Behemoth1702
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Everything posted by Behemoth1702
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Hello guys, just wondering. If orbiting around Kerbin with an inclination of 0.5, how to zero this out? I know that if you have a target you see AN and DN, but with kerbin orbit you don't because you can not target kerbin... So I wonder - how to do this? If the mun is zeroed, can be used and that's cool. But for a general guide? Thanks in advance!
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Behemoth1702 replied to ferram4's topic in KSP1 Mod Releases
Another one: You must not quit. I even got my girl to build and airplane today. First time she heard of CoM and CoL and she built a pretty okay jumbo that actually flies pretty well in the atmosphere, hahaha. Here are some pics. Note the perfectly aligned wing parts. "It has to be pretty." Ahahaha. http://imgur.com/a/nyBOl- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Behemoth1702 replied to ferram4's topic in KSP1 Mod Releases
Dude. I'll keep it short. It's your choice but please do not quit. You work is honoured. It's amazing and mind blowing. It should be stock and you should get paid for it, get mentioned and thanked and the whole deal! I play with FAR for 3-4 days right now, can't imagine myself playing without it anymore, although its tough as .... and already asked for a donation link to express my thanks in something more than just words in an internet forum. Please man, do not quit, put up a donation link please and keep on trucking. The "bug reports" here are not here to say that you've messed up. They're more or less people that ask for help from you. And are thankful for it. Donation link.- 14,073 replies
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Man, I'm trying hard but for whatever reason a pretty stable plane starts to oscillate in ROLL and YAW when being in very thin air. :-/ Knocking the yaw & pitch scalar helps a bit but after a certain point control is just lost. It's so weird, without any help I can get the plane stable. There must be a way to tune PID properly! Should I increase the Kd value to dampen the oscillation? Any tips? :-/
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Behemoth1702 replied to ferram4's topic in KSP1 Mod Releases
Wow, sorry! I totally missed that! Won't happen again! Any way we can help more to find the issue?- 14,073 replies
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Kerbodyne SSTO Division: Omnibus Thread
Behemoth1702 replied to Wanderfound's topic in KSP1 The Spacecraft Exchange
Yup, I saw that not much changed from the airframe on the archer. I don't quite understand the 2nd part of your post. I can counteract a dihedral wing with an a tailplane with 2 vertical stabilizers that are facing "inward"? But does that not remove the stabilizing effect of dihedral as well? Also - that engine offset thing I tried on my mk1 plane, it worked like a charm! But with multiple engines? Why only move the lateral engines? What if my lateral engines are the space engines? And what if then the thrust of the atmosphere engines is now off-center? I think you would have to re-balance ALL engines, eh? :-/ (btw I'm googeling a .... ton out of aerodynamics at the moment, FAR got me crazy!) -
Kerbodyne SSTO Division: Omnibus Thread
Behemoth1702 replied to Wanderfound's topic in KSP1 The Spacecraft Exchange
Wow, that nuke mission jet, amazing story man! Haha, nice! -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Behemoth1702 replied to ferram4's topic in KSP1 Mod Releases
Thank you for the reply. Putting CoL back helped but did not completely solve the problem. I will try around a bit more. @High drag behind air intakes - can reproduce this with this aircraft: http://www./download/2b9tu760o1lk4yd/Mega+Explorer+Mk1+LongRange.craft Log: http://www./download/qb2qvl1mvya0ld6/Kerbal+Space+Program.7z- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Behemoth1702 replied to ferram4's topic in KSP1 Mod Releases
Hello guys, first of all - ferram, thanks for the update. Now onto my problems: Short - how do I get this red number to go away? It appears that when going DOWN my plane wants to PICH UP, right? I have no idea how to fix this. :-/ http://imgur.com/a/k6gYw I'm trying out some tanker designs (clearly influenced by Wanderfound) and I'm struggeling with side slip and this one. Is it normal for a plane to become unstable (some red numbers) during a certain area just to become stable in another area again? For example - with altitude the amount of red numbers at set speed increases (1.5 mach at 15km). I "fix" this, by increasing speed. Is this normal/expected behaviour? If anyone wants to muck with it, here's the craft file. Tell me what's wrong with this plane. :-/ http://www./download/97erveg47h6i5uv/Mega_Tanker_TEST.craft- 14,073 replies
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Behemoth1702 replied to cybutek's topic in KSP1 Mod Releases
Agreed. I really liked the rough data without having to stick MechJeb or KER modules onto my ship. :-/ -
[old thread] Trajectories : atmospheric predictions
Behemoth1702 replied to Youen's topic in KSP1 Mod Releases
Ah-may-zing! Thanks for the maintenance! This mod was so amazing! Can't wait for FAR support. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Behemoth1702 replied to ferram4's topic in KSP1 Mod Releases
Jesus, finally finished a plane for kerbin-only, that is 100% stable as far as the charts go. http://imgur.com/a/toJRw#0 Thanks for all the help and the update too! Merry christmas to you too! I will post soon though about all the different "evil numbers" in the stability chart, hehe. As far as I know there is no easy "if this then that" guide around, like: "if in level flight, you pitch downwards, your plane is likely to roll left". I might just create a thing like that to soften the steep learning curve. But oh boy, is FAR amazing!!!- 14,073 replies
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I am comfy with rough mathematic concepts in my head, yes, but the naked numbers, grrr, hate them. But thank you for the link. I now understand PIDs and can work with them. Already tuning the hell out of the firehound, hehe. Why are you values set so high? I for example can work just fine in PAssistant with values from 0.1 to 3. Is it like - 1.2 1.2 1.2 is the same as 12 12 12 ? And what is CLAMP for... Mhh.....
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Hello guys, I am looking for information on what these values mean, how the affect the SAS systems. Where can I read up on the definitions of: Kp Ki Kd And maybe even: Scalar I Clamp Lower I Clamp Upper (from pilot assistant mod). Google keeps redirecting me to these forums but I might be blind or something. :-/ Thanks in advance! Answers have been found: http://forum.kerbalspaceprogram.com/threads/100073-0-90-Pilot-Assistant-Atmospheric-piloting-aids-0-9-6-0-%28Dec-20%29?p=1631866#post1631866
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Hello, I am loving this mod! But since I got the basics down now I need to tune it to my aircraft. This is the first time I am dealing with these "PID" controls. I need to know how this PID system works and how it uses the values: Kp Ki Kd Scalar I Clamp Lower I Clamp Upper Where can I read up on this? I would like to understand where the default values come from and how editing them changes the behaviour of the pilot assist systems. Thanks a lot in advance guys, you're great!
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[1.3] Kerbal Flight Data (Release 23, 2017-08-14)
Behemoth1702 replied to DaMichel's topic in KSP1 Mod Releases
Thank you very much for this useful HUD addon! -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Behemoth1702 replied to ferram4's topic in KSP1 Mod Releases
Oh really? I did not know that! Thanks for the info. Man FAR is complicated, ahaha!- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Behemoth1702 replied to ferram4's topic in KSP1 Mod Releases
Thanks for the feedback. I read somewhere that with FAR the CoL does not have to be very close to the CoM anymore and looking at Wanderfound's amazing planes I see that he is also not tooo concerned with CoL being "right there!". I'll keep trying around.- 14,073 replies
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Kerbodyne SSTO Division: Omnibus Thread
Behemoth1702 replied to Wanderfound's topic in KSP1 The Spacecraft Exchange
This is an amazing thread. I am barely getting to understand plane design and this guy makes it look easy, haha. Like "oh boy, another one? alright, let's take it to the forums.". Great ressource to learn! -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Behemoth1702 replied to ferram4's topic in KSP1 Mod Releases
Thanks for your reply! I will look into Wanderfound's design thread, I haven't looked at it yet! When I offset a part in the editor, will FAR take this into account? Like - if part of a wing is inside another wing or inside a body, will it still be calculated as if the whole wing was outside? For example if you stick two wings into eachother their whole area is smaller but will they be still calculated as "two complete" wings? Also - let's say I attach a wing to a body and OFFSET it far to the back, where will the force of this wing be applied? At the attached body point or at the position where I put it? Thank you!- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Behemoth1702 replied to ferram4's topic in KSP1 Mod Releases
So, after trying to design cool looking, maneuverable and STABLE(!) aircraft, this is what I came up with that works really good for me. It even sometimes manages to get out of a large scale stall! http://i.imgur.com/T6GCn4q.jpg Any feedback/comments are welcome. http://www./download/91o11v1w7xm3kx5/Explorer_mk2_VAMP.craft Question though - ferram4: When I offset a part in the editor, will FAR take this into account or does it connect wings only to the surface they have been attached to in the POSITION they have been attached to? This refers to the post before this one where the capsule with the battery has 2 different aerodynamic behaviours although looking the same. Also you said - to make a plane stable when stalling/after stall make sure that the forward surface stalls first. I kind of want to understand this more. 1. Do wings in FAR have "multiple areas"? A front, back, middle? Or are they counted as ONE part. Because that would mean - make your wings out of many parts so the wing can stall partially instead of stalling the whole thing. 2. I don't really understand how stalling the forward wing earlier will help the plane. Does that mean that this wing does not generate any lift anymore and therefore the AoA gets a reduced effect on the plane -> the plane wants to reduce AoA automatically? Also - there are these "spins of death" that I can barely manage to escape. Is there a way to design a plane to kind of recover out of this by itself? Thanks for your mod man, you opened up a whole new world of fascination for me in KSP! Any way I can donate something?- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Behemoth1702 replied to ferram4's topic in KSP1 Mod Releases
Try deleting the config.xml inside the FAR pluginData folder. It should reset all the GUIs. I think I've read this in some readme or maybe on front page. EDIT: Indeed I have:- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Behemoth1702 replied to ferram4's topic in KSP1 Mod Releases
This is pretty clear to me. Measures AoA of the plane (cockpit/nose), applies degrees of deflection relative to the plane (cockpit/nose), right?- 14,073 replies
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