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Everything posted by Taverius
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The same way it behaves at low altitude when the fuel is halfway and all the weight is in the back - it porpoises pretty hard. I can give you the craft file if you think you want/can cover that edge case with tuning, but it needs the black struts from NovaPunch - there\'s no way the wings will stay on with a reasonable amount of struts otherwise.
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[0.19] Multiversal Mechatronics - Fixed Camera - 1.3
Taverius replied to r4m0n's topic in KSP1 Mod Releases
F7-F8. The function keys. -
So, I\'m flying along @ 2x warp, internal cam with r4m0n\'s camera mod, testing a plane with the Lazor build that will be out soon. 8) All of a sudden its porpoising like mad! Omg, edge case for Romfarer! I kill warp and porpoising stops, sure enough ... and I see a square off in the distance, 20k in front. Its debris from the plane I\'m flying. Check log, one of my tailplanes caught engine exhaust and finally overheated after going 2/3 of the way to the north pole. So I move to external camera and see this: So long as I don\'t warp 2x, Lazor guidance doesn\'t bat an eyelid that I\'m missing a swept wing\'s worth of lift, weight, and 3 control surfaces on one side P.S. Billy-Bobmy is one cool customer. 8)
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[PLUGIN, PART, 0.17] Bigtrak KSP Edition v.30 Liltrak
Taverius replied to chickenplucker's topic in KSP1 Mod Releases
Well, putting something on the back ain\'t hard. Putting something else on the cuttlefish so the rocket is balanced is proving harder. -
[PLUGIN, PART, 0.17] Bigtrak KSP Edition v.30 Liltrak
Taverius replied to chickenplucker's topic in KSP1 Mod Releases
The problem is when you take of a hill on minmus/mun you nose down -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Taverius replied to Tiberion's topic in KSP1 Mod Releases
Yeah, normal and torque. They\'re hard to fasten on with struts unless you practice advanced strut bondage. About the Odin, how long will it take you to increase the size of the leg\'s colliders? In every situation where I\'ve landed one on either moon, the legs sink through or I bounce (even with 0.5m/s descent via mechjeb), and they\'re so small that 0.16 (whenever that comes) may or may not fix it. -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Taverius replied to Tiberion's topic in KSP1 Mod Releases
Tiberion, I used the fixes you gave me in IRC, it doesn\'t break of nearly as easily anymore. It still dances quite a lot, from past fixes that\'s usually a collider mesh/attach point thing. A few other things I noticed (by now you ougtha know \'few\' means wall of text). Lots of staging issues in prebuilts, I guess the staging order fixes in recent versions messed up all kinds of things: [li]As I mentioned in IRC, the staging on the pre-built Ares is messed up. ???[/li] [li]The 1.24m-><X>m fairing adapter plates used for the Odin say \'adatper\' in the description :-[[/li] [li]The bigger ones of the above fairings, 1.75m and 2m, could do with increased force maybe. There\'s no telling what size rocket you\'re going to use each on - my rockets that use the 1m are generally taller and thus put more force upon the adapter on spinthrust, the problem is its impossible to strut the big ones to the part below if you use the size parts its designed for. The 1.25m->1m you can strut from below and so its not such an issue. With the 1.25m->1.75m and 1.25m->2m I have to be very careful to no turning whatsoever while thrusting with strong engines, or the adapters just shear off the rest of the rocket.[/li] [li] If there\'s any free nodes, the 1m->1.75m decoupler could do with a node for the K2-X engine. The 1m->2m and 1m->3m already have it.[/li] [li] The \'short\' 3m tank on the NP_Superheavy is attached to the wrong node on the decoupler above it - although upon trying to fix it it flickers between them and sticking it to the right one is a bit of a repeat process. Staging is a little messed up here too - both first and single stage tanks are in the bottom stage, which doesn\'t impair functionality of anything but ... also one of the decouplers is in the same stage as the engines below it. Fairings stage in a strange place too [/li] [li]OdinLauncher has a tank at the wrong attachment and the Odin vehicle itself is split over 4 stages for some reason.[/li] [li]Launch Escape Test. Just open it and look at where things are in the staging order. ???[/li] [li]The Bearcat 5x turns any rocket into a belly dancer. It doesn\'t break, but by god the thing will positively sashay. Also, it has gimballing, but a gimbal range of 0.1, which is useless ... in the interest of the more casual player, either kill the gimballing or put at the 0.8 we\'re used to by the quad 3m and matriarch, please. [/li] [li]The matriarch is belly dancing too, and since its so short it dances really fast! [/li] -
[PLUGIN, PART, 0.17] Bigtrak KSP Edition v.30 Liltrak
Taverius replied to chickenplucker's topic in KSP1 Mod Releases
Honestly, the only thing that\'s not perfect is that you can choose to either have a balanced puddle jumper (rises straight in the air) or a balanced rocket, because the PJ thrust is too far towards the back. If you could change that a little it would be just about perfect ... -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Taverius replied to Tiberion's topic in KSP1 Mod Releases
I\'m having trouble keeping a 2m rocket with a TD-0120 4X 2 meter engine at the bottom from breaking up on the pad - the engine\'s connections aren\'t strong enough. Could you take a look at the numbers? -
Don\'t forget not all wings maybe at a 0 AoA with respect to the main aircraft body. Maybe different wings have different AoAs - I have some planes like this. Maybe the engines don\'t point straight back - I have some crafts that do this too. Add to that that all of those values are changing on you all the time (wings are flexing! engines stuck on the wing! fuel getting burned up! speeding up so engine efficiency goes up) ??? ... You need so much smoothing and adjusting over/under that pitch value to stay at that altitude that in the end that doing the pitch heuristically as-you-go in the first place is simply easier. Edit: Romfarer, I attached the edge case plane I was talking about.
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[PLUGIN, PART, 0.17] Bigtrak KSP Edition v.30 Liltrak
Taverius replied to chickenplucker's topic in KSP1 Mod Releases
The atmospheric engines already do this. Its just the light is dim and so you only see it at night on bits of your plane right next to the engine. (There\'s also some mapping errors in how the light is projected, but its a bit early to complain about that) -
This is pretty awesome. 8) There\'s a number of things that come to mind about it ... first two being [list type=decimal] [li]Need a manual!!!!!!!!1111one. What do all these buttons do? ??? Even a pointer that the easiest way of assembling a crystal is on the guidance system nosecone would be great [/li] [li]Should be able to save UI position like MechJeb [/li] But non-wobbly fine control is already pretty darn sweet. The only thing I really miss is the ability to keep at a set pitch relative to the planet below me, its not a lot of fun to do three hour flights to and back to the poles, the fun bits is when you get there, flying there is just one and a half hours each way of engine whine.
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[0.15] Spider Tech Engines (1.3)/S?nger-Projekt (0.1)
Taverius replied to Rocketscienist's topic in KSP1 Mod Releases
A version of the radial body that has a snowball chance\'s in hell of keeping the ScramJets from overheating. The stock one just explodes from all the heat the scrams dump into it. -
[0.15] Spider Tech Engines (1.3)/S?nger-Projekt (0.1)
Taverius replied to Rocketscienist's topic in KSP1 Mod Releases
How did you stick two engines to the end of a MK.2 fuselage section? I need to know D: -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Taverius replied to Tiberion's topic in KSP1 Mod Releases
Looking forward to the changes, I kinda know by heart on which page the parts I use are, but its good to get rid of a few duplicates, NP is rather intimidating to people new to it ... -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Taverius replied to Tiberion's topic in KSP1 Mod Releases
That\'s very odd, I always do a clean install off all mods when an update rolls around. Odd, I\'ll try some more. Anyway, I just realized now that we have part rotation you can get rid of the couple of (rotated) duplicate modules in there -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Taverius replied to Tiberion's topic in KSP1 Mod Releases
Its not that. node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0 Edit: At 0.02 the gap is rather noticeable, but it does join with the previously offending tanks. -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Taverius replied to Tiberion's topic in KSP1 Mod Releases
Something weird with C7\'s Aerospike, it\'ll attach to the bottom of all vanilla tanks, but in NP it fails to attach to [li]FL-S100L[/li] [li]Yawmaster R25[/li] [li]NovaPunch Series Lander Tank[/li] Works fine with these however: [li]FL-R25[/li] [li]HH-77 Insulated[/li] Some mesh voodoo I guess? -
This is a really neat model! You oughto take a look at the dual couplers in NovaPunch, since symmetry works with those, and that\'s pretty handy
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[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Taverius replied to Tiberion's topic in KSP1 Mod Releases
For the most visually impressive effect, use multiple short fairings instead of long ones, and put each pair from the tip down on its own stage. Wobbles a bit, but its worth it when you unpeel @Tiberion, I love the new stuff, is there space in the 2m decoupler for another node so the Bearcat has one at the proper distance? Not that chequerboard impairs performance, but it sure would look nice Also, interesting to see what C7 did with the Aerospike engine that\'s now in the default - its really heavy at 2.5, but he upped the efficiency, 225t for 7.6b. I have to say I prefer Captain Slug\'s model, its more Kerbal -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Taverius replied to Tiberion's topic in KSP1 Mod Releases
NP is awesome, I\'ve been playing about with it a lot in the past few weeks, and I\'ve noticed some balance things, and a few \'missing\' convenience pieces. Sorry if it seems like a lot at once, I just keep forgetting to post since when I fire up KSP i only finish playing when I\'m exhausted - I like to use the long 1m tank for liquid radial boosters, but they can only use one linear decoupling strut if you like to put stuff on top of the tank (I usually put a SAS and a nosecone). Could you maybe cobble together a longer linear strut? And a double-length one for the very long 1m solid boosters, and 1.75m boosters, that has its ejection force increased more than linearly, otherwise those heavy boys just scrape along on ejection ripping off anything in their path. - The Medium Bertha and Twin Bertha Lite have a mass of 1.5, while the Big Bertha has a mass of 12. An order of magnitude difference in mass means the Big Bertha is actually almost never a good choice. Especially since 3m engines have a mass of 3 and 4. - Along the same lines, please take a look at the mass of the Aerospike (1.6, more than mid/small bertha) and NERVA Nuclear (3, almost as much as Matriarch). I think they should be heavier than most, but that\'s possibly a bit far. - I\'ve been using the aerospike engine a lot (because its short) and I\'ve noticed it overheats really, really fast. Now an aerospike engine would probably realistically disperse heat worse than others, but again right now its a bit much. - The 1.75m, 2m, 3m SAS and the >1m RCS tanks need to have their values increased exponentially, rather than linearly. Even if this means you having to make them bigger and heavier, because right now to get the same kind of response you get from putting 1x 1m SAS on a rocket, you need to pack 2-3 1.75m and even more 3m, same with the RCS tanks, which inevitably introduces a whole of wobble. As they are right now, a single module, it does nothing! If you make something that has a 3m tank, unless its the shortest tank and it has nothing on top of it with any weight, a single RCS tank will barely get your rotation started. - Selecting the MK 2.3 1.75m decoupler is very hard, only a thing band under the bottom warning stripe works. - Said decoupler is also unncessarily long for the Twin and Medium Bertha, so a shorter one would be awesome, if you can bang one together P.S. the Odin is awesome -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Taverius replied to Tiberion's topic in KSP1 Mod Releases
Possibly the impact resistance of the FS-100L tank is a bit high, since they consistently survive uncontrolled suborbital descent onto hard ground, on kerbin, from about 70km up ... -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Taverius replied to Tiberion's topic in KSP1 Mod Releases
The joint between the Aerospike Engine and whatever is above it fails really easily, compared to engines with less thrust, let alone more thrust. Stage 4 of attached craft (NP, Odin, MechJeb) is with Aerospike. Joint fails at ignition. Replace it with an M-50 or a Nerva Nuke and all is fine. -
There\'s a small gap with the SAS module that lets you see the sky through the joins at certain view angles/distances. The 4x1 mounts don\'t work with symmetry. Would be nice if they did so that the UI collapses applicable 1m modules stuck below it. Also handy for bracing the engines to the tank, since with boosters attached it tends to rip the engines off on the launch pad for me. Other than that haven\'t found anything worth mentioning