Jump to content

blowfish

Members
  • Posts

    4,559
  • Joined

  • Last visited

Everything posted by blowfish

  1. Interesting. Can the XV-H fly without the vertical engines once it gets up to speed?
  2. The way that stack nodes work changed in 1.0, and this mod has not been updated yet.
  3. I'm pretty sure the issue is fixed. You need to update RealFuels from Github as well. The version of SolverEngines on AJE's Github page is indeed the latest.
  4. Are you talking about AJE engines specifically? If so, make sure you have the latest version of AJE and SolverEngines from Github, and if the issue persists, I need full reproduction steps.
  5. Update: bug is fixed. Unintended flameouts should lo longer occur.
  6. Nice! Can you get good maneuverability on the X-12 without all-moving pitch surfaces though? I would have thought that the fixed parts of the tail would make it too stable.
  7. You can tell the difference by looking inside the part. If it is filled with voxels, it's working properly.
  8. It's a bug in SolverEngines. Cause known, pending fix.
  9. Wanderfound: For the Lightning and Eagle cockpits, as well as the Mk2 nose, at least the hollow part is adjacent to a stack node so FAR will fill it properly when a part is attached. Still, probably best for it to be fixed.
  10. After some experimentation, I have found that limiting the exhaust velocity of subsonic jets to the speed of sound (in the exhaust) does seem to fix the problem of them producing too much supersonic thrust. They still produce a decent amount of thrust up to Mach 2 or so (particularly the smaller, lower bypass models), but the ram effect is basically gone, and the thrust curves look more correct compared to other engines (previously thrust was growing faster than some military turbofans).
  11. Known issue. Fixed in the in-progress maintenance port, which can be accessed from my or Flashblade's signatures.
  12. Do you have DPCR enabled, and if you do, what dynamic pressure are you flying at. DPCR reduces control authority as dynamic pressure goes up so that you don't destroy your wings, but the scaling constant may need adjustment in order to still give you good authority.
  13. Yeah, unfortunately I have finals this week and my thesis due the week after, so I'm a bit swamped right now. After doing some reading I understand how the drag cubes work more or less, and for our purposes it's mostly a question of copying the stock ones and changing some values.
  14. This is a bug in SolverEngines. Currently figuring out what the best way to fix it is.
  15. There are a few that definitely don't have solid colliders, but the open end is a stack node so at least it voxelizes correctly when it's attached to something. I've noticed this on the Thunderbolt, Eagle, and snub nose so far.
  16. Before an official update comes out we need to completely restructure the propeller and rotor code. It's not that these changes are strictly necessary for compatibility, but much of the basic functionality of engine solvers was split into a separate plugin so that other mods (mainly RealFuels) can use it, and this means rewriting a large portion of AJE. If you're desperate to play with AJE though, the dev version on github _is_ working (save a few minor bugs), though not all the mod configs have been updated yet.
  17. ModuleAnimateHeat is now based only on absolute part temperature, so it usually doesn't show if the part isn't about to overheat.
  18. Oh, they probably had ModuleLiftingSurface which needed to be removed. So I guess you're right. I'm curious why FAR doesn't have a global MM patch to remove that module everywhere.
  19. What parts are these? Fuselages should not require any compatibility patches for FAR.
  20. AJE has no reason to interact with the voxel system - it only changes the math behind thrust and Isp. The dev version on Github is working fine, though some of the mod configs need updating. - - - Updated - - - That won't happen. FAR overrides the stock aerodynamics calculation completely, and with the new voxel aero mod parts need no compatibility patches for FAR unless they're wings.
  21. Nerfing engines by 1/2 isn't particularly realistic either. It was done because stock drag was so much higher than FAR before. Now that this isn't the case, there's no reason to it anymore. Whether the stock thrust curves are realistic or not is another matter. But it you want realistic jet engines you should download AJE.
  22. Does the K-10 cockpit have solid colliders? FAR seems to think it doesn't...
  23. Well the thermal outline certainly leaves no reason to question what parts are clipped inside the fuselage
×
×
  • Create New...