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federally

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Everything posted by federally

  1. This is a picture of the weird "feature" I posted about last. Those fairings when they were installed on the plane that had crashed there were small, about the same size as the fairings on the plane pictured that add the cones to the back of the engine nacelles. For whatever reason discarded fairings look enormous regardless of how big they used to be. It's kind of hilarious. Note: I'm not complaining about this or thinking it needs to be fixed or something. I just find it really funny
  2. When using FAR how does the thickness of the wings affect the lift and drag of the wing?
  3. It's not exactly a bug but I noticed one really funny thing involving the mod. If you have debris from a fairing on the ground, such as from a crashed plane which my KSC is littered with, when you view them from a certain distance away the fairings explode in size. My KSC looks like it's littered with crashed blimps due to all these gigantic fairings littering the ground.
  4. In the screenshots of the spaceplane, what is the module infront of the 6S tube and behind the nose cone?
  5. Well that's not particularly helpful since it doesn't actually tell me how to improve my designs.
  6. Why oh why do I regularly have control surfaces tear off aircraft after the update?
  7. Would still be nice to have some proper runway lights
  8. Since this is the best mod for helping us see things that are far away maybe something could be added to this mod to make the KSC runway easier to see from far away? I fly lots of planes and would love to be able to see it from further off to get lined up for final approach.
  9. It sounds like the Center of Thrust is below the Center of Mass. Once the ship lightens and aerodynamic forces lessen having the CoT lower then CoM causes unending back flips. But you mention that sometimes it makes it to space fine, so maybe not because this CoT below CoM problem would screw you up a ton in space as well. So maybe as fuel burns your CoM is moving back behind your Center of Lift.
  10. Boamere this is what you do. go to the MP_Nazari folder, open the file squad hotrockets. (copy this before you do anything to it) scroll down a bit to this part: powersmoke { MODEL_MULTI_PARTICLE_PERSIST { name = smokethrust modelName = MP_Nazari/FX/smokebooster2 transformName = thrustTransform emission = 0.0 0.0 // Curve for emission like stock emission = 0.07 0.0 // Curve for emission like stock emission = 0.2 0.4 // Curve for emission like stock emission = 1.0 1.1 // Curve for emission like stock energy = 0.0 0.2 // Same for energy energy = 1.0 3.2 // Same for energy speed = 0.0 1.0 // And speed speed = 1.0 0.8 // And speed grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) scale = 0.0 1.0 // Rescale the emitters to +0% scale = 1.0 1.0 // Rescale the emitters to +0% offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters size = 0.0 1.0 // Rescale the particles to +0% size = 1.0 1.1 // Rescale the particles to +0% renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch collide = false // Collision active or not collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model) sizeClamp = 50 // Limits particle size. Default to 50 // *************** // From here the value are not the default anymore. // *************** angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45° angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 // Display if the distance to camera is higher than 110 distance = 100.0 1.0 distance = 110.0 1.0 emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale { mach = 0.0 1.0 mach = 0.8 1.0 // don't display until mach .8 mach = 1.0 1.0 density = 1.0 1.0 density = 0.4 1.0 // don't display over .4 atmo density = 0.3 1.0 density = 0.002 1.0 density = 0.001 0.0 // and stop under .001 } Then delete everything after the { after powersmoke and before the closing }, so it looks like this powersmoke { } } That will give you all the flame effects, with Squad smoke. If you want this to apply to the engines from the other mods I think you do the same in those files.
  11. Are there any mods that make the runway at KSC more visible? I've been flying a lot lately and it would be really nice to be able to see it from further away and be able to line up with it properly.
  12. Never The only crashes or bugs I've encountered were all mod related
  13. With FAR I suggest getting Procedural Fairings to shield those payloads. It makes liftoffs much easier
  14. Holy crap you need Procedural Wings. It would make that thing look so awesome if it didn't have to be such a patch work
  15. You don't have a .cfg issue. Your mod is just not working, reinstall it.
  16. The only real affect I've seen FAR have on DRE is simply maintaining a proper orientation of the ship. If your craft had poor aerodynamics you will find it difficult if not potentially impossible to point your heat shield towards the danger. So proper design of your reentry vehicle is required. This makes things more realistic and better in my opinion. When I have a well designed craft I just turn off SAS once I've entered the atmosphere and let FAR take over and orient the ship for me.
  17. I tried that and the entire effect went away.
  18. Hostin glowing to say watching a large glowing dot barely distinguishable from the skybox slowly grow and change into the Jool and all of its glowing moons circling around it is one of the most amazing KSP experiences ever. Thank you
  19. I highly doubt it. The smoke really is a killer to performance, and frankly I want to find out how to turn it off because I don't like it that much.
  20. If you want to change your root part you can remove everything attached by grabbing the part next in line. Release is in the vab so it stays there but red and semi transparent. Then get rid of your root part, pick another one and reattach the other parts to the new root.
  21. Also, lift generating wings on the rear of Rockets cause stability issues. You have a rocket that typically carries a lot of weight in the nose, your payload, which does not decrease as you travel. This is initially counter balanced by the fuel load in the bottom, however you burn through this as you go. Then you add wings that create lift at the rear of the rocket. Eventually the weight in the bottom will decrease enough that the lift generated by wings will overpower the rockets SAS and send the rear end up over the nose. Actual rockets don't use lift generating wings. They use flat surfaces that cause aerodynamic forces to push the tail down or up if it begins to move out of line with the direction of travel. Stop putting wings on rockets, save them for planes.
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