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KSP2 Release Notes
Everything posted by GoSlash27
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mcirish, You need to have Modulemanager installed in the GameData folder. It shouldn't matter where this adjustment file is located so long as it's somewhere in KSP. HTHs, -Slashy
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Bedwyr, This adjustment is specifically for clipping problems, where the aircraft experiences phantom forces from the moment it's spawned. These phantom forces cause the aircraft to vibrate and slide uncontrollably, resulting in flipping and, in minor cases, explosion of the landing gear when you try to land. Unfortunately, your problem is a completely different (but known) bug, so it can't be solved by this adjustment. It has something to do with the lateral grip of the tires and flimsiness of the attachment point to the aircraft. Good news is we've been able to solve your "shimmy" problem through tweaking how the gear is attached to the aircraft. Do you have a craft file? I'll be happy to take a look at it for you. Best, -Slashy
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This patch is for use with Module Manager, available here: http://forum.kerbalspaceprogram.com/index.php?/topic/50533-110-module-manager-2622-april-19th-with-even-more-sha-and-less-bug/#comment-720814 This is the link for the .cfg edit patch. Just download it and place it in your KSP folder. http://wikisend.com/download/195974/1_1GearFixer.cfg What it fixes: *LY-01 fixed landing gear: Skittering, clipping, explosion on landing and spawning. *LY-05 steerable nosewheel: Skittering, clipping, explosion on landing and spawning. *LT-1 landing leg: Clipping, throwing vessel into the air during retraction *LT-2 landing leg: Clipping, throwing vessel into the air during retraction. This patch is just a band-aid until Squad rolls out the hotfix. Special thanks to @severedsolo for writing the patch, @Arsonide for pointers on how the new variables work, and everyone that volunteered to be guinea pigs! Best, -Slashy
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JimTheDog, I'll take a look at that this afternoon. If it's not game breaking, we might just have to live with it until they roll out a real fix. Best, -Slashy
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I think I've had a breakthrough! Excessive subsystem time seems to cause the gear to revert to the CoM as the contact point during retraction, causing terrain clipping. Reducing the subsystem time seems to alleviate the problem. Try these configs: http://wikisend.com/download/455988/landingLegLT-1.cfg http://wikisend.com/download/575206/landingLegLT-2.cfg Best, -Slashy
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Markarian421, Yeah, it's actually a Unity problem and Squad is working it as best they can. Unfortunately, I haven't solved the problem of terrain clipping during gear retraction. Right now, I'm just trying to get them to the point where they are usable as landing struts on normal missions. Thanks for letting me know how it's going, and I'll keep at it. Best, -Slashy
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Maths (very very frightening)
GoSlash27 replied to GarrisonChisholm's topic in KSP1 Gameplay Questions and Tutorials
Streetwind, Plusck's clearly got this well in hand, but maybe I can explain it in a way that helps it click. "Excess velocity" is what I denoted as Vxs and he referred to as V∞. It is simply this: Suppose you are in orbit around the sun. You are not within Kerbin's SoI, you just happen to be the same distance from the sun. You wish to set up a Hohmann transfer to Duna's distance from the sun. It's easy to sort out how much DV that burn would take, right? You just use the vis-viva and calculate it like any other altitude change. Well... that DV *is* your excess velocity. You see, a hyperbole from Kerbin's perspective is actually just a parabola from the sun's perspective. So that's how you do it. You figure out the Vxs as above. Then you figure out the velocity you'd need to escape Kerbin, which is simply your current orbital velocity times sqrt(2). Instead of linearly adding these values, you add them Pythagorean style (because the shortest distance between 2 points is a straight line, not "go that way and hang a right"). Finally, you subtract your initial orbital velocity about Kerbin (yay Oberth) and you have your answer. HTHs, -Slashy- 50 replies
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Kynnath, I was able to iron out most of the problems with the LY-05 by tweaking the suspension parameters. Give this .cfg a shot and see if it helps. Be sure to keep a renamed copy of your original .cfg so you can revert if necessary. http://wikisend.com/download/965102/GearFree.cfg Changes: suspensionOffset = -0.08// 0.0 suspensionDistance = 0.1//0.06 targetPosition = 0.9//1.0 springRatio = 25//20 deflectionMagnitude = 2//1 Best, -Slashy
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If a Moon or planet had life, what should we do?
GoSlash27 replied to Spaceception's topic in Science & Spaceflight
Came for this. Left satisfied. -Slashy -
All, Can we please move beyond yelling at Squad for all the bugs in 1.1? Yeah, we're peeved. Yeah, they are aware of it. None of this complaining is helping to fix the bugs. If we want to fix the problems and get back to blowing things up, we need to roll up our sleeves and get to work. Bug reports need to go in the bug report thread here: http://forum.kerbalspaceprogram.com/index.php?/forum/69-technical-support-unmodded-installs/ It should be formatted correctly so that they can get to work on it. KSP version including Windows, Mac, or Linux, 32 or 64-bit, and if it's Steam A detailed explanation of what happened and what you were trying to accomplish A screenshot of your craft or any relevant screens A .craft file or save files if relevant The ouput_log.txt or player.log file KSP creates when it launches and, if applicable, the crash log KSP has generated when the program crashed A detailed list of system specifications Are you running a clean installation, or have you updated and some of your persistence or craft files might be older versions, if so which version(s) In the meantime, we need to help each other out with workarounds/ temporary fixes. If you see someone reporting a bug that you have a fix for, please let them know. Let's just get through this! Best, -Slashy
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All, I have altered my .cfg files to fix this problem. I need someone to test them to make sure the struts are usable. http://wikisend.com/download/839402/landingLegLT-2.cfg http://wikisend.com/download/817088/landingLegLT-1.cfg This will stop the clipping through the surface, but I'm not sure if they will still produce phantom forces on other bodies. Please rename and keep your originals and let me know how it goes. Best, -Slashy
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Fallarnon, I don't think this is an error on your part. I noticed the same thing with one of my test rigs. I *know* I built it with the gear pointed the right way, but somewhere along the way they got reversed. I've also noticed this with tailplanes; any attempt to move them results in their getting attached to the opposite side of the parent part. Pitch is correct, but roll is backwards. It seems we've got some new gremlins in the SPH. Best, -Slashy
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Good idea. I've posted it in the bug report thread. Best, -Slashy
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Symptoms: Craft skates/ skitters around the surface when spawned. Brakes are ineffective. Craft bounces uncontrollably on surface. Craft flips. Landing gear explodes. Wheels vibrating rapidly. Gear explode on landing. It is more likely to happen in vehicles with multiple sets of landing gear, extremely light craft, and extremely overloaded craft. I was able to cure this problem in the LY-01 gear with the following adjustments to the .cfg file: MODULE { name = ModuleWheelSuspension baseModuleIndex = 0 suspensionDistance = 0.2//0.1 suspensionOffset = 0.0// 0.0 targetPosition = 0.6//0.9 springRatio = 15//30 damperRatio = 0.3//1.0 boostRatio = 0.0 suppressModuleInfo = True } A high spring ratio increases the frequency of wheel oscillations. If it is too high, the wheel will bounce rapidly in place. If it is too low, the wheel may experience excursions beyond it's travel limits, causing destruction of the gear. A high damper ratio will result in erratic behavior, and possibly positive feedback to oscillations. I don't think this value should be higher than 1 under any circumstances. Giving the gear some room to articulate helps tremendously, especially if it's not seeking a fully (or nearly fully) compressed stable state. This allows for a lower spring ratio. I believe similar .cfg edits can be made to alleviate this problem in other gear and struts as well. HTHs, -Slashy
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Hehe yeah... Maybe it *shouldn't* make a difference, but it seems that it does, so I guess we just have to roll with it until they get it resolved. Yeah, I've noticed that although it's pretty subdued now. It was actually happening before, it just caused a rapid vibration that destroyed the wheels instead of a slow wallow in roll. I haven't actually had it cause a crash yet. Best, -Slashy
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All, For those of you who are having issues with aircraft swerving out of control during the takeoff run, make sure that the landing gear aren't mounted backwards. I was able to fix this issue for another member by reattaching the gear with correct orientation. The pointy end of the fairing is the back on the fixed gear, so on this example: The nose gear is correct, but the main gear are backwards. Best, -Slashy
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Gaarst, I think I solved your swerving problem: You had the gear on backwards. I flipped them right way 'round and it tracked straight up to 125 m/sec. http://wikisend.com/download/948718/Gaarst.craft Best, -Slashy
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Good news! The uncontrollability problem looks to be a completely different issue. Perhaps a problem with friction sharpness or oscillations in the gear mounts. If it's the latter, I may not be able to find a cure. You might be able to eliminate it by adding a hair of toe-in and negative camber. This revision of the .cfg dropped the spring ratio to 15 and set the target position to .6. It seems that the cause of the jittering is excessive spring ratio and damper ratio. To make it live with a reduced spring ratio (oscillates more slowly, but with more distance), I have to find ways to give the gear room to travel without bottoming out, yet not look goofy. Best, -Slashy
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Majorjim, Thanks, I'll put that on the list. In the meantime, could you folks give this .cfg file a try for the LY-01? http://wikisend.com/download/413568/GearFixed.cfg I think that should do it... Best, -Slashy
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Thanks for the info. I'm still trying to puzzle out the behavior. I'm still hopeful that we can iron out this bug with a .cfg edit. I'll let you know when I come up with the next tweak. Best, -Slashy
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I like your style! This runs me into a problem: Adding mass seems to have the opposite effect for me; lighter vehicles behave, while heavier vehicles tend to exhibit skittering. I'll go back to the lab and give you another .cfg to try. Best, -Slashy