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darcgekco

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Everything posted by darcgekco

  1. Is there any way of increasing the maximum leading/trailing edge size? I have a penchant for using pwings as bits of fuselage, and in some cases, like the plane below, being able to extend the leading edge along the nosecone would be very helpful from an aesthetics perspective.
  2. So I built this exact 1:1 f-22 with tweakscale and pparts/wings. Flies well, until I try to use the rudder for more than tiny deflections, in which case it rolls over super fast. Also had to clip two copies of the correctly sized tailfins together to get any semblance of roll stability, presumably because the whole fuselage is made out of wings The other thing is, why are my pitch input derivatives negative? I can make them positive by swapping deflection direction on my elevators, which makes sense, but then I have inverted pitch control. Any input on what I could do to stop the rolling when yawing issue would be much appreciated.
  3. Question: why are the Gatling gun and the workshop forbidden parts? because Modulemanager isn't on the modlist, exp launchpads is useless without the workshop as only the workshop has a productivity value.
  4. Well, I had to make it 0.001, but it fixed the wobbles. Thanks! As for re-entry, because it's just built out of stretchytanks, which don't have heat shields, it started burning up when I got to 1600 m/s going into orbit, so for the moment I just turned down the heat multiplier in DRE until I come up with a better solution. Also, the SABREs have to be turned down to about 2/3rds throttle or they overheat and explode in rocket mode at mode switch altitude/velocity. Finally, does anyone have ideas on how I could make a FAR-friendly cargo bay for this thing? At the moment it's limited to fuel-only payloads.
  5. Yeah, that would be the problem then, as when attached to the stretchy tanks they were always on a slight angle.
  6. Sorry, I thought it was one of your RO required mods that changed the flameout mechanics so that the flameout threshold reported is actually used. Also, I noticed the rescaled B9 gear is super unstable. I built this skylon replica: and had terrible trouble with the B9 gear bending all over the place and being generally useless. I then rescaled the stock gear 2.5x and used that instead and it worked fine. Maybe some of the parameters in the firespitter wheel module need to be changed so that they work properly with heavy real scale aircraft?
  7. With the changes to the flameout mechanics should I still be getting asymmetric thrust with 2 engines if the air requirements for both are not met?
  8. What happened to the B9 support? I remember an old version of RO I had that had SABRES that ran on LH2 in atmo and hydrolox out of atmo, but It doesn't seem to be included anymore
  9. Yeah, I was including the empty cone tank I used's length (like 3m) and just guessed that the nozzle was ~2 metres long. The actual measurement the SRB gives is like 32m and the shuttle SRB is supposed to be 45 or so. Also, For some reason the hitboxes of the buildings at KSC are dodgy and there are only certain spots where you can click certain buildings. The SPH is the worst offender, with a bunch of spots where your mouse is over the SPH but your click registers on the astronaut complex instead. Is this a known issue?
  10. I just downloaded the version in the OP and I'm still getting the error spam. Made a clean install with just FAR, same issue. Here's the output.log.
  11. Nathan, I'd just like to note how satisfying it is to pull the space shuttle ET dimensions from wikipedia, make an identical stretchy tank, fill it with hydrolox and end up with a mass that is almost identical to the real one. That said, I did the same thing with the SRBs, and while the correct mass and thrust did produce the correct burntime, the SRB was a good 5 metres shorter than wikipedia said it should be, so not sure what's causing that. Regardless, these mods are awesome, and I really appreciate all the work you and the other modders have put into them.
  12. How are the FAR properties applied? it appears that using isWing = false doesn't stop FAR from considering them as wings. Also, I'm getting a mirror bug with the standard control surface where the COM appears to be offset to one side, as shown here. Haven't tested to see if this is purely visual or affects flight as well.
  13. Questions: Why does my debug log get spammed with aerodynamic force = NaN errors whenever I turn on the CoL indicator? Also, what does FAR do if the object has no nodes e.g. the stock xenon canister?
  14. So the way FAR works for parts that aren't wings is by modelling them as elliptical frustums based on the size of the nodes at each end?
  15. @Ferram: So, hypothetically, if this was not made out of wings, would FAR correctly model it as a (relatively) aerodynamic shape?
  16. @DYJ: How difficult would it be to make a procedural structural piece? I built this (cant insert stuff, never post on these forums) in Realism overhaul and it's too unstable due to all the wings
  17. Question: what are the units of the gimbalresponsespeed parameter? I'm making a 1:1 shuttle and trying to make a 10 degree gimbal actually work without being uncontrollable. Also, I'm getting a weird bug in the editor where if I rightclick on certain engines, including both of the LR69 variants, they bug out in mass somehow, making the COM indicator disappear and causing mechjeb to display any mass related measurement (TWR, etc.) as NaN. This can be fixed by deleting the engine and replacing it from the parts list.
  18. So I built a shuttle using procedural wings as structural pieces - is there any way to make them act like they aren't wings?
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