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Everything posted by blowfish
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FAR doesn't seem to be voxelizing the twin turbojet properly, and I suspect it has to do with not detecting the nozzle exits correctly (and thus considering the part hollow). Is there something different about the way the nozzles are constructed on the twin turbojet compared do the other engines? Notice that the nozzle exit is filled with voxels on the K35-B, whereas it is empty on the twin turbojet.
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Kerbodyne SSTO Division: Omnibus Thread
blowfish replied to Wanderfound's topic in KSP1 The Spacecraft Exchange
Don't bother with the CoL indicator - do static analysis. And pitch stability does tend to become worse at higher mach numbers - you might want to add some AoA deflection to your pitching surfaces. As for wings themselves, the CoP tends to focus toward the front of the wing, though obviously that will change with flight condition somewhat. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
blowfish replied to K.Yeon's topic in KSP1 Mod Releases
Often, yes, but they will save substantial loading time and actual memory. -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
I'm pretty sure I see what's wrong with it but I want to be more systematic about fixes than just posting in this thread. I've PM'ed the authors for explicit permission for a crowdsourced maintenance port - if I get a yes I'll fork the git repository and we can work from there.- 4,460 replies
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Also, if you want maneuverability, you're going to want to swap out those fin+control surfaces at the back for all moving tail fins.
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
What's not working about it?- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
node_stack_top = 0.0, 0.0, -0.639, 0.0, 0.0, [b]1.0[/b], 1- 4,460 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
blowfish replied to ferram4's topic in KSP1 Mod Releases
Well the aerodynamics did change substantially. There's no reason to expect things to fly the same in the new voxel aero as they did in old FAR. You probably want to mess around with it in sandbox a bit just get a feel for things.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
blowfish replied to ferram4's topic in KSP1 Mod Releases
Run static analysis and see what the slope of the Cm curve is.- 14,073 replies
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
blowfish replied to AlphaAsh's topic in KSP1 Mod Releases
The source code is publicly available. No need to decompile.- 872 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
blowfish replied to ferram4's topic in KSP1 Mod Releases
You're right that the lights shouldn't matter, but for the sake of bugfixing you should probably try to remove any odd dependencies before posting a craft file.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
blowfish replied to ferram4's topic in KSP1 Mod Releases
They don't have to go away - you just need to either put more/bigger fins on the first stage and make the top less draggy (smoother and pointier).- 14,073 replies
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Now that I think about it, the HL fuselage extensions might be useful for area ruling... They're from this mod, which hasn't been updated to 1.0 yet either.
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EDIT: Never mind
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Default settings, yeah. Given that we have to build things out of predefined parts I don't think anything more is practical for KSP, particularly with stock parts.
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
The main reason that stock aero wasn't supported in the previous version was that no one on the team wanted to take the time to balance the parts for it. It still worked but no guarantees were made.- 4,460 replies
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Another ~10:1 Cross Section/Wave Drag Area. Beginning to get the Mon Calamari effect with fuselage bumps...
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Try 11.4:1 Low speed handling could use some work, and had to use some of the payload's liquid fuel to get into orbit (this would be fixed with a fuel switch module on one of the tanks since I had a lot of extra oxidizer).
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
blowfish replied to ferram4's topic in KSP1 Mod Releases
There's a Paypal link in the OP EDIT: Ninja'd- 14,073 replies
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FYI, if you're trying to set the thrust and Isp of an engine based on proprietary calculations, there is a plugin interface in development designed to do just that. It's called SolverEngines, and is designed to allow you to use custom solvers which will replace the stock calculations rather than letting them happen and then changing the result.
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
If we're crowdsourcing a maintenance port, would it be possible to do it in a publicly accessible manner like a git repository?- 4,460 replies