway. Even when I tried autostrut - grandparent part and rigid attachment, it was no use. Before you ask, I doubt the takeoff length is due to bad aerodynamic design. I copied the prototype but kept the swept wings fixed (as in no variable sweep-wing mechanism), and the plane took off just fine. Tim C's personal supersonic jet - or "car," as named per family tradition - flapping its wings. How can I get my supersonic plane's wings to stop wiggling all the time? Here's the craft file of the latest variable sweep-wing prototype if you want to mess with it: https://mega.nz/file/LfxjSa7A#WBfQEUkCpdAAqCubWl1yiX9hiSczPHBxbdLd-QHLDoE Thank you all very much.
  2. Hi I'm trying to concatenate a string with the value of a variable with MM, but noting seems to works and I find nothing on Internet. I need your help Here an example of what I'm trying : // First try : @PART[*]:HAS[#category[FuelTank],@RESOURCE[LiquidFuel],!RESOURCE[Oxidizer]]:LAST[MyModExample] { @description ^= :$:<br><color="green">It's an example with LiquidFuel #$/RESOURCE[LiquidFuel]/maxAmount$</color>: } It doesn't work. MM just don't evaluate the #$/RESOURCE[LiquidFuel]/maxAmount$ and just put it as normal text... // This one change nothing, same result @PART[*]:HAS[#category[FuelTank],@RESOURCE[LiquidFuel],!RESOURCE[Oxidizer]]:LAST[MyModExample] { @description ^= :$:<br><color="green">It's an example with LiquidFuel : @description ^= :$:#$/RESOURCE[LiquidFuel]/maxAmount$: @description ^= :$:</color>: } // This one change nothing, same result too... @PART[*]:HAS[#category[FuelTank],@RESOURCE[LiquidFuel],!RESOURCE[Oxidizer]]:LAST[MyModExample] { var = #$/RESOURCE[LiquidFuel]/maxAmount$ @description ^= :$:<br><color="green">It's an example with LiquidFuel : @description ^= :$:#$var$: @description ^= :$:</color>: } // This one doesn't work, throw an error... @PART[*]:HAS[#category[FuelTank],@RESOURCE[LiquidFuel],!RESOURCE[Oxidizer]]:LAST[MyModExample] { @description ^= :$:<br><color="green">It's an example with LiquidFuel : @description += #$/RESOURCE[LiquidFuel]/maxAmount$ @description ^= :$:</color>: } Anyone know how to concatenate a string with a value ? So much thanks in advance
  3. https://en.wikipedia.org/wiki/Vought_F-8_Crusader If you want my reasons, there's a detailed explanation here - The short version is that in stock aero most drag comes off the fuselage, even if the wings are angled to produce lift with the body of the plane pointing directly into the prograde. Push the nose up or down only a degree or two however, and it can up doubling. This is a problem because some phases of flight require more lift than others. If you prefer to penetrate sound barrier at sea level, you need a low lift condition, so it doesn't try to climb when going fast in thick air. If you are trying to do that at altitude to take advantage of the thinner air, you need quite a bit of lift. During the speedrun, you are probably trying to get mach 5.2 at 21km air breathing. Due to extreme high speeds, low lift is fine. But if you use NERV engines to get from there to orbit, you need high lift and good lift drag ratio because the air is so thin. Without variable incidence you can pitch up or down, but that leads to large amounts of drag. So, is there a way to make a variable incidence wing a) stock or b) using infernal robotics Imagine b) is a lot easier and more controllable, though if i could get a) to work with two presets (3 degrees and 7 degrees perhaps) it'd make my day. month. year.
  4. I'm trying to do this: @volume = #$../RESOURCE[Kerbolene]/maxAmount$ And it says this in the log: [LOG 19:34:41.286] [ModuleManager] Error - Cannot parse variable search when editing key volume = #$../RESOURCE[Kerbolene]/maxAmount$ I don't understand, any help? Edit: Mods, can you move this to the Help and Support subforum please?
  5. This occured to me a long time ago so I've decided to finally suggest it. I was looking at Ascension, the comet from Kragathea's Planet Factory, nowdays resurrected as Sentar Expansion. That body is on a highly eccentric orbit and always has the same SOI. That does not happen in real life even if we ignore the n-body physics. SOI depends on the proximity to the orbiting body. If it's close to a massive one, its SOI will be smaller, and vice versa, considering its constant mass and volume. Because of this, you could be in a defined large orbit around a comet when it's far away from the Sun, but when it comes closer, you'd continue your way on an independent solar orbit. (In extreme cases, if the body approaches too close, it's not even holding its shape - it's smearing along its orbit, coming apart. It's the known Roche limit.) I know n-body mechanism would be difficult to implement and cause a great deal of issues for all but very experienced players, but variable SOI shouldn't be a problem. Implemented into KSP, this would mean very large orbits around planetary bodies would be unstable and it would provide a new challenge. I'd like to see this one day, especially if (hopefully) we get a comet in the Kerbol system.
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