ratchet freak
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Everything posted by ratchet freak
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ratchet freak replied to ferram4's topic in KSP1 Mod Releases
try lowering the speed (mach in the bottom right) or switch to mach sweep, flaps should help you maintain lift at lower speeds. Once you are fast enough flaps don't help much. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ratchet freak replied to ferram4's topic in KSP1 Mod Releases
@ferram4 A little checkbox that says "disable Flight Assist in vacuum" in the dialog would stop these little reports though. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ratchet freak replied to ferram4's topic in KSP1 Mod Releases
That's looks like a cache issue, especially when an invalidation (moving a part and forcing a revoxel) "fixes" it. I'm talking about when you go to run the analysis while the background voxelizer thread is still busy. @ferram4's statement implied that the analysis code will pull incomplete data and try to analyze that even though that makes no sense to do. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ratchet freak replied to ferram4's topic in KSP1 Mod Releases
As a possible quickfix: if voxelization/wingsetup is still going on, then delay the sim until it's done? Even after the overhaul that will probably be necessary. A few seconds extra delay right after manipulating a part is less of an issue than wrong sim output. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ratchet freak replied to ferram4's topic in KSP1 Mod Releases
Redo the stability derivatives for the altitude and speed you were at. The ones in the screen shot are for surface flight and you were 18km up in the air. -
Put an alternator on the RAPIER!
ratchet freak replied to Stoney3K's topic in KSP1 Suggestions & Development Discussion
It's pretty easy to swap out a battery. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ratchet freak replied to ferram4's topic in KSP1 Mod Releases
it's a known event that no-one seems to be able to reliably reproduce. If you can reproduce it then detail exactly how you did it (include every single detail and the logs) so ferram can find what exactly goes wrong. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ratchet freak replied to ferram4's topic in KSP1 Mod Releases
and it's licensed under GPL so you can release your own version (has to be also under GPL) I do suggest that then the name be changed to differentiate from the original. -
Landing legs in 1.1
ratchet freak replied to NecroBones's topic in KSP1 Modelling and Texturing Discussion
right here -> -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ratchet freak replied to ferram4's topic in KSP1 Mod Releases
That's what a stable plane should do. Don't turn by yawing. If you want to turn you should bank in the direction you want to go and then pitch up. This way some of the lift is directed sideways and will shift your velocity vector. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ratchet freak replied to ferram4's topic in KSP1 Mod Releases
in other words if you want to get reentry characteristics you'll need to turn it upside down. Maybe there should be an option for which stage of flight (Ascent and Reentry) the blue marker in the VAB is calculated for? -
Mods causing stutter?
ratchet freak replied to Algiark's topic in KSP1 Technical Support (PC, modded installs)
You can instead of going 1 by 1 is split the stuttering pack in half and check each half-pack for stutter. Then you can split the stuttering half-pack and repeat. -
Low FPS on gaming computer
ratchet freak replied to nickexists's topic in KSP1 Technical Support (PC, unmodded installs)
The OS will change which core the physics thread runs on to spread the load/heat generation This will result in all core's load being 100/number of cores percent. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ratchet freak replied to ferram4's topic in KSP1 Mod Releases
Would it be possible to have a set of sliders (airspeed, pitch, bank, yaw, air density, etc.) to move the CoL indicator? This would allow a "simpler" visualization of how the plane would behave for those who can't figure out how to read the graph. For example if you set up the cruise configuration of a plane and you increase the speed then you would immediately see how that increased speed affects the aircraft. Then as an extra if you do an AoA analysis and you click on the graph the relevant parameters are selected and the CoL ball moves to show where the lift force ends up and how strong it is. -
Nevermind it's under the tabs up top. Mouse over "Forum" and you can find it under "Guidelines"
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When logging in the new forums you are presented with an updated ToS. However finding it again for re-reading is proving to be challenging. Where can I find it again.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ratchet freak replied to ferram4's topic in KSP1 Mod Releases
struts, you need more of them -
Why not a bonus to keep the satellite in orbit for a few years. Bonus should decay so you can't just do a few and then timewarp to infinite riches. Then you could a periodic contract to change its orbit slightly (to mimic orbital decay and station upkeep). Those (almost free) contracts would not show if the craft is ever not in the assigned orbit anymore.
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Aircraft Troubleshooting
ratchet freak replied to Kyrt Malthorn's topic in KSP1 Gameplay Questions and Tutorials
You need higher landing gear further forward or a way to add upwards force at the nose (canards/seperatrons) to start your rotation. -
Basic Aircraft Design - Explained Simply, With Pictures
ratchet freak replied to keptin's topic in KSP1 Tutorials
they should stall before the main wing so the new CoL (after stalling the canards) is further back and will drop the nose so normal flight can be resumed -
How to de-orbit in RSS+FAR?
ratchet freak replied to Prillmeister's topic in KSP1 Gameplay Questions and Tutorials
It's possible that you are not getting any drag due to a bug in FAR, update to the latest dev build or revert to a quicksave in orbit -
Shuttle on a plane?
ratchet freak replied to Evanitis's topic in KSP1 Gameplay Questions and Tutorials
That cap is for aerodynamic purposes during transport. the engines are too draggy otherwise.