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Ryds
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Advice Needed to Update Existing Game
Ryds replied to Ryds's topic in KSP1 Technical Support (PC, modded installs)
Hello? -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Ryds replied to ferram4's topic in KSP1 Mod Releases
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Ryds replied to ferram4's topic in KSP1 Mod Releases
I'm up! I've been playing KSP with FAR for a number of years now but only this week have I tried building a plane. I skipped building small little planes and went straight to spaceplanes. It would be an understatement to say that I've had a pretty frustrating few days trying to wrestle this beast into orbit, all because I was putting -100% and not 0% on the control surfaces, jeez! My sense of achievement meter has just hit "First Landing and Return From The Mun" levels but I think I'll hold off on landing the plane until tomorrow (I've never landing anything on the runway). Thanks for pointing out the negative deflection percentages Crzyrndm!- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Ryds replied to ferram4's topic in KSP1 Mod Releases
Haha! Brilliant, seems obvious now About to try it out and will report back. Bakase, I tried to post an embedded imgur album for the first time and had a few difficulties.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Ryds replied to ferram4's topic in KSP1 Mod Releases
Hello, I have a bit of an issue with ailerons and elevators. I've set each one to have the correct input, ailerons with only roll percentage and elevators with only pitch percentage but both sets move when a separate roll or pitch input is given. E.g when i put the stick to straight left roll the pitch elevators also move (in the opposite direction). It happens with stock control surfaces and procedural. I'm not sure if its a bug or not or whether I need to change something else in the SPH. I've included a pic of the aileron settings - apart from the pitch/roll distinction the inside elevators have the same settings. Any help gratefully received, Thanks!- 14,073 replies
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[1.02] KW Rocketry v2.7 Available - 1.02 Compatibility! - 16/05/2015
Ryds replied to Kickasskyle's topic in KSP1 Mod Releases
Hello, I'm looking to see if there is a new version since 16/05 but can't see that it's been updated. I'm reading positive comments about KW in the recent pages. Is it released and working with FAR and DRE now, as the original 16/05 release still needed some work. Thanks! -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Ryds replied to Starwaster's topic in KSP1 Mod Releases
Ah yeah, forgot to mention I tweakscaled them to fit.- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Ryds replied to Starwaster's topic in KSP1 Mod Releases
They didn't burn up nope. Actually they hardly raised their temperature which leads me to think they are from a mod, not stock, checking... I think they are stock, in squad/aero/airbrake. Does the heatshield produce an area behind it that doesn't heat perhaps, I'm thinking maybe it punches a hole through the air so the superheated air doesn't hit the airbrakes. I reckon making aerodynamic changes to the vehicle is the way forward, especially when a low CoM is not enough to keep things stable. One other thing I tried was the suggestion that someone gave about using infernal robotics and folding a set of wings out from the top of the craft on a hinge. They didn't work so well, I found that the craft was more prone to flip when slightly off the ball and once it started to go things would happen very quickly with no chance to correct. But I def think there's room for a modder to work with bac9 or the procedural wings guys to design a set of FAR/DRE airbrakes.- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Ryds replied to Starwaster's topic in KSP1 Mod Releases
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Ryds replied to ferram4's topic in KSP1 Mod Releases
Hello, I posted this in the DRE thread but thought it might help the flipping craft discussion from a couple of pages back. I don't think its reasonable to expect a craft that's 4 science juniors long to behave itself whilst crashing through the atmosphere at 2km/s. The space shuttle is the longest re-entry vehicle we've launched and that needs ablative shielding all along it and must follow a strict re-entry profile. The craft flipping is annoying but as someone either in this thread or in FAR said, KSP is about engineering, so find an engineering solution to it. Here's mine. I've used 4 A.I.R.B.R.A.K.E.S and placed them so that the don't cover the EVA hatch. To be honest I've got 50 mods including B9 so I'm not sure if these are stock or not or where they come in the community tech tree (I used sandbox to find something suitable). When flat at launch they don't overpower the atmo stage wings, although I found I needed to add an extra pair (6 instead of 4) to make sure the CoL was low enough. At re-entry I open them as soon as I hit atmo. I'm then able to descend using only SAS at a cost of 0.005 EC instead of retrograde hold @0.7 EC. You need to see it down manually tho as if you deviate from the vector indicator by more than a few degrees you'll go poof. I'd suggest moving this lower down the tech tree, but I'm not a modder and don't know even how to do that. Maybe a someone with the modding chops could pick it up? Hope this helps, I'm pleased to finally offer a small solution for once instead of just reporting bugs!- 14,073 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Ryds replied to Starwaster's topic in KSP1 Mod Releases
Hello, I don't think its reasonable to expect a craft that's 4 science juniors long to behave itself whilst crashing through the atmosphere at 2km/s. The space shuttle is the longest re-entry vehicle we've launched and that needs ablative shielding all along it and must follow a strict re-entry profile. The craft flipping is annoying but as someone either in this thread or in FAR said, KSP is about engineering, so find an engineering solution to it. Here's mine. I've used 4 A.I.R.B.R.A.K.E.S and placed them so that the don't cover the EVA hatch. To be honest I've got 50 mods including B9 so I'm not sure if these are stock or not or where they come in the community tech tree (I used sandbox to find something suitable). When flat at launch they don't overpower the atmo stage wings, although I found I needed to add an extra pair (6 instead of 4) to make sure the CoL was low enough. At re-entry I open them as soon as I hit atmo. I'm then able to descend using only SAS at a cost of 0.005 EC instead of retrograde hold @0.7 EC. You need to see it down manually tho as if you deviate from the vector indicator by more than a few degrees you'll go poof. I'd suggest moving this lower down the tech tree, but I'm not a modder and don't know even how to do that. I'll post this in FAR too as a modder may want to pick it up. Hope this helps, I'm pleased to finally offer a small solution for once instead of just reporting bugs!- 5,919 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Ryds replied to ferram4's topic in KSP1 Mod Releases
Hmm, when the rocket flipped in my modded game I went back to the VAB to check CoL vs CoM and that's when I noticed the unexpected indicators. That rocket had parts from B9 (dev) and a load more. So... I focused only on the moving CoL as the problem and found that a fresh install with only FAR showed that it still moved around but I didn't actually take a flight to see if it flipped! I've extensively tested the fresh install and indeed it doesn't flip, which is encouraging but the CoL still moves around as the pictures show. It appears then that it is another mod, probably B9, not playing well with FAR, which figures as it's not finished but the CoL in the VAB on the FAR only install still wanders. The flight characteristics of the fresh FAR only install are within the expected range. Thanks tho and let me know if you need any more info/items re the wandering CoL, I probably won't post the flipping rocket issue to the B9 thread as I'm sure they're well aware of it.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Ryds replied to ferram4's topic in KSP1 Mod Releases
Hello, I've just noticed this problem that leads to my crafts flipping on ascent. The CoL moves unexpectedly as the fuel tanks drain. I've uploaded four pictures that show it moving when I drain the tanks in the VAB. I had over 50 mods installed when I noticed it and through process of elimination narrowed it down to FAR. These screenshots are taken from a clean install of KSP with FAR as the only installed mod. Reproduction Ubuntu 14.04 KSP 64 Ferri 0.15.2 Player Log http://www.filedropper.com/player Mk1 Pod Any Fuel Tank Any Engine Any Wings Full Tank Empty Tank Full Tank + Wings Empty Tank + Wings Thanks!- 14,073 replies
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StevenJ and Munseeker, this is great. MKS is so poorly documented that I've been hoping for an alternative for years! Thanks!
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As is always the way, since I've had a grumble about it the crashing seems to have stopped :/ But if it comes back I'll certainly upload the info I can. Thanks for the work you're trying to do, it's not there yet but you are all working hard to give a better experience to all and whilst it is a great mod atm it will be indispensable once you've cracked it.
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Crash When Entering VAB
Ryds replied to Ryds's topic in KSP1 Technical Support (PC, modded installs)
Ok great, thanks Steve! I'll try that tommorow. Cheers! -
Crash When Entering VAB
Ryds replied to Ryds's topic in KSP1 Technical Support (PC, modded installs)
Hey Eodh, Thanks. I can't find anything online pointing me to the log file with a higher address than ~/.config... It's def. not in ksp_data pf any of the installs I've extracted. Good point about the pure new save game. I have only been trying with the original zip I got when I bought it. I'll try the latest one I've downloaded from Squad - but again, there is no ~/.config folder in that file. Maybe it's created when I first run it, I dunno, really hoping someone with Linux experience can chip in and point me in the right direction. -
Crash When Entering VAB
Ryds replied to Ryds's topic in KSP1 Technical Support (PC, modded installs)
I got another zip from the store and that didn't have the config file in it either. I have the feeling I'm missing something blatantly obvious. -
Crash When Entering VAB
Ryds replied to Ryds's topic in KSP1 Technical Support (PC, modded installs)
Hi! Thanks for responding. Perhaps I'm looking in the wrong place but there's no config file in the KSP folder and I've searched the whole drive for any config folder and there isn't one in the partition! I also unzipped a new KSP folder from the download zip and there isn't a config folder there :/ Do you think maybe I had a corrupted download? Here's the screenshots of both modded and unmodded folders - I've looked inside each individual folder trees in them. -
Crash When Entering VAB
Ryds replied to Ryds's topic in KSP1 Technical Support (PC, modded installs)
I've just tried another fresh install with these mods and it still happens. I'd really appreciate some help with this or at least a pointer in the right direction as I'm not seeing anyone else reporting this. As I said if someone can show me how to get the log file(I cannot find the folder mentioned in the instructions) then I'll post it. Thanks. Even just someone to say, ah yeah, that's an issue that Squad are looking into, sit tight it's being worked on. -
Crash When Entering VAB
Ryds replied to Ryds's topic in KSP1 Technical Support (PC, modded installs)
Hello? -
Crash When Entering VAB
Ryds replied to Ryds's topic in KSP1 Technical Support (PC, modded installs)
Anyone? -
Crash When Entering VAB
Ryds replied to Ryds's topic in KSP1 Technical Support (PC, modded installs)
It doesn't happen with a plain install and sorry but i cannot find the player.log file in linux. I've searched for the unity3d folder and it isn't there. loads of folders named just Unity are tho. I bought the game direct from Squad so it isn't a Steam download if that helps. -
Hi there, I'm not too sure what is causing this crash. When I start a new game, the 1st time I enter the VAB everything is fine but when I come back from a mission or revert the VAB tries to load then crashes. Sometimes it will load but then when I try to load a saved ship it crashes. After reading around the forums I thought it might be a texture issue so I removed ATM and texture replacer but no joy. I've updated my drivers too and set the mouse frequency thing to 125ms. I've copied the folder and tried fresh installs (with the below mods +/- ATM and texture replacer) but it keeps happening. I'm not sure where to find the error logs, if you they'll help then please let me know where to find em. Thanks! Core i7 3612- 8gb Ram, 2gb Radeon 7xxx - Gallium 0.4 on AMD TURKS driver KSP: 1.0.2 (Unix) - Unity: 4.6.4f1 - OS: Linux 3.13 Ubuntu 14.04 64bit USI Tools - 0.4 Chatterer - 0.9.1.86 Community Resource Pack - 0.4.1 Deadly Reentry - 7.0.1 Editor Extensions - 2.7 Firespitter - 7.1.1 RasterPropMonitor - 0.19.3 KSP-AVC Plugin - 1.1.5 Kerbal Construction Time - 1.1.6 Kerbal Engineer Redux - 1.0.16.6 Kerbal Joint Reinforcement - 3.1.3 Infernal Robots - 0.21.2 ModularFlightIntegrator - 1.0 Final Frontier - 0.8.2.1285 PlanetShine - 0.2.3.1 Procedural Parts - 1.1.1 RealChute - 1.3.2.3 RemoteTech - 1.6.4 SCANsat - 1.1.2 SafeChute - 1.7 StageRecovery - 1.5.5 TAC Fuel Balancer - 2.5.1.7 TAC Life Support - 0.11.1.20 Alternate Resource Panel - 2.7.1 Kerbal Alarm Clock - 3.3.1.1 TweakScale - 2.1 USI Exploration Pack - 0.4 Freight Transport Tech - 0.4 Karbonite - 0.6.1 Karbonite Plus - 0.4 MKS - 0.30.1 USI Survivability Pack - 0.3 Waypoint Manager - 2.3.2