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
Also the control inputs seem to work just the other way round in pitch channel on low speeds so the stock stability control system makes all the things much worse. What can the reason for this be?- 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
Is there any sort of tutorial for constructing vertical takeoff aircraft? Or some other sort of explanation? I just do not get what is wrong with them but they just keep being uncontrollable on takeoff and landing.- 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
Also what to do if the wing connection is not stiff enough can be ripped off by high aerodynamic loads from some mere aggressive controls or torque inputs quite easily even when enforced with struts?- 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 Thank you for the responses once again! So as I can guess now this weird bug with asymmetric symmetry as I call it is not yet fixed? http://bugs.kerbalspaceprogram.com/issues/290 That is a pity to hear. Any ideas when is it going to be fixed? The description there makes me think that it was discovered and reported quite a long time ago. What can I do with the problem until then? Even lots of struts do not seem to help completely. What do you mean exactly when you say that much more struts are hidden inside the parts? How is it actually done? Also is there a mod or a plugin of some sort that would let us control whether the part that is generally surface attached to another one will stick on the surface or go inside to some extent?- 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 Thank you for the responses once again! So as I can guess now this weird bug with asymmetric symmetry as I call it is not yet fixed? http://bugs.kerbalspaceprogram.com/issues/290 That is a pity to hear. Any ideas when is it going to be fixed? The description there makes me think that it was discovered and reported quite a long time ago. What can I do with the problem until then? Even lots of struts do not seem to help completely. What do you mean exactly when you say that much more struts are hidden inside the parts? How is it actually done? Also is there a mod or a plugin of some sort that would let us control whether the part that is generally surface attached to another one will stick on the surface or go inside to some extent?- 4,460 replies
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How to make the mod work with B9?
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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 First of all thank you everybody for your previous support! I have a few problems with the pack and I am not very sure if they are bugs to report or my building problems. There is a very strange thing with symmetry. For example I have two wings attached to my airplane with symmetry and as you may guess they are certainly supposed to be perfectly identical on both sides. But the problem is that they are not. This becomes clearly visible with surface attached speed brakes and spoilers again with symmetry because when I raise them during test flights the wing surface is flickering through their bases for some reason and even more interesting this is only happening on one side. Even on the ground with no airspeed with wings securely fixed from any movement with struts one side is attached in place properly and the other one is not. This means that .... was like this already back in the editor before applying physics just it was hard to notice visually. Can anybody think of a reason for such strange behavior and what to do with it? Another problem is probably related to the first one but I am not sure at all. Most of my fast going planes even if they have a low and wide shape tend to loose lateral control on the runway even from the smallest rudder inputs on high speeds. It looks like for some reason they have not enough speed for a positive liftoff but more then enough to keep weight off the wheels and when combined with some asymmetric things that are not actually supposed to be asymmetric that gives an effect of a very strong crosswind on a very wet runway or something else of that sort. As I guess there is no wind and wet runways at all in the game currently? Recently I have tried to build a vertical takeoff capable plane. I have managed to put the centre of vertical thrust exactly under the centre of mass and to make sure it will not normally move any further that a few inches with fuel consumption. But when I try to fly this thing what happens is that it goes up good until maybe a couple of dozens of metres and then suddenly the nose starts to raise quickly and the plane flips over. Moving the centre of thrust backwards does not help it at all as near the ground the craft becomes really very nose heavy on controls and higher up it still flips backwards for some reason. Moving individual engines further apart and enabling their automatic throttle balance controls did not help either. I have already blamed absolutely everything from the ground effect in aerodynamics to my flying techniques but the problem persists no matter what I do. How do I know the cruising range of my new plane and the required amount of fuel on board? Just planes with realistic amounts of fuel on board seem ridiculously heavy in the game and the jet engines seem to consume ridiculously small amounts of fuel to work. Are there any struts including the invisible ones on the example crafts or I just do not see most of them? Thank you!- 4,460 replies
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Basic Aircraft Design - Explained Simply, With Pictures
Kitspace replied to keptin's topic in KSP1 Tutorials
Hello I can not read any text on the picture because it does not seem to show up in full resolution for me for some reason and neither does it open with a click. Is there a text version or another place to see the picture in its full resolution somewhere? Or what else can I do? This thing looks interesting but I just can not read it! Thank you! -
Impossible takeoff with spaceplanes
Kitspace replied to edemapolmonare's topic in KSP1 Gameplay Questions and Tutorials
I am having the same problem with crafts with very high takeoff and landing speeds that at some point have not enough lift to take off but already enough to become hardly controllable on the runway. -
HotRockets! Particle FX Replacement + Tutorial
Kitspace replied to Nazari1382's topic in KSP1 Mod Development
What do I actually need to make the effects look good with the engines rescaled for the Real Solar System? -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Kitspace replied to bac9's topic in KSP1 Mod Releases
http://imgur.com/a/WWB18#0 How to make the engine intake nacelle mounts like on this plane in the pictures?- 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
Is the todays update supposed to work with the Real Fuels? That is a change that I noticed straight away.- 4,460 replies
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[WIP]D12 Aerotech - A B9 Aerospace Expansion (Beta1)
Kitspace replied to PolecatEZ's topic in KSP1 Mod Development
Maybe a quite supid question but is this mod supposed to work on the latest versions of the game and the base part pack? -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Kitspace replied to bac9's topic in KSP1 Mod Releases
I can not wait until it comes with Realism Overhaul support.- 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
Does anybody know anything on the intake question? These look really nice and I have a plane with such design in my mind but no idea how to do it. Are there any thinner modular wing parts? Thick wing root parts do not fit well on some fuselages. If I use the modular wings how to attach them to each other to minimize wobbling and chances of disintegration under loads?- 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 there any sort of manual or wiki that would explain how the stability and simulation menus work and what their controls do?- 14,073 replies
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- aerodynamics
- ferram aerospace research
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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 generally think that playing with real life performance is much more challenging and interesting and makes some sense not to mention that it is easier sometimes. People want more realism than the stock game has to offer and that is what the mods are supposed to in my opinion. Also you have lots of unrealistic kerbal mods if you want. Again all that is just my opinion.- 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
Here are some pictures of a plane http://imgur.com/a/WWB18#0 What I mean is the style of engine intake mount like on the plane in this album. You can clearly see it on the outside pictures. I have no idea how to do this as I just do not see any parts of this shape as well as any parts that will go inside the wing not just stick on top. Sorry just noticed the reply on this question. I can see the engine intake cone and the compressor precooler part right behind it. But what about the next part that goes into the wing? Also as far as I can remember that some of the interiors had head up guidance systems but they do not have them now while sometimes you can see the place in the cockpit where it would fit just right. Is it supposed 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
Posted accidentally- 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! Does anybody know how to make an engine intake or a nacelle that is smoothly welded into the wing structure like we can clearly see on many screenshots here? Thank you!- 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! Does anybody know what was the classic subsonic airplane style cockpit in the previous versions? I have seen some pictures of big subsonic cargo planes that I can not find any more for some reason. Something just makes me think that once there was a sort of a fat slow cockpit that probably somehow got replaced with the new one in this version? Was anything removed in this version? Or is that just an impression? Thank you!- 4,460 replies
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That might be a stupid question but how to change launch sites in the latest version? Thank you!
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Kitspace replied to RedAV8R's topic in KSP1 Mod Releases
Hello! Does anybody know what may the reason for crash be after installing the mod and its dependencies from scratch? It has a lot of mods as you guess so I can not manage to find the exact problem. The log is just so huge that the forum can not manage to post it here so I have no idea what to do. Thank you! -
[1.0.4] Smart Parts v1.6.6 | DDS Textures and Bug Fixes | July 5
Kitspace replied to Firov's topic in KSP1 Mod Releases
Hello! I have a problem with the timer part. I did not yet try the other parts from the new version so I do not know if this particular problem is only limited to the timer part. It just does not work at all for me. For example I wanted to make a completely automated launch abort sequence for one of my manned missions that would take the capsule to landing once the abort button was hit. This was supposed to activate the timer immediately when the escape tower was fired with a program to wait for six seconds for the tower to burn out safely then fire a solid flip over motor to help the capsule turn the blunt end forward and start another timer for two more seconds to separate the escape tower and then arm the parachutes. Both timers were placed securely on the command pod itself and programmed to trigger the desired action groups. The sequence itself was programmed correctly because it worked exactly as intended if triggered manually with action group keys. But the timers just did not do anything. The countdown to the event did not seem to start even manually with the right mouse button menu. Later this was simplified to a single timer system mostly to find the cause of the problem more easily but I still did not manage to make it work. All in all the countdown does not activate at all. Does anybody know what may the problem be? What can I do with it? Thank you!