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blowfish

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Everything posted by blowfish

  1. Make sure you have the latest versions of both SolverEngines and AJE. The method signature for UpdateFlightCondition was changed recently such that everything had to be updated.
  2. output_log.txt is still created in the KSP_Data folder. It's updated and saved even during normal game operation.
  3. Isn't the whiplash already sorta based on the J-58? I think something based on the Olympus 593 would be more useful - very high thrust and designed for a reasonably fuel efficient cruise at mach ~2
  4. Well, no one can know what the problem is until you post your output_log.txt
  5. It's now easy to hit mach 5 on jets without burning up (as it should be). Jet engine Isp was halved, so you will need roughly twice as much jet fuel. I think drag was reduced, but so was thrust, so it's still reasonably hard to break the sound barrier.
  6. Actually, you'd be surprised at the number of people for which this isn't true. In fact, one of the reasons why ferram4 (and many other plugin authors) disabled their plugins in Win64, instead of just saying that you get no support if you use it this way, is that people continued to provide bug reports and refuse to believe that their bugs were the result of running Win64. The way it works now is reasonable though I think - if you can figure out how to do it yourself, then you're mature enough to understand the potential consequences.
  7. Unfortunately not. The static instances are tracked using cartezian x/y/z coordinates and placed relative to Kerbin's terrain, meaning that on a different sized planet they will not show up correctly.
  8. I think KSP can still read DAE files in some limited capacity but I'm not 100% sure. MU is probably your best bed, though in truth I've never tried using the converter in that direction - I usually use Unity to convert.
  9. I'm curious if it's practical (I know it's doable) to manage drag/heating in a way that allows you to hit mach 4.5 or even higher before switching modes. That extra mach on jets usually means a lot less rocket fuel and hence a greater payload fraction, but it does require some design compromises.
  10. I'm not terribly worried about Unity 5. I expect that it will be mostly under-the-hood changes that mostly won't affect anything at a parts/gameplay level. Of course some changes will likely be necessary but nothing like what happened with 1.0
  11. There will be issues. I haven't bothered updating this yet because B9 hasn't updated (which I'm working on).
  12. Hey bac9 - the Mk2 Adapter - 1.25m shroud doesn't appear to be voxelizing correctly in FAR. This can usually be traced to a non-solid collider. EDIT: Also most of the parts appear to lack surface attach nodes, but that can be fixed in the configs.
  13. The question you have to ask is in which direction does the wing deflect the air flow? The force on the wing will be in the opposite direction. And downstream conditions can affect upstream conditions in subsonic flow.
  14. Oh, so you're not using the dev version. In that case, your inability to attach B9 and stock parts is expected because many of the stack nodes had to be flipped all of the issues you have experienced are expected. If you don't want to use the dev version then sorry, can't help you. Either go back to 0.90 or wait for an official release.
  15. A symmetric wing will generate positive lift at positive AoA, and negative lift at negative AoA. If your plane is upside-down and you are flying with negative AoA, then the lift force will be in the correct direction to keep you in the sky. The AoA required to maintain level flight often isn't very large, so it will be quite hard to notice in pictures and videos.
  16. It's not a question of them reaching their max speed - if anything that will be easier now since supersonic thrust growth is much higher. It's a question of breaking the sound barrier - my recollection is that transsonic drag is quite hight in 1.0.2, and unlike in FAR there's no design changes you can make to minimize it. One other possibility bac9 suggested is including a config to revert the stock drag values to what they were in 1.0.0 since those were slightly more forgiving. If people would prefer more stockalike thrust curves then I can put those together, but I'd like some feedback on the current state of things first.
  17. In stock you can only do 2 modes per engine. Scramjets aren't going to be particularly useful on Kerbin though, since orbital speed is only about Mach 7 or 8.
  18. Short answer: yes. Give them some negative AoA deflection and they should improve stall behavior a lot.
  19. Jetliners have cambered wings and flaps that generate lift at zero AoA. You can still fly upside down with cambered wings, but you will need a much larger (negative) AoA and thus will generate much more drag.
  20. You haven't installed ModuleAnimateEmissive properly. It's in the main download.
  21. You mean like this. Seems to work fine for me. Are you using the latest dev version? BTW, the flameout issue mentioned above should be mostly fixed now. Still getting occasional flameouts on the runway but they appear to be harmless and I don't know how to fix them. ---- In other news, I've done a major overhaul of the engines. A full changelog is available on bitbucket, but here are some things to watch for in testing: Engine and Intake updates - Engines now use semi-realistic thrust curves. This seems to work fine with FAR, but it may mean that it's impossible to break the sound barrier in stock aero without an insane TWR. Let me know if you use stock aero. - Engines now use semi-realistic Isp, which is much lower than stock. Again, let me know if it seems too difficult. - Engines now have thrust fall off linearly with density, which is faster than stock. This may not play well with thermals on spaceplanes since you will now be lower in the atmosphere for the same speed. - Mach-based overheating is a lot more than stock. It seems to be manageable, but let me know if something is overheating when it shouldn't.
  22. [sARCASM]No, it's never going to be fixed[/sARCASM] Again, please be more specific. Which parts are you trying to attach and by what method (stack, surface). Is this different from the way that stock engines attach?
  23. Confirmed, appears to have to do with the intake air amount available in the inlets Could you be more specific about this?
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