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blowfish

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Everything posted by blowfish

  1. I think the FAR cfg might be not quite correct in this version. You could try replacing it with this: @PART[mk4nose]:NEEDS[FerramAerospaceResearch|NEAR]:Final { @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 } @PART[mk4cargo-1]:NEEDS[FerramAerospaceResearch|NEAR]:Final { @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 !MODULE[ModuleLiftingSurface] {} } @PART[mk4cargo-tail-1]:NEEDS[FerramAerospaceResearch|NEAR]:Final { @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 } @PART[mk4cockpit]:NEEDS[FerramAerospaceResearch|NEAR]:Final { @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 !MODULE[ModuleLiftingSurface] {} } @PART[mk4crew-1]:NEEDS[FerramAerospaceResearch|NEAR]:Final { @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 } @PART[mk4drone-1]:NEEDS[FerramAerospaceResearch|NEAR]:Final { @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 } @PART[mk4adapter-1]:NEEDS[FerramAerospaceResearch|NEAR]:Final { @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 !MODULE[ModuleLiftingSurface] {} } @PART[mk4adapter-2]:NEEDS[FerramAerospaceResearch|NEAR]:Final { @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 !MODULE[ModuleLiftingSurface] {} } @PART[mk4fuselage-1]:NEEDS[FerramAerospaceResearch|NEAR]:Final { @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 !MODULE[ModuleLiftingSurface] {} } @PART[mk4fuselage-lfo-1]:NEEDS[FerramAerospaceResearch|NEAR]:Final { @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 !MODULE[ModuleLiftingSurface] {} } @PART[mk4mono-1]:NEEDS[FerramAerospaceResearch|NEAR]:Final { @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 !MODULE[ModuleLiftingSurface] {} } @PART[mk4tail-1]:NEEDS[FerramAerospaceResearch|NEAR]:Final { @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 !MODULE[ModuleLiftingSurface] {} } @PART[mk4nose-docking]:NEEDS[FerramAerospaceResearch|NEAR]:Final { @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 }
  2. It's the HL Cockpit interior. I've had that happen before and I'm not sure what causes it but IIRC it wasn't a persistent issue.
  3. Runway length might partially explain the takeoff issues - IIRC the KSC runway is only 2.5km long.
  4. There's definitely something weird about wheel friction in KSP - even many of my lift-oriented designs need TWR > 0.5 to take off. I'm using FAR too, so the soupiness of stock drag isn't an issue. How much runway will the real-world skylon need to take off? The trajectory puts it somewhere between 2.5km and 4km, but I can't tell for sure.
  5. Then revert the overlay images to their non-DDS versions. Certain plugins require images to be non-DDS so they can access pixel data. The converter scripts attempt to include exceptions but some things will inevitably slip through.
  6. At all as in nothing is converted to DDS but the plugin is present?
  7. Hey ferram, I have a couple of questions, a minor bug report, and a feature request. First the questions 1) How does FAR treat parts with the physicssignificance=1 flag? In stock they are massless and dragless, and I know FAR won't change the mass, but is drag applied to these parts? 2) Does the mass/strength of a wing change the rigidity of the joints connecting it or only its resistance to snapping off under aerodynamic stress? Now, the bug report - this is pretty minor so don't spend time on it if it's difficult to fix. I have the flag set to put the FAR editor button in blizzy's toolbar rather than the default toolbar, but occasionally it will show up in the default toolbar anyway (usually just in the editor - I don't think I've seen this in flight). And the feature request - would it be possible to have a setting to universally set the mass/strength of all wings and/or set the mass/strength of new wings placed? I realize that setting all of the wings in a craft to the same strength isn't necessarily the best strategy, but usually many of them are the same and it's somewhat tedious to have to change every one. That is all
  8. Interesting question but I don't know the answer. I wonder if FAR even knows how to interact with the node toggle plugin.
  9. It turns off unused stack nodes in the editor so that you can attach the correct one. I don't think unused nodes do anything after launch.
  10. Do you have the latest version? The way KSP interprets part scaling changed between .24 and .25, so everything had to be adjusted.
  11. Sorry, but don't really have the time to take requests at this point. Every model, and especially texture takes a fair bit of work, and I'm definitely not as efficient at making them as many of the people here, so between all the models I already have in the pipeline and things like real life there's just not much I can do. If you're looking for wider cargo bays you might want to check out Nert's Mk4 system. B9's S2W provides more horizontal space too but I'm guessing you're looking for something with a tail-loading ramp.
  12. Do you have SAS on? SAS tends to overcompensate for minor changes creating oscillations.
  13. Interesting idea, but I'm pretty sure it would require some code. Firespitter allows modification of masses and prices (assuming you're willing to make long, tedious modifications to the CFGs) but I'm not aware of any plugin which allows changing the crash tolerance.
  14. I don't particularly care about 64k but now I'm curious. What is it about the statics which doesn't allow them to be rescaled?
  15. You probably have to change the base mass in the FSFuelSwitch module too.
  16. Prerelease is up (check OP). It's still very WIP, so expect issues, but let me know if anything looks outright wrong. It requires DDSLoader.
  17. Then I can't say what light_odin5's problem is ... clearly the firespitter plugin isn't working properly, but I have no idea why.
  18. Has Firespitter been updated with the 0.25 version of the plugin?
  19. Nice! So what's the solution for concave wings? Multiple colliders or custom definitions?
  20. I think abrr2000 was referring to the fact that the compressed air nozzles should work without oxygen since they run on electricity. Unfortunately the way KSP is set up, oxygen is checked for at the intake rather than at the engine, so in order to get the behavior you'd expect for normal jet engines you have to have all intakes reject non-oxygenated air. I think there are plugins which address this in order to create nuclear-thermal jets and the like ... probably KSPI if I had to guess.
  21. All the parts are in separate folders, organized by type. None of the parts depend on other parts. You can delete what you want and the rest will still work fine.
  22. This might be a long shot but do you have part clipping enabled? I've occasionally encountered an issue where I will attempt to place a part and it will just duplicate on top of itself, dropping the framerate until I find a way to get rid of it and I usually have to restart KSP...
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