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Taverius

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Everything posted by Taverius

  1. - v1.5.1 Update small versions of stock jets to use the proper heat animations. Fix for stock engine nacelle doing 3x as much drag as it should for its intake size. Update small engine nacelle using new base area values. Update alternator values on engines as appropriate. Hook in R&D. TurboJet moved to Supersonic, cost/entry cost decreased. Decrease cost for Mk2/Mk3 adapters as these don't have fuel here. [*]New wing data based on 3 decimal point precision measurements of mesh vertexes. FAR already has these measurements, FAR data for stock wings removed. Override FAR's thrust levels for jets, if present. Convert remaining .png textures to .tga for faster loading and proper MipMap generation. Remove TT's mods from Extra, I don't use them any more. Remove KSPX fixes from Extra, they are now in the base mod v0.2.4. Add RW Improved Trusses to Extra and hook it into R&D. Redo Novapunch winglet rebalance as a ModuleManager file, with new vertex-based measurements of the wings.
  2. Nah. Mk2, maybe. For S2, use the radial, that's what its for. And yes, the blocky things on your fuselage is the aesthetic we're gong for. Nope. Last time I asked bac9 about this he wanted to shoot me, but who knows. Don't understand what you mean by overlapping nodes. There are no multiple nodes in the same position, and they're all set a distance for the diameter they're designed for. SABREs are wider at the end than their attach node diameter, so that might be what you're seeing. I quite like that SABREs are hard to place, so that ain't gonna change.
  3. You could try but I think a number of things related to fuel flow expect/assume it to be STACK_PRIO_SEARCH. Change it and test it out, though
  4. It all seems to work fine for me in 0.22, have you tried?
  5. I dunno, the B9 F119 engine has +-20 and its not very hard to fly - making the reaction non-instant goes a long way with high-gimbal jets. You can always toggle the vectoring off. Post-stall maneuvering is another matter entirely. You need computer assistance in real life to do that kind of thing without killing yourself, and you shouldn't expect anything less in KSP. Problem is, there is no flight assistance system that treats planes properly for that kind of thing.
  6. Nice plane! We've got some stuff coming the new B9 version that will be useful there Nobody will do them because they really don't work in stock. We tried it out for B9, but any semi-realistic and useful amount of fuel increased the mass and drag of the wing by factors like .. 4/5, which made takeoff way harder than having the same fuel in a fuselage, and then that drag decreased incredibly as you burned fuel. Even in FAR, an insurmountable problem is fuel is STACK_PRIORITY_SEARCH, so you have to put fuel lines going from the wings to the fuselage, and any wing with fuel attached to a wing with fuel needs its own fuel lines, and basically its a horrible mess. Just fuggedboutit.
  7. I think we're done with new parts for this update, and the stock crafts have been updated. Now we have to check all plugins are working, fix any that are not, and hook everything into R&D. Don't ask for an ETA
  8. I already fix nodes with spaceplane parts, but I don't see the point of duplicating that other mod - its an MM mod so its not like we're conflicting.
  9. Trolleys can't done right now. You can do multiple wheels so long as they share the axis, but things like this: Cannot be done right now. Well, you can model them and attach all the wheel colliders, but the trolley won't rotate so that all 4 wheels follow the ground so it would be stupid. It would require a custom hinge like DR/IR and yet another plugin and frankly its just not worth it. Power & Steering are toggleable in VAB/SPH Action Group mode or right click menu, and disabled by default.
  10. Trolleys not possible right now. Yes. Very low top speed but torquey. Turn angle uses the FS speed-based turning but peaks @ 45 degrees when youre barely moving. You can do 180 inside the runway bounds.
  11. Looks like the correct behaviour looking at the curves there. Your vertical stabilizer is way too small, so I can see it becoming yaw-unstable easily. The important line in the graph is the yellow Cm one. Above the axis line, as that speed/Angle of Attack it wants to pitch up, below the line it wants to pitch down. It should pretty much always go downwards at some point in the AoA graph or the plane will be un-flyable, but you're never positive which why you're seeing that behaviour. Solutions is to add some wing to the front of the plane, or add some incidence to wings at the back. Your control surfaces at the back are a good candidate for this. Suggested reading: Angle of attack Angle of incidence Mach tuck
  12. @CaptRobau: I updated the Improved Trusses mod to 0.21.1 and ModuleManager. You might find it useful when it comes time to update it for yourself - someone did it for my own mod and I sure did Download
  13. Might want to check my other mod, then, until bac9 is free to do some for B9. Its just stock resizes but they do come in many large sizes.
  14. @ferram4: How many months has it been since the last time I asked for a basic heading holder? In any case, I'm asking again
  15. So I've been using this to tweak the stock B9 crafts - though I'd have to rebuild some of them to dial some stuff out - and I'm wondering how I ever did without this D:
  16. As of the version on spaceport, the VTOL engine module assumes atmospheric nerf module is present ... this is unwanted for out B9 jet VTOL, and certainly for the rocket VTOL If the atmonerf module is nonpresent action groups are reset on load and an error is spammed into log every frame.
  17. 'FSengineMenuCleaner', what does it do? I see it in .cfg for the VTOL
  18. 5 parts as of 0.2.3 are missing the breakingForce/breakingTorque required for stackmount parts of their diameter. Here is a ModuleManager file that adds them in. For the 2.5m parts, that means going from the default value (which I believe is 20) to the 200 that all other 2.5m stackable parts have.
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