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TeiwazVIE

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Everything posted by TeiwazVIE

  1. Yeah, putting the struts inside the craft would be ok'ish. Still I was looking for another solution but if it seems like there is none... Good to know that Bac9 is back though, I really like his art design. Sad to know that an update might brake save games though (something I as a developer myself am always torn uppon - I kinda understand it, but otherwise don't But I mostly blame Squad for that )
  2. I guess that means that KW rockets won't get that effect? That's a bit sad... but ok. Any chance on getting it for KW too?
  3. Recently I installed B9 Aerospace ('cause I want them cargo bays) - yes, I know this is the FAR thread, but since B9 is closed (and Bac9 is "missing") this thread is the second best to go when it comes to airplane building - and I noticed some strange up & down flexing on the fuselage parts (think of that pencil wobbling while holding it with two fingers we all did when we're kids ). This can be solved by adding struts (making planes look ugly IMO) but I was curious if there might be another way to fix that, f.e. editing some values in part cfg files. PS: I also found out that some of my issues with FAR were caused by a faulty ModuleManager install (thx, B9 landing gear going bonkers...) - had 2.2.0 in the right location, but somehow an older version got into the \plugins directory as well causing MM not to work.
  4. Yeah, figured that out myself using a differencer and so far it seems fine for me. Can you give me a short explanation on what's the difference between your files using ChargedParticles as resource and fractal's ChargedPower?
  5. Catastrophic failure is a pretty good phrase - extremely losing control on very low thrust and just going ~30m/s on the runway reminded me of downhill riding a shopping cart, which you probably would have more control of Can't say I had much experience with planes on vanilla KSP before, but no, never had that happen - so for me it really seemed like an issue with FAR. Now on to fix my infinite glide/acceleration issue
  6. Well, if I knew anything about Kerbal's scripting language I might do that, but I don't and I really don't want to learn yet another scripting language (at least for now) So basically the answer is no. Thx anyway Any chance to (easily) get the old cost values back? Without editing it myself
  7. Oddly enough that fixed it. Thx again for the hint. You're right, it does make sense but what doesn't make any sense at all is that it's actually happening Sorry for blaming it on FAR, didn't know that it's actually a Kerbal bug.
  8. So I guess this bug is still present? Is there another way to fix it instead of using the experimental version?
  9. Angled wheels (might) cause yaw movement on the runway? What? Seriously? I think I don't have to say that this would be very...strange...to put it in a very polite way. But ok, I'll try that. Might also try shifting/emptying fuel to move CoM more to the back. Thx for the hints.
  10. Not exaclty the latest design (played around with CoL), but one I did save: Maybe there's a sweet spot for CoL (or length) to make it work, but again - sorry - that's not what I would call "realistic aerodynamics". As I mentioned I also accounted for same (or at least not too much) thrust (in kN). I seriously don't know what would be wrong with that design. But alas, I can't tell exactly for Kerbal "physics" as I don't know the exact numbers. [edit] Just noticed: that's the design with the jet engine. Turbojet actually moves CoL center to the edge of CoM on that design. [/edit]
  11. That I very much believe. And I'm not saying that that didn't happen 100%, but I'm 99,99999...% sure it didn't ;-) As long as relatives are kept nothing should change IMO. Sure, take off might take longer due to more mass, but based on relatives it has to be the same. I'm aware that more thrust should result in different handling. Still, I tested longer designs too. CoM being ~middleish, CoL (using even 2 fins, which should stabilise yaw movement) being almost near CoT - plane has irritating yaw movement. Already did that on the infinite glide design and you didn't find any errors/mod conflicts. As nothing has changed since then, I don't see the benefit of reposting it. I'm not saying that it's a bug in the mod itself, but I think the calculations might be "wrong" (on certain occasions).
  12. Infiniglide: How can something that's supposed to work via "just copy mod to directory" have improper installations? If we're talking about mod/config conflicts, that's something else. Yaw: 100% symmetrical craft, 100% not overloaded. If it was an asymmetrical or heavily loaded design I wouldn't "complain", but cockpit + 3 point landing gear + air intake + Mk1 fuselage + wings, rudder & fin + jet engine works fine (except for infinite glide on that concept) and same design with turbojet engine can't get above ~25m/s without heavy side movements? Either my thinking of avionic isn't applicable to FAR (which I really doubt as FAR is supposed to give more realistic aerodynamics, no?) or FAR just has it's issues (not counting mod conflicts here).
  13. I'm really sorry to say that, but at least for me it seems that FAR in it's current state is unplayable for planes if you just use stock tiles. An even with FAR perfectly stable and flying plane (well, except for an infinite glide "issue") suddenly can't even take off from the runway due to unexplainable side movement after switching from stock jet engine to stock turbojet engine. Maybe it's caused by mod incompatibility (FAR + Better Atmospheres? ), I don't know, but it doesn't seem like there's a solution to the problem...
  14. Just happened with the plane I built with stock parts. Haven't tried any other plane. Will do that though (with saved crafts from FAR, if there are any, don't know from memory) - but tomorrow
  15. http://www.file-upload.net/download-9267839/output_log.rar.html - there you go.
  16. As I said, I can set pitch, roll & yaw, but nothing else. @output_log.txt - ok, that thing got 16.9 MB and I really don't want to post the whole thing here Can you specifiy somehow what you'll need? Lines from to or something else (everything wit Ferram or so)? Btw. I can definitely tell that FAR works (at least somehow) - cause my "got that sucker into orbit before" rockets "suddenly" break at previously working standard gravity turns (read: reach 10k height, turn 45°).
  17. Nope, didn't do it. Lose 500m, gain enough speed to get on a stable +800m glide. That's how it works for me basically... Hmmmm...no, I have pitch, yaw & roll for my controls. But as I said, it's all stock tiles - so maybe it's because of that? I don't have air brakes or something unlocked in my tech tree. If I had air brakes I guess I wouldn't have that problem. I don't know how I could have installed FAR or the module manager wrong? As it seems to me the ModuleManager is just a DLL that's supposed to go into a certain folder (GameData I think?). All I can say is that I have a ModuleManager.dll 2.2.0 in my GameData folder. Maybe that helps figure out what the issue might be?
  18. That's what I meant with "cork screws" - the 360° turns. Also S-turns or climb-dive maneuvers actually increase my velocity instead of - what I would assume - bleed it off. I tend to think of myself as someone who does know quite a bit about aevionics, aerodynamics and/or flight sims, but nothing that usually should work seems to work with this plane and FAR. Maybe I still have to get used to it as I did have to "realistic" gravity turns so my once fine rockets don't break themselves during a maneuver - but making a 50km+ approach with that little plane to maybe get it to land just doesn't feel right (but yes, that COULD work). Maybe I'm a bit harsh here but I see the error more on the side of FAR... Don't get me wrong, I don't want to blame anyone for doing a bad job (I'm a SW developer myself and know that sometimes tweaking can be a pain in the ass). The contrary. FAR is great, but in this case it's just super strange behaviour - and a mod as great as this one IMO should be...well...super awesome and not just awesome
  19. Repost of the "infinite glider plane"... If someone has an answer after all. From what I've read it seems that drag in FAR is so extremely low (because it's mentioned to be accurate for Earth sized Kerbal... hwat?! ) to cause this - is there a value to adjust in some config file to get more drag?
  20. So I'm having a "funny" issue with FAR. It seems that I can't get my aircraft to land - it's just not losing velocity. Not even with a cut engine. Even better: doing an almost 90° cork screw seems to basically accelerate it infinitely (if it wouldn't lose structural integrity), which results also in gaining height. I really don't think that I invented the "super plane" with just stock tiles... That's the plane: As I said, it's all basic stock parts. Any tips? Flareing doesn't help btw.
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