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blowfish

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Everything posted by blowfish

  1. Check stability derivatives at high mach number. You probably have a lot of roll instability which like NathanKell means you need more vertical stabilization.
  2. I'm monitoring the part drag force display as I take off. The fuel tank in question is creating dozens of kN of drag before I even leave the runway.
  3. I think the attachment node on the SP+ procedural wing might be off by a bit - as it is the wing doesn't even intersect the hull of the ship it attaches to. Also, it seems like under FAR the CoL isn't updating as a bring the wingtip back. ferram4 informs me that this may be an issue with PWings:
  4. I'm still having the issue of inline parts creating drag as if they are blunt surfaces. A fuel tank near the back of my plane is creating more drag than the nose Also, I'm not sure if this is a Ferram of PWings issue, but is it normal for the CoL to not shift as the wingtip is moved backward? Both on the dev version downloaded just a few minutes ago.
  5. Microsoft doesn't seem to think they're significant enough to support.
  6. Um, is it normal for inline parts and rear-facing aerodynamic cones to be producing more drag than any other part?
  7. What AoA did you need for that one? If you weren't venturing into the unstable AoA zone you wouldn't have noticed any instability.
  8. Had a close call with the mountains on one of my recent spaceplane landings on a particularly cloudy day, so decided to deploy some navigational markers in the mountains and get some practice with VTOL control. EVE isn't working right now but when it comes back it should make landings a bit less stressful.
  9. You're my hero sarbian . Why Squad didn't implement this to begin with I will never understand.
  10. Thanks for the quick response. I guess I did forget that area factor in the drag equation. There are still some things I've seen that don't quite make sense but maybe they're related to the cargo bay issue.
  11. I seem to be having a couple of issues: 1) I'm having trouble getting parts to be shielded by cargo bays. If I do an isolated test, it seems to work fine, but on my actual ships, if I do the same thing, the parts are not listed as shielded. This includes parts which are surface attached to the inside of the cargo bay. I'm not sure if this is enough to diagnose the problem... 2) There's something I'm not quite understanding about how drag is calculated. Here are a couple of example scenarios that don't quite make sense to me: (a) I add wings to an aerodynamic body and Cd decreases ( I add a docking port inside a cargo bay. As per (1) it is listed as not shielded, but Cd decreases again. Many vessels I build which should have similar aerodynamics seem to have wildly varying Cd, from about 0.05 to 0.2 (not varying too much with AoA or mach number).
  12. It's mostly working to begin with. Manually update Firespitter and RPM and you should be fine.
  13. @Voculus: You might want to check how the COL changes at different angles of attack.
  14. Firespitter has not been updated though, and that's the big holdup.
  15. Maybe at some point, but the actual front of the Skylon isn't lowered (see this diagram).
  16. Steam won't launch 64 bit automatically unless you set it to do so (you would have changed the command in the launch options).
  17. Unfortunately, I'm going to have to say no to that. It might be a semi-useful thing to have, but I think there are better things to spend time on. I usually put all of the utility stuff (probe core, batteries, RCS, RTGs) in a cargo bay on my S2 and HL ships. You can also do what the stock B9 craft do and clip a probe core inside of a structural part. If you really need a probe core you can create a CFG to make one from one of the existing models (like the reaction wheel). Meanwhile, quick forward visibility test on the HL Supersonic Cockpit (using dummy textures): I will probably move the pilot's seat down and forward a bit, but it looks like visibility is good. Almost makes me think that the lower set of windows is unnecessary, though I may keep them just because they look cool.
  18. Install Active Texture Management and 32 bit will probably stop crashing. Also use -force-opengl. Both reduce RAM usage.
  19. like endl said an update will probably take a while, but most things seem to be functional with B9 5.4.2.
  20. I think this whole saga is a good indication that Squad should never have released the x64 version in its current state.
  21. Is there any way for KSP to recognize pre-compressed DXT textures? I know it compresses most textures to DXT on load anyway, but this takes a lot of time. A lot of games prefer DDS textures because they can go all the way from disk into VRAM without ever being decompressed. I haven't seen any references to KSP supporting them, but I just thought I'd ask.
  22. Do you have ATM installed? Running out of memory is often the cause of 32 bit crashes.
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