Jump to content

AngusJimiKeith

Members
  • Posts

    196
  • Joined

  • Last visited

Everything posted by AngusJimiKeith

  1. After a bunch of flights under various conditions last night, I noticed a bit of an issue with the flight model: if you use up a significant portion of the onboard fuel (about 3/4 or more), the center of mass moves well behind the center of lift (confirmed in the SPH). This gives it a tendency to pitch way down during low altitude flight. Not sure if this is a problem with my flying in particular or in general.
  2. Well, my station crew ferry just got cancelled. KSO looks better, flies better, and holds more crew. The KSO flies like a dream. I only had time for one test flight this morning, but it was almost as smooth as flying a normal rocket. It even takes early-launch rolls easily. Re-entry from 100 km orbit was relatively accurate, started flying her myself at about 27 km out from KSC, and, as always....I landed next to the runway, not on it. Oops. I have yet to fly with any payload to speak of, but I imagine dtobi's plugin should help take care of it. My only complaint/bug report: KSO and Kerbal Engineer don't play nice together. I get no mass, DV, or TWR readouts in the VAB. In flight I do get mass, but I only get DV and TWR for the final stage (the OMS). Probably has something to do with the fuel line built in to the external tank, but that's just a guess. EDIT: This appears to be a (known) issue with Engineer. It doesn't like the decoupler module on the EFT.
  3. Amazing. Simply awesome. Glad to see this back on track!
  4. Looks like it was either an import or export issue; reexported and started the Unity screen from scratch, nozzle is now behaving correctly. Thanks for your help!
  5. Could this be an exporting (or importing) issue? In 3ds max, the nozzle's origin is at its throat, as is the pivot...when I import to unity, it's about 1/3 of the way down the nozzle.
  6. I'm just beginning to delve into modding, so my knowledge on the subject isn't great, but I've run into an...interesting issue. I have a gimballing engine (SRB, actually, if that makes a difference.) The nozzle is a separate mesh from the rest of the motor, and it is childed to my thrustTransform. In game, it does rotate with control input. However, it appears to move the top of the nozzle, rather than the bottom, as if the bottom of the nozzle is the pivot point. I've tried adding box colliders, moving the thrust transform and/or the nozzle's transform around, but nothing in Unity seems to be working. I don't know if this is a known KSP issue (I can't find it anywhere on here) or possibly something wrong with my model. Anyone have any insight? No input Input No input Input These screenshots aren't great, but hopefully they illustrate what I mean. I might up the gimbal range to get more exaggerated screenshots if necessary.
×
×
  • Create New...