Kitspace
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Kitspace replied to bac9's topic in KSP1 Mod Releases
I am not asking you to do anything with textures. I am not asking you to do anything that is time intensive or any remodeling at all. What I am asking for is just to make a mirrored part and include it as an option with firespitter tweakables or something. In fact I would never care at all if only it was a purely visual difference. The problem is that it is not about textures. Whatever it is it is screwing up my attempts to surface attach just anything on top of this wing. And this is practically my favorite one in this pack so it is used quite often. I can make some more pictures of the cases where it is a problem or you can just test it in your game yourself.- 4,460 replies
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By the way I have just realized that I forgot to ask about this bit when I was reading it. When you say a flatter trajectory do you mean turning quicker at the end like the mechjeb turn shape option or starting earlier and keep the whole turn lower in the atmosphere? Or do you mean something else?
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Kitspace replied to bac9's topic in KSP1 Mod Releases
Sorry if I do sound improperly in any way. There is no offense on anybody really. Why do not you want to take a look at the issue that I have pointed out? You say ask Squad to fix it. But why are they supposed to change the whole game to fix an issue with a mod not the other way round? And if they change that it would make most if not all of the current mods cease to work. Moreover I believe that what I am asking for would just take a few mouse clicks to copy the part and export it. I would do this myself if I had the original file for the part model itself. I really missed what is going on with the new version of the Ferram aerospace research and why does not it appear there. Can anybody tell me or point to the place where this was actually discussed previously? Thank you!- 4,460 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Kitspace replied to ferram4's topic in KSP1 Mod Releases
What is going on with the new version that is already discussed and shown in a few places around?- 14,073 replies
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- aerodynamics
- ferram aerospace research
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[PLUGIN] [WIP] Mirror symmetry for asymmetrical parts
Kitspace replied to lo-fi's topic in KSP1 Mod Development
Can anybody write something a little bit more in particular about how is it supposed to be done? Can I do anything to a part that is already exported to the game? Thank you! -
Thank you again for all your support! Now I will go and try all those things.
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And what about the control surfaces? Why do they start attached in a turned orientation? What would their behaivour be like if they would start normally? Can I see this kind of behaviour somehow? Does this technique help in any way with mirroring of asymmetric airfoils and other sorts of those things?
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Also I have read the tutorials in the wiki more than once but they do not answer some of my questions that are quite essential for me understand what is wrong. It is like when a real life rocket is doing this again and again in Orbiter it looks nice and it works but when I am doing the same thing it looks much the same but it does not work at all. I have successfully tuned my mechjeb to make it look very much a like a real life launch and minimie the remaining required speed but never managed to eliminate the coasting part it loves so much and then of course it is all completely screwed up with a tiny little change in payload or something.
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Thank you everybody for your very patient support! So as far as I got it it is normal to run over apoapsis while still running the engines and to keep flying you need to pitch higher than prograde. Right? But that is all about the mild modern rockets and what about the old classic ones that could give some very good gees even on the upper stages? How to keep the apoapsis from running away from me? The Titan had a place in the pitch program where it had to pitch down until the ascent vertical speed came to zero and only then thrust horizontally again as far as I know. Do I need to keep my apoapsis steady where it is supposed to be and let me come up to it or at least keep it somewhere? And should it still start to run away and rise quickly how to stop it? What if it rises way too quickly too complete the gravity turn and go below horizon and catch it before it reaches the required altitude maybe it even happens in atmosphere?
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Hello! You are actively talking about the next version of the game here as I can see. Any ideas on when is it coming? I have read here in the thread that we will be able to flip cargo bays around to make bomb bays and stuff. And what about the black heat shield side? Also there are some plans about the asymmetric heat shielded wings in the original post and that question about the elevons. Do your elevons have an asymmetric airfoil or what do you mean when you say that? Did you find a way to mirror parts in the hangar instead of flipping them like the stock thing does? I would be extremely happy to know this as I always have this problem with some other parts that are asymmetric including the lifting airfoils that do not want to go where they are supposed to go properly as one of them is always upside down. Thank you!
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Kitspace replied to bac9's topic in KSP1 Mod Releases
I have just installed the new version of the pack. What is with the new version of Ferram aerospace research? Nothing changed yet in its thread. Also center of lift of the heavy wing did not change much for me with my current version. Unfortunately this wing is certainly asymmetric. There is nothing wrong with the attachment of the speed brakes or the fuselage and nothing wobbles at all as lots of struts are used in all designs. With rocket style symmetry everything is just fine. With airplane symmetry it is not. The top and bottom surfaces of the wing are just different. It really needs to be fixed somehow or the part needs to be mirrored properly with the top and the bottom flipped over properly with an ability to choose between the left and the right parts through tweaks in firespitter plugin or something of that sort. Thank you- 4,460 replies
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Close to but not completely horizontal? Do you mean aiming higher or lower? I generally run over the apoapsis and fall back into the atmosphere or the apoapsis goes further and further away from me until the orbit just starts to become highly elliptic quickly. How to correct these conditions properly? How to prevent the apoapsis from raising higher than it is supposed to be until the rocket gains enough speed for the periapsis to appear for the first time above the ground?
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Thank you. However it is one of the ways to deal with rockets that are flipping over. The previous post is a general technique of making a turn. It does not help me with aiming a certain target orbit or controlling where the rocket is going. Neither does it help me avoiding circularization as a separate ignition burn with engines that are only capable of one ignition. What thrust to weight ratio and longitudinal acceleration should a rocket stage have near burnout high up in space? And what about in average through the flight? What attitude should I aim at? What are there real life numbers here? Where can I read something more particular on this? Everything around is either way too simple and basic or it assumes that the reader is already capable of doing this. Where is the reader supposed to learn how to do this properly just without simplifications for the first time? Why is this thing so unpopular to discuss in the scope of the game and its tutorials and stuff? Are there any mods or other programs that can calculate or optimize the rocket launch the way it is supposed to be normally? Maybe give a pitch program as a function of time or speed for example for the rocket to follow?
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Kitspace replied to bac9's topic in KSP1 Mod Releases
I have just installed the new version of the pack. What is with the new version of Ferram aerospace research? Nothing changed yet in its thread. Also center of lift of the heavy wing did not change much for me with my current version. Unfortunately this wing is certainly asymmetric. There is nothing wrong with the attachment of the speed brakes or the fuselage and nothing wobbles at all as lots of struts are used in all designs. With rocket style symmetry everything is just fine. With airplane symmetry it is not. The top and bottom surfaces of the wing are just different. It really needs to be fixed somehow or the part needs to be mirrored properly with the top and the bottom flipped over properly with an ability to choose between the left and the right parts through tweaks in firespitter plugin or something of that sort. Thank you- 4,460 replies
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Hello While mods are getting more and more realistic quite quickly one problem is becoming more and more important to solve. Also I seem to be one of the few who still do not know how to do this properly. How do you launch your rockets in a single continuous burn like it is done in real life without coasting and waiting? What is the trick here? How to keep my apoapsis just go somewhere in front of me neither running half an orbit further away nor letting me pass over it and start falling back? What if I am unable to do so for some reason? What should my pitch attitude in relation to the prograde direction be when out of atmosphere? Should I aim at the prograde at apoapsis instead of the prograde at my current location at some point? How to do an efficient gravity assisted turn while still aiming for a certain altitude at the end or at least knowing from the beginning what it would be? What I am trying to do is to precisely tune mechjeb for that kind of a launch but it seems to hate and resist skipping the coasting part at all costs while loving to flip the rocket in the dense atmosphere spoiling half of the launches and that is really very very very annoying. That is certainly not a good reliable way of doing things. Also there is pretty much nothing to read. Everything that is availible around always says push throttle hard fly up then fly right then coast and circularize. What can I do with it? It kind of spoils the experience badly. Thank you!
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Kitspace replied to RedAV8R's topic in KSP1 Mod Releases
Hello Are there any updates coming? What is the current progress on the next version? What is going to be changed there? I certainly do not want to look like a bore but everything that I have seen here up to the moment was always well worth the wait. Nothing changed for some time already despite the original post saying that the updates are going to come out often on this stage and I am starting to think that I have missed something. I just hope that everything is fine. -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Kitspace replied to bac9's topic in KSP1 Mod Releases
Most of the parts out there including the pack are symmetrical so this bug is not that noticeable but there are some complex parts that do have to have different separate models for the left and right sides and unfortunately this wing is one of them as maybe by mistake but its top side is different from its bottom side at least near to the root. Just look at the picture it is very clearly seen there.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Kitspace replied to bac9's topic in KSP1 Mod Releases
If the part mirroring works as intended and there is no issue then what is wrong with the wings on the picture above that are quite obviously different from each other when they are obviously not intended to be this way?- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Kitspace replied to bac9's topic in KSP1 Mod Releases
The bug that I mean here is not the one you think of and has nothing to do with physics it is a bad combination of some parts including the ones from the pack and the stock way the editor handles symmetry.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Kitspace replied to bac9's topic in KSP1 Mod Releases
What about fixing those parts that are still asymmetric and the wings in particular so this bug will not cause any problems? Or maybe what about using this plugin? http://forum.kerbalspaceprogram.com/threads/90543-PLUGIN-WIP-Mirror-symmetry-for-asymmetrical-parts- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Kitspace replied to bac9's topic in KSP1 Mod Releases
Sorry which part of this exactly do you mean? The main problem for me is still symmetry. Chris says that it does not happen for him and feriofukada says that it did happen in his case at some point but it does not happen now so it means this can be fixed somehow.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Kitspace replied to bac9's topic in KSP1 Mod Releases
Thank you! That means that I got it right the parts are not mirrored but just flipped over and that is why they are different! I had a thought about maybe something of that sort a couple of posts ago. It happens to me with just a fresh copy of the game and the current version of the pack and its required mods. Nothing else but the part angle display mod. You can see it in the corner. It does not affect it as the problem was there before it was installed. If it is a known bug does anybody know how to deal with it or fix it? Maybe a plugin or a builder utility of some sort? I know about the editor extensions but I guess that is not the case because as far as I have notced yet all other parts are mirrored properly. Same with the vertical takeoff engines. One of them is always upside down for me. Number one on the picture is the speedbrake example where you can clearly see that the wing on the left is slightly different from the wing on the right. All parts on this picture are attached with symmetry. Number two is an example of a part that is supposed to be put onto the leading edge of the wing like a turboprop mount or something of that sort. The problem is that it is extremely hard for me to make it face forward because the rotation axes are weirdly inverted when the part is surface attached to the wing and its attitude is practically uncontrolable. Is there a way to see its attitude and rotate it in some sort of global coordinates or coordinates related to this particular part only and not related to the surface of the part it is attached to?- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Kitspace replied to bac9's topic in KSP1 Mod Releases
Anybody can help me on these ones? Please! Also maybe it will look like a stupid question but still does the tomorrow morning mean morning in Europe?- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Kitspace replied to bac9's topic in KSP1 Mod Releases
Hello How to fix the asymmetric wings placement? It has nothing to do with the joint stiffness bug because it is already that way in the editor. It is really very annoying and sometimes looks like the part was just flipped over on the other side and is slightly different because it is the bottom not the top of it. Especially obvious with the large thick wing part. How to properly rotate and align the parts that should go into the leading edge of the wing? Wings have complex colliders especially near the edges so the rotation of the surface attached parts is totally messed up. Sometimes it takes a great amount of hassle to come close to a required attitude and find it impossible to finally align the part properly just because each keypress turns the part on two or all three axes at a time. But at the same time in all of the example crafts provided the parts are placed perfectly and precisely. What is the trick here? Is there a way to increase the strength of a joint? It seems to be limited to the strength of the struts irrespectively of their quantity and distribution around the joint and the part. The struts increase the stiffness of the joint and effectively prevent all the wobbling and bending but it does not look like they can increase the amount of force required to break the part or rip it off which looks like a thing they are supposed to do. Please correct me if it is wrong. Also is there any difference between the visible and invisible struts? How are the struts hidden on the example crafts? What is the actual difference between the two types of control surfaces in the pack? I personally tend to use one of them as wing flaps and the other one as ailerons. Thank you!- 4,460 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Kitspace replied to ferram4's topic in KSP1 Mod Releases
Is the transonic center of lift backward movement effect modeled exactly like it should be in real life?- 14,073 replies
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- aerodynamics
- ferram aerospace research
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