s20dan
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
s20dan replied to ferram4's topic in KSP1 Mod Releases
As a test you could try slapping something pretty heavy on the back to move the CoM back towards the flaps, then you at least know if thats the problem.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
s20dan replied to ferram4's topic in KSP1 Mod Releases
Your flaps sound like they are too far behind the CoM. But tbh I hardly ever use them unless I'm building a completely conventional aircraft.- 14,073 replies
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[0.24.2] Taverio's Pizza and Aerospace v1.7.1 (22/09)
s20dan replied to Taverius's topic in KSP1 Mod Releases
Well TV-PP makes changes to stock parts and some of those changes get over-ridden by the FAR module manager version, as it specifically searches for and changes the stock parts on load. But we still get all the extra parts that TV-PP adds, along with FAR compatibility for those parts so it will still work after a fashion. Maybe I'll just over-rde the stock parts and see what happens -
[0.24.2] Taverio's Pizza and Aerospace v1.7.1 (22/09)
s20dan replied to Taverius's topic in KSP1 Mod Releases
Oh crap, this isn't fully compatible with FAR anymore. FAR uses the module manager now, so I would think any changes this mod makes would get over-written by FAR. -
Here, XenonBlade : http://kerbalspaceprogram.com/quantum-strut/ This crazy thing is FAR capable, at last and space capable
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Indeed. As cool as the idea of an NSWR is, it would break the game... Although I would probably have said that about an Orion pulse drive too Nyrath, I was having a read over your site last night and I noticed the entry on the Medusa pulse drive.. I think one of those would make the Orion seem rather sane. Do you have any plans for a Medusa? http://www.projectrho.com/public_html/rocket/enginelist.php#id--Pulse--Medusa http://en.wikipedia.org/wiki/Nuclear_pulse_propulsion#Medusa
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I had to uninstall this great mod It seems that it causes massive lag with any of my more unusual craft. Such as this: Or this: They are fine until the point they are put under stress from G-forces. Then the lag begins. I am using lots of mods and at first I thought perhaps it was a conflict, although none existed with the previous version. (RC4 I think?) However, Chestburster had a similar experience with stock craft. Anyway, I'll re-activate it and see if I can get some more substantial information through the logs. Update: Here's some more info from the logs: [code=] (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at System.String.memcpy4 (System.Byte* dest, System.Byte* src, Int32 size) [0x00000] in <filename unknown>:0 at System.String.memcpy (System.Byte* dest, System.Byte* src, Int32 size) [0x00000] in <filename unknown>:0 at Krakensbane.GetFrameVelocityV3f () [0x00000] in <filename unknown>:0 at DeadlyReentry.ModuleAeroReentry.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Thats repeated a lot throughout the logs.
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This sounds very useful indeed! I might actually manage to use the ASAS systems now. Cheers.
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I agree it really is perfect.. Pretty please? Does it have the length inside the bay to place an engine at the bottom of that 3m tank? Wow I had heard about the battleship but have never seen any designs for it, thats incredible.
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Thanks, your mod is very inspirational. And seeing these things propelled by giant atomic explosions is hilarious Hehe, yeah I guess they are unnecessarily sleek but they are good for aerobraking wth deadly re-entry, whatever way round FAR decides it should fly As for control they just use a LOT of RCS, although this last design is more efficient with RCS. There was a documentary posted in this thread and something they mentioned in that documentary was how the original designers threw the rule book out the window with regards to weight savings, as the engine was that powerful they needed a massively heavy craft to correctly utilise it. I tried to follow that philosophy.
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You're brave. Haha I've been trying to design a FAR capable pod racer too but haven't managed it yet. They either shake themselves apart or they don't have the control authority to effectively pull up.
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Here's the Orion Class - Broad sword on her semi-successful test mission to Duna. It was semi-successful because as it turns out mission control sent us off with the wrong payload
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Pod Racers... ! Holy crap, what an awesome idea. I've had a lot of fun designing one of these, here's mine: Album : http://imgur.com/a/wXRQv It's extremely stable with stock KSP aerodynamics, but with FAR + Deadly Re-entry loaded it just bounces about until the structure fails due to G-Force. Has anyone flown one of these successfully with FAR installed? Wow thats a really nimble craft. I have to turn engine gimballing off on mine so its more of a lumbering beast hehe. (The gimbaling is back to front, I'm guessing its something to do with CoM and CoT.)
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Just wanted to let you know that for the last 2 versions I have done something along those lines and not experienced any of those issues. However instead of making the bombs really light, I just reduced the amount in each container so the maximum mass is no more than 30 tons, and the engines were given a mass of 40-50 tons or so. So thats 10 bombs per container for the largest bomb type and 30 bombs per container for the second largest type, I didn't change the amounts for the smaller bombs. I have also changed the node sizes on each part... that may or may not contribute to their strength. Here's an album of my recent direct ascent trip to Jool http://imgur.com/a/wIUk4 It was pretty funny burning off close to 5000 m/s in the atmosphere I tried aerobraking tail first, but due to the use of FAR and poor design of the top section it would just rip tself in two. Surprisingly enough it held together when aerobraking front first even with the use of the Deadly Re-entry mod. A clean break Edit// Ah I see I was ninja'd as I was putting this post together, wrt mass of engine ect Edit// 2 Holy crap, Nova that model looks great. I can't wait to build something using that.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
s20dan replied to ferram4's topic in KSP1 Mod Releases
How does X-Plane do it? In case you don't know, X-plane is a relatively realistic (perhaps the most realistic non-commercial) flight sim with an aircraft editor/constructor program for creating your own craft kind of like KSP, only much more complicated. Its also been around for a LONG time. I always *thought* that it simulated a percentage of air particles and collided them against the aircraft and extrapolated from that, but I can't find any definitive info that says exactly how it does it. But my point is, however aerodynamics are calculated in X-Plane, they feel pretty accurate and pretty snappy.- 14,073 replies
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To Mech-Jeb or not to Mech-Jeb, that is the question...
s20dan replied to Vostok's topic in KSP1 Mods Discussions
I use MechJeb for just about everything. Playing the game: 'Line up the yellow circle on top of the blue cross and keep it there' gets really boring really fast. So I let Mechjeb handle that. But saying that, there is only one task that MechJeb can perform better than me: Mechjeb always turns the correct way to find a Node. But I have to rely on the Navball, so I have to waste RCS trying to find the node that is out of sight, because you can only see 180 degrees on the navball. (+90 and -90) -
This mod is a lot of fun and here's my attempt at a sleek Orion class desgn: 160-200 bombs to orbit depending on how much fuel you load it up with. It will carry approx 40-50,000 combined liquidfuel+Oxidiser. It was originally designed with two 'bomb stacks' so it could return from Jool, but obviously thats dead weight for now. The ship at the end doubles as a lander and can land pretty much everywhere except for Tylo and Eve... it wouldn't be able to regain it's orbit there. The large amount of fuel carried by the main vessel is purely to supply the lander for multiple excursions. The lander should also be able to return all on board back to Kerbin should the need arise. Here's a Pastebin link to the craft if anyone is interested : http://pastebin.com/LH4uBEWi It will need the LLL (LackLuster Labs) Pack as well as the B9 Aerospace Pack, but you should be using those already hehe (For the amazing parts) Also Mechjeb, and perhaps KSPX.... it uses some smaller 2m RCS tanks that may or may not be from the KSPX mod. It also uses the modular fuel tanks mod, to fill the Jumbo fuel tanks with customised loadouts of fuel and monopropellant. You could have an action group button for 'next warhead type' or something, to cycle through each type of warhead.
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[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
s20dan replied to DYJ's topic in KSP1 Mod Releases
Custom fuel tanks..? What now..? Where are those? -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
s20dan replied to DYJ's topic in KSP1 Mod Releases
Thanks to you, the Arrow-VTOL with SSTO capability is born, Jeb salutes you. Really look forward to seeing where this mod goes from here. Cheers. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
s20dan replied to ferram4's topic in KSP1 Mod Releases
On windows all the part configs have to be edited to include PART {..part config in here.. } otherwise they won't load if installed in the 'correct' place. ...\GameData\Squad\Parts\.... If you install them in ...\Parts Then the modified part configs don't seem to load, probably because there are no model or texture files for the part.configs to access.- 14,073 replies
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- aerodynamics
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