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blowfish

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Everything posted by blowfish

  1. The yellowjacket's stack node seems to be offset from its axis. Is this intentional?
  2. You might be able to get rid of some of that drag with more swept wings - at hypersonic speeds those wings are sure to be protruding into the shockwave.
  3. The landing gear and part switch modules rely on Firespitter. Firespitter has been updated.
  4. The thing is that many of the assets that come with KSP (everything in KSP_Data as NathanKell mentions above) are already compressed as DDS.
  5. Which only makes it more inexcusable. They have a way to load compressed textures and yet insist on distributing many in an uncompressed format with no real benefits.
  6. Firespitter and BDAnimationModules. Do you have any of BahaMutoD's other mods? If so it's possible that BDAnimationModules got overwritten by an earlier version (this mod has the correct one).
  7. Since you're already using FSwheel for the landing gear it might make sense to use FSpartTuner rather than the default ModuleSteering. Here's an example (from B9) which seems to work quite well: MODULE { name = FSpartTurner steerMultiplier = 45 targetPartObject = leg_lower1 targetPartObject2 = wheelCollider rotationDirectionX = 0 rotationDirectionY = 1 rotationDirectionZ = 0 steeringEnabled = False steerMaxSpeed = 25 speedAdjustedSteeringMinimumMultiplier = 0.01 }
  8. It's working fine for me. Are any of the other firespitter modules working? If not make sure you have the latest firespitter.dll from github - the version I installed through CKAN proved to be faulty so there might be some non-functional versions out there.
  9. I've improved the FAR cfg to the best of my abilities according to ferram4's suggestions and other tidbits in this thread. It's still incredibly flip-happy, owing to the CoL being in front of the CoL, but it's almost manageable with SAS. It still probably needs a lot of work. I might PM ferram about it at some point since my understanding of aerodynamics is more or less limited to what can be found on this forum. Other notes from my testing: The vehicle mass is a lot lower than the real Skylon. The thrust might be higher than it needs to be in certain regimes too. The REL trajectory data suggests that the starting TWR is less than 0.5, whereas I'm getting more like 2.5 right now. The front landing gear doesn't turn that much, making it very hard to perform even basic taxi maneuvers. Not that you ever need to do that in KSP... @PART[KipEngSkylonWing*]:NEEDS[FerramAerospaceResearch|NEAR] { @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 !MODULE[ModuleLiftingSurface] {} MODULE { name = FARControllableSurface MAC = 10.385 MidChordSweep = 17.165 b_2 = 4.02 TaperRatio = 0.56 e = 0.87 nonSideAttach = 0 maxdeflect = 15 ctrlSurfFrac = 0.12 } } @PART[KipEngSkylonWingLeft]:NEEDS[FerramAerospaceResearch|NEAR] { node_attach = 0, 0, 0, 0.994, 0, -0.107 @MODULE[FARControllableSurface] { rootMidChordOffsetFromOrig = 1.8, 0.845, -0.18 } } @PART[KipEngSkylonWingRight]:NEEDS[FerramAerospaceResearch|NEAR] { node_attach = 0, 0, 0, -0.994, 0, -0.107 @MODULE[FARControllableSurface] { rootMidChordOffsetFromOrig = -1.8, 0.845, -0.18 } } @PART[KipEngSkylonCanard*]:NEEDS[FerramAerospaceResearch|NEAR] { @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 !MODULE[ModuleLiftingSurface] {} MODULE { name = FARControllableSurface MAC = 1.985 MidChordSweep = 60.642 b_2 = 1.8 TaperRatio = 0.25 e = 0.87 nonSideAttach = 0 maxdeflect = 15 ctrlSurfFrac = 1 } } @PART[KipEngSkylonCanardLeft]:NEEDS[FerramAerospaceResearch|NEAR] { node_attach = 0, 0, 0, 1, 0, 0 @MODULE[FARControllableSurface] { rootMidChordOffsetFromOrig = 0.68, 0.8, 0 } } @PART[KipEngSkylonCanardRight]:NEEDS[FerramAerospaceResearch|NEAR] { node_attach = 0, 0, 0, -1, 0, 0 @MODULE[FARControllableSurface] { rootMidChordOffsetFromOrig = -0.68, 0.8, 0 } } @PART[KipEngSkylonStabiliser]:NEEDS[FerramAerospaceResearch|NEAR] { @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 !MODULE[ModuleLiftingSurface] {} node_attach = 0, 0, 0, 0, 0, -1 MODULE { name = FARControllableSurface MAC = 3.27 MidChordSweep = 89.227 b_2 = 3.8 TaperRatio = 0.213 e = 0.87 nonSideAttach = 0 maxdeflect = 15 ctrlSurfFrac = 1 rootMidChordOffsetFromOrig = 0, 1.7, -1.48 } } @PART[KipEngSkylonSabreEngine]:NEEDS[FerramAerospaceResearch]:AFTER[FerramAerospaceResearch]:NEEDS[!AJE] { @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @MODULE[ModuleEnginesFX],0 { @maxThrust *= 1.3 } } @PART[KipEngSkylonIntake]:NEEDS[FerramAerospaceResearch|NEAR] { @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 MODULE { name = FARBasicDragModel S = 22 CdCurve { key = -1 0 key = 0 0.2 key = 1.0 0 } ClPotentialCurve { key = -1 0 key = -0.5 -0.03 key = 0 0 key = 0.5 0.03 key = 1 0 } ClViscuousCurve { key = -1 0 key = -0.5 -0.2 key = 0 0 key = 0.5 0.2 key = 1 0 } CmCurve { key = -1 0 key = -0.5 -0.01 key = 0 0 key = 0.5 0.01 key = 1 0 } localUpVector = 0, 1, 0 localForwardVector = 1, 0, 0 majorMinorAxisRatio = 1.53 cosCutoffAngle = 0 taperCrossSectionAreaRatio = 0.288; CenterOfDrag = 0, 0, 0 } } @PART[KipEngSkylonPayloadBay]:NEEDS[FerramAerospaceResearch] { @name = KipEngSkylonCargoBay @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 !MODULE[ModuleLiftingSurface] {} @RESOURCE[LiquidOxygen] { @amount = 11000 @maxAmount = 11000 } } @PART[KipEngSkylonNoseFuel]:NEEDS[FerramAerospaceResearch] { @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @RESOURCE[LiquidHydrogen] { @amount = 12000 @maxAmount = 12000 } } @PART[KipEngSkylonTailFuel]:NEEDS[FerramAerospaceResearch] { @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @RESOURCE[LiquidHydrogen] { @amount = 12000 @maxAmount = 12000 } } @PART[KipEngSkylonCommand1]:NEEDS[FerramAerospaceResearch|NEAR] { @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 } @PART[KipEngSkylonCommand2]:NEEDS[FerramAerospaceResearch|NEAR] { @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 } @PART[KipEngSkylonMainGearLeft]:NEEDS[FerramAerospaceResearch|NEAR] { @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 } @PART[KipEngSkylonMainGearRight]:NEEDS[FerramAerospaceResearch|NEAR] { @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 } @PART[KipEngSkylonNoseGear]:NEEDS[FerramAerospaceResearch|NEAR] { @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 } @PART[KipEngSkylonNoseMP]:NEEDS[FerramAerospaceResearch|NEAR] { @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 } @PART[KipEngSkylonTailMP]:NEEDS[FerramAerospaceResearch|NEAR] { @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 } @PART[KipEngSkylonOrbitalEngine]:NEEDS[FerramAerospaceResearch|NEAR] { @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 } @PART[KipEngSkylonPrecooler]:NEEDS[FerramAerospaceResearch|NEAR] { @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 } @PART[KipEngSkylonSideDoor]:NEEDS[FerramAerospaceResearch|NEAR] { @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 }
  10. Hey Astronomer, it seems like a lot of the textures have dimensions which aren't powers of two. Is there a good reason for this? My understanding was that non-power-of-2 textures tend to waste RAM and especially VRAM.
  11. Most things should work if you update Firespitter. It hasn't been extensively tested though.
  12. The B9 parts have very specific and unique names, so I'm pretty skeptical that this is the case.
  13. I believe Squad moved some things around, so they have to be correspondingly moved around here in order for it to work.
  14. The Firespitter plugin is broken. I believe a temporary fix can be found in the Firespitter thread.
  15. Sorry to hear that If you're feeling brave, you could dive into the .craft file and try to remove the part by hand. Be aware that it's probably referenced in multiple places
  16. It's a part mod with no plugin dependencies. The part categories should be updated but it should still work.
  17. It has plugin dependencies (Firespitter) which may or may not work with 0.90.
  18. So 0.90 is out and I have confirmed that the new Mk3 shape is exactly the same as the B9 HL shape. Just an interesting piece of information...
  19. No worries. Mostly I was wondering if it was something on my end. I guess that explains it...
  20. The patches are set to only activate under FAR or NEAR. If they're activating without the required mods, then it's a bug.
  21. I don't think it touches the density but drag and intakes are completely redone so much of what depends on density will have changed. The AtmosphereCurves which govern engine ISP should behave the same way though.
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