Dedalous
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Everything posted by Dedalous
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[1.12.x] Near Future Technologies (September 6)
Dedalous replied to Nertea's topic in KSP1 Mod Releases
D'oh! Teach me to assume I have the latest version. Thank you! -
[1.12.x] Near Future Technologies (September 6)
Dedalous replied to Nertea's topic in KSP1 Mod Releases
I'm curious if the radial docking ports, the "Grip-O-Tron Linear Docking Connectors", are intended to be unusable in career. I only recently finished researching the full tech tree, and I can't seem to find them anywhere. When I dug into the configs to determine why, I found they had tech needed listed as Unresearchable and no patches for CTT regarding them. Is this intended behavior or an oversight/bug? -
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Dedalous replied to sumghai's topic in KSP1 Mod Releases
Clearly I need to open my eyes. Thank you. -
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Dedalous replied to sumghai's topic in KSP1 Mod Releases
Are there any plans to bring back the APAS style ports from the older fustek compatability patch? I enjoyed the added challenge of having to fiddle with an orientation specific port, and in the end they look a lot nicer than the stock ports, especially when jammed on a station. If not, would anyone happen to have the old part handy? I can't seem to find a download to grab it, and I'd like to try and hack it into working in 1.5. -
Hi guys. Bit of a head scratcher here, but, I just recently completed a recreation of Apollo 11, following as closely to the original flight plan as I could, and noticed in S2 and S3, there was a significant amount of fuel left over after the needed burns. My question is, is this intended behavior? Or was this mod balanced for an upscaled solar system? A quick perusal of the thread didn't give me any answers, so forgive me if I missed a post discussing this.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Dedalous replied to ferram4's topic in KSP1 Mod Releases
I have a suspected bug, I think. Or it could be I just fail at atmospheric re-entry. That's a big possibility. Anyway, when I go to reenter from a suborbital trajectory in the Mk1 pod(haven't tested it with other pods yet, as I haven't unlocked any more in this save), maintaining a trajectory of about 35 degrees from parallel with the ground, I will reenter, and not slow down. This is with the blunt end of the pod pointed retrograde. It will accelerate from my initial suborbital velocity all the way down. And parachutes are no help, as I'm currently using REalChutes, and they snap off at those velocities. Any help with this would be appreciated.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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Certainly want to make it fly. Problem is I don't know how complete the plugin is. I'm not the best at coding, but I have the time and patience to do configs. I'd also like to use the plugin included in this for an SSTO project of mine similar to the landers from Alien Planet. Is the license permissive enough to allow this?
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[wip] Rover Delivery System [looking for team]
Dedalous replied to GoldForest's topic in KSP1 Mod Development
I have dabbled in configs, and have much free time. I shall volunteer! Might as well start my modding career somewhere. -
[1.12.x] Freight Transport Technologies [v0.6.0]
Dedalous replied to RoverDude's topic in KSP1 Mod Releases
RoverDude, first off, awesome mod. After much fiddling, I managed to make a VTOL that's stable on the pitch axis, but unfortunately, noted that there seems to be a bit of off center thrust on the liquid fuel engines. The ship wants to roll to the right no matter what I do. Built in the sph, with symmetry on, and the only things off center having no physics significance(ladder). -
VTOL/VSTOL Flight Control Computer *Icarus Aerospace*
Dedalous replied to Dedalous's topic in KSP1 Mod Development
You need to have a declared VTOL engine. For instance, in the patched B9 pack, the rotating VTOL engines, powered by firespitter, have context menu commands to control the VTOL. Also, after playing around with these engines, I've discovered that while it has all the features I wanted, the interface is clunky and cumbersome. I also can't run a COM Thrust balancer like TCA into the mix without introducing massive instability, so I'm going to resume developing this plugin. If for no other reason than I'm too lazy to build a balanced VTOL. -
VTOL/VSTOL Flight Control Computer *Icarus Aerospace*
Dedalous replied to Dedalous's topic in KSP1 Mod Development
*Edit* No longer abandoned. Lets see how long this lasts before I get frustrated and give up. -
The planned purpose for this mod is as a flight computer/automatic stabilizer for VTOL capable craft. Long have I played KSP, and been in love with VTOL craft, but been unable to fly them. Without computer guidance, most designs are inherently unstable, and difficult to fly. So, I'm working on this. The plugin is in development at the moment, so this thread is currently for questions, advice, and help seeking, as I'm new to KSP modding, or modding in general, and have to learn a whole new way to think to implement 3D stability control. I'm also trying to feel out the community response to see if this is even worth the guaranteed headaches it's going to cause. Anyway, enough blathering, and on to features! Planned features, in order of implementation(Subject to change as things are discovered/figured out): - Roll/pitch/yaw stability control, with the ability to roll/pitch for forward and lateral movement, then return to center, and lateral skew for heading change - Thrust balancing through the COM so shifting fuel mass/poor design won't cause crashes - Altitude hold - Dynamic lift control, so total lift stays the same no matter orientation, leveraging throttle, engine gimble, and wing lift. - Manual/automatic switching between altitude hold/hover and flight modes For now, that's all I'd like to accomplish, as those are all the features I can think would be needed for such a specialized system. If any of you with more experience in this field see something I need to add or modify to make this work, feel free to comment or PM me. As I said, I'm a modding n00b, so any help is appreciated.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Dedalous replied to sirkut's topic in KSP1 Mod Releases
I'm planning on modeling, from scratch, a more KSOS friendly canadarm clone, as Dromoman and IR parts are too robust(large) for my liking. I'd like it to be all one piece when loaded into the game, one part attatched to the ship. But seems this isn't an option. Thanks! I'm going to look into the viability of chopping it up and it still looking good. May even mean fewer headaches when I try to implement Le Claw grappling features. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Dedalous replied to sirkut's topic in KSP1 Mod Releases
I don't know if this has been answered yet or not, my admittedly rushed browsing of the thread didn't find it, so I'll ask. Does this plugin support multiple joints on a single part, or does each joint have to be its own? I'm working on a more KSOS friendly robotic arm, and I'm not too much a fan of the Lazor system. So, I'd rather use Infernal Robotics, which I've had fewer issues with, and which has parts and a plugin I'll actually use aside from this purpose. -
[0.90] Kerbin Shuttle Orbiter System v4.13
Dedalous replied to helldiver's topic in KSP1 Mod Releases
In the maneuver planner, click create, rather than create and execute. -
[0.90] Kerbin Shuttle Orbiter System v4.13
Dedalous replied to helldiver's topic in KSP1 Mod Releases
To my knowledge, the only way to get mechjeb to work with the KSO, or anything with the COT offset from the COM, is for mechjeb itself to compensate, as it calculates thrust and steers burns based on the COM of the craft. Or at least, thats the way it worked when I dug through the source a month ago. -
[0.90] Kerbin Shuttle Orbiter System v4.13
Dedalous replied to helldiver's topic in KSP1 Mod Releases
Don't thank me. I'm just reposting something someone else already figured out. -
[0.90] Kerbin Shuttle Orbiter System v4.13
Dedalous replied to helldiver's topic in KSP1 Mod Releases
Or, just do this, less code, slightly. // --- asset parameters --- mesh = model.mu scale = 1 specPower = 0.1 rescaleFactor = 0.7 All I did was add the rescaleFactor = .7 and the arm fits perfectly in the bay, and functions the exact same. -
[0.90] Kerbin Shuttle Orbiter System v4.13
Dedalous replied to helldiver's topic in KSP1 Mod Releases
Can anyone give me some help with this? I'm *obviously* rather noob to KSP. I understand enough about config editing to break things, but the documentation I'm finding on rescale factor is confusing. It shows it commented out on the wiki, I've tried it both ways, I've changed scale to 0.7, not working. Help please?