ferram4

[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18

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Getting an NRE stating

NullReferenceException: Object reference not set to an instance of an object
  at CompoundPart.GetPartColliders () [0x00000] in <filename unknown>:0 
  at ferram4.FARPartModule.TriggerPartColliderUpdate () [0x00000] in <filename unknown>:0 
  at ferram4.FARPartModule.get_PartColliders () [0x00000] in <filename unknown>:0 
  at ferram4.FARWingInteraction.ExposureHitDetectionAndWingDetection (UnityEngine.RaycastHit[] hits, System.Collections.Generic.List`1 vesselPartList, System.Double& exposure, Double exposureDecreasePerHit) [0x00000] in <filename unknown>:0 
  at ferram4.FARWingInteraction.ExposureInChordDirection (ferram4.FARWingAerodynamicModel[]& nearbyWings, Vector3 rayDirection, System.Collections.Generic.List`1 vesselPartList, Single b_2, Single MAC, Single TaperRatio, Single MidChordSweep) [0x00000] in <filename unknown>:0 
  at ferram4.FARWingInteraction.UpdateWingInteraction (System.Collections.Generic.List`1 VesselPartList, Boolean isSmallSrf) [0x00000] in <filename unknown>:0 
  at ferram4.FARWingAerodynamicModel.UpdateThisWingInteractions () [0x00000] in <filename unknown>:0 
  at ferram4.FARWingAerodynamicModel.StartInitialization () [0x00000] in <filename unknown>:0 
  at ferram4.FARWingAerodynamicModel.Initialization () [0x00000] in <filename unknown>:0 
  at ferram4.FARControllableSurface.Initialization () [0x00000] in <filename unknown>:0 
  at ferram4.FARPartModule.Start () [0x00000] in <filename unknown>:0 

Is this anything to be worried about? Using GPP for what it counts.

Output

Mod List

 

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22 hours ago, Rodhern said:

Something similar happened to me in one of the dev-builds, but only after a revert. Do you see it at first launch too?

Unfortunately, on every launch.

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2 hours ago, whale_2 said:

Unfortunately, on every launch.

Does your craft have non-stock parts. If it is stock only maybe you could upload it, so that we may see if the craft is bugged in e.g. my install too, or whoever grabs the craft file first.

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11 hours ago, Rodhern said:

Does your craft have non-stock parts. If it is stock only maybe you could upload it, so that we may see if the craft is bugged in e.g. my install too, or whoever grabs the craft file first.

Yeah, a lot of. However, it seems to happen only to Procedural Wings control surfaces or stock control surfaces attached to procedural wings and also seems like setting mass/strength modifier to 2 solves the issue. +/- 200 kg on 120 ton craft does not seem like big deal, and I'm not ready to dig into it further. Let's consider this solved :).

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4 hours ago, Rayquaza said:

Congrats on the 1.3.0 update!

Does the trajectories mod work with it, or is it giving problems?

People earlier were saying that it works, but it's quite slow because it calls the FAR functions too frequently.

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I apologize if this has been asked before. 

FAR makes rockets a lot more efficient due to the reduced drag, reducing the amount of  Deltav required to get into orbit. At least as I understand it. I'd like to counteract that, is there an easy way to globally reduce atmo ISP for rocket engines?

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1 hour ago, SilentWindOfDoom said:

I apologize if this has been asked before. 

FAR makes rockets a lot more efficient due to the reduced drag, reducing the amount of  Deltav required to get into orbit. At least as I understand it. I'd like to counteract that, is there an easy way to globally reduce atmo ISP for rocket engines?

Well, you could use Sigma Dimensions to scale up the bodies, making ascent harder.  Or a custom SMURFF config to nerf engines a bit.  Or other difficulty mods like life support would add mass.

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4 hours ago, SilentWindOfDoom said:

I apologize if this has been asked before. 

FAR makes rockets a lot more efficient due to the reduced drag, reducing the amount of  Deltav required to get into orbit. At least as I understand it. I'd like to counteract that, is there an easy way to globally reduce atmo ISP for rocket engines?

The effect on pure rockets isn't going to be that much (drag losses are pretty low either way).  That is, unless you have a really high liftoff TWR.

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3 hours ago, lordcirth said:

Well, you could use Sigma Dimensions to scale up the bodies, making ascent harder.  Or a custom SMURFF config to nerf engines a bit.  Or other difficulty mods like life support would add mass.

I will look into that, thank you!

7 minutes ago, blowfish said:

The effect on pure rockets isn't going to be that much (drag losses are pretty low either way).  That is, unless you have a really high liftoff TWR.

I generally have a fairly low TWR of 1.6, but I suppose I may have the wrong idea about how much of an impact FAR is making. I read about that little factoid waaaay back before KSP stock had its atmosphere tweaked  so I suppose I just think its a bit too easy now, regardless of FAR. My bad. :)

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1 hour ago, SilentWindOfDoom said:

I generally have a fairly low TWR of 1.6, but I suppose I may have the wrong idea about how much of an impact FAR is making. I read about that little factoid waaaay back before KSP stock had its atmosphere tweaked  so I suppose I just think its a bit too easy now, regardless of FAR. My bad. :)

Yeah the difference was definitely a lot more in the old (pre-1.0) stock aero.

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We're inviting all you FAR specialists to take a look at stock turboprops. We're planning to organize events in the future to have BDA dogfights with the ultimate challenge: not just an airframe but you design the engine and propeller as well!

I you don't have experience with building an engine, take a look at the topic in my signature, also over here.

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Hi there,

After installing this mod, my parachutes efficiency dropped significantly. Probably it was intended, but now need to place tons of chutes on every rocket.
Scaling them up also does not help (although it worked before).
Could you give me a tip, how can i boost its performance? Maybe there is a simple way to edit .cfg file ?

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1 hour ago, falcoon said:

Hi there,

After installing this mod, my parachutes efficiency dropped significantly. Probably it was intended, but now need to place tons of chutes on every rocket.
Scaling them up also does not help (although it worked before).
Could you give me a tip, how can i boost its performance? Maybe there is a simple way to edit .cfg file ?

Last time I was checking, there is light version of real chute that comes with FAR. Each of those parachutes can be adjusted for craft weight and desired velocity on touch down.
IIRC, that can be done on group assigment page in VAB/SPH and by selecting parachute in question.

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36 minutes ago, kcs123 said:

Last time I was checking, there is light version of real chute that comes with FAR. Each of those parachutes can be adjusted for craft weight and desired velocity on touch down.
IIRC, that can be done on group assigment page in VAB/SPH and by selecting parachute in question.

Indeed, there is a new button that brings up a "RealChute Info Window", but this window show mostly zeros. Don't know how to edit anything.

Group assignment page? you mean action groups page? can't find anything there. Obviously I'm missing something...

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@Pand5461 I'm doing so. Left click brings up usual assignment options, right click brings up the same effect as on building page.

Can't see anything that would allow me to make an adjustment.

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@Pand5461 @kcs123

I did some digging. Looks like RealchuteLite is broken in my game. I downloaded full verion of RealChutes and everything seems to work like intended.

Thanks for your help guys.

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Hi guys,

Just updated to KSP 1.3 (x64 for Windows) and installed the latest release of FAR but I'm getting some weird behaviour. I'm not using any mods other than the required ModuleFlightIntegrator and ModuleManager.

An entirely stock craft built in 1.2.2 that was capable of pulling over 11g without any failures now only pulls 7g before it fails at the same altitude and speed. I've not changed any of the wing mass/strength tweakables, and everything seems to be set up just as it was in 1.2.2. Have aero failures been made more common? I can't see any changes to the values in the FAR debug menu, and I've tested this on craft built from scratch in 1.3.

Output Log

The second issue is regarding slippy landing gear. With FAR installed, an aircraft will begin to slowly slide sideways as soon as it spawns on the runway. It doesn't seem to matter how high the friction tweakable is set either. This only happens with FAR v0.15.9 installed. It also doesn't seem to affect the small landing gear, only the medium, large and extra large parts.

Lastly, I've noticed that even without any reaction wheels or cockpit torque turned on, an aircraft will have a huge amount of yaw authority moving at very slow speeds on the runway, even as slow as 1 to 2m/s. It was so easy to turn that I had to double check that steering was disabled on the landing gear. Is this intentional? I did wonder if this was a result of the landing gear sliding I mentioned above.

EDIT: after changing some of the tweakables and saving the craft, the sliding and excessive yaw seems to have disappeared. Still getting aero failures at much lower speeds though.

Edited by Elmetian

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Question regarding aerodynamics calculations and voxelizations - i know via the FARPartModuleTransformExceptions.cfg parts can have individual sub-objects rendered invisible to voxelization for doing things like Firespitter propeller blades, but the PMTE requires a part to have a PartModule to ID object transforms from; Is there a way of rendering parts that don't contain partModules invisible to voxelization?
Ignore this, I found a solution to my issue.

Edited by SuicidalInsanity

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Just in addition to my previous post, when I get an aerodynamic failure the F3 log doesn't register which parts have failed. This is a completely clean install of KSP 1.3 and FAR 0.15.9, I didn't even bother changing any of the graphics settings hence the lower resolution screenshot. I've tested this with the E42 aircraft that ships with FAR as well as aircraft scratch built in 1.3 and I get exactly the same result:

vHlZtSz.png

Edited by Elmetian

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Hello,

I want to calculate axial A and normal N aerodynamic forces at given state (velocity v and position x (i.e. altitude)). I known i can  get them via :

eq02.gif

from lift L and drag D. And L and D via lift - and drag equation:

eq01.gif

D analogue with C-D.

I can calculate the density from the altitude, but how to calculate C-L and C-D as functions of AoA a and velocity ( usually expressed in Mach M)?

In the static analysis window i can see a 2 D plot where either  a or M is constant, so FAR calculates this values - of course - but in the data stability derivatives window  Cl and Cd are given only for a AoA which is needed for level flight at given M.

I read somewhere that :  Cl(a) = Cl(0) + d/da  Cl(a) , where the derivative seems to be constant , at least for small AoA. This is what i find in the sweep AoA diagram as well. still Cl(0) and slope are depending on M, how can i calculate that?  And how to deal with Cd, it seems ~ AoA^2 ?

I found an equation, where Ca and Cn (axial and normal force coeff ) are approximated by a sequence Ca(AoA,M)=Ca0(M)+ Ca1(M)*AoA + Ca2(M) * AoA^2 .
But i don't know Can(M).... Anyway how is FAR calculating Cl and Cd when displaying the sweep diagram in the static analysis window?

Thanks for any hints.

 

 

 

 

 

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Clear CFGs and Caches to Fix Yaw?

I have this monstrosity of a heavy lifter that I've been using for a while to send 40 tonne payloads into LKO. Pure stock plus FAR 0.15.9, KSP 1.3.0. I built a new KSP installation with a fresh set of mods to migrate my 1.1.3 career save to (which is another story altogether, but otherwise works). The first time I did this, the monster would fly as intended. Now I'm getting ready to resume filming this save for real, and the second time it would pitch up way too much and yaw ridiculously on take-off.

FatStar2-1.png

Here's the craft file. I've since done some tweaks to this beast, adding two or three degrees of wing incidence and using retractable solar panels, and you can see the intended behaviour on this YouTube clip.

On a lark, I backed up and deleted my Physics.cfg, PartDatabase.cfg and Module Manager cache on the new KSP install, and tried again. The craft reverted to its intended behaviour without changing the craft at all.

Uncontrollable yaw from lack of tail planes is a uniquely FAR behaviour, which I am OK with. But why would deleting and rebuilding these files have such an impact on yaw and pitch? And is it cheating to do so?

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I have a humble request following much frustration, hair pulling, and choice curse words.  Can the flight assistance toggles be made to either be non-functional when in space or to automatically turn off once you hit space?

Problem is is that the toggles mess with the controls in space, and as such induce phantom inputs, which was causing my shuttle to pitch, yaw, and roll in seemingly random directions, and even with high torque from reaction wheels/SAS it was still causing slight issues, particularly as I tried to maneuver the craft around.

These toggles shutting off automatically or just straight not being functional if in vacuum would do much to solve this problem. 

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