ratchet freak
Members-
Posts
238 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by ratchet freak
-
Or it can be fixed by removing the "/page*" from the form's action attribute and letting the handling of the page GET parameter of the form in the "pagination_top" and "pagination_bottom" div
-
[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
there is still the old method of launching 64 bit (grabbing the launcher from unity and renaming it) and he still doesn't want to get flooded in "OMG I crash on 64 bit" until unity stables up for 64 bit windows- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
Career Mode, Planes Only
ratchet freak replied to Old_Gaming_Geezer's topic in KSP1 Gameplay Questions and Tutorials
There is no reason to not use rockets for a boost to outside the atmosphere after pitching up ditching your wings and jets, it's just a bit of a hassle -
You can adjust your final inclination during the first ejection burn by adjusting up/down a bit. However it's simpler to use the mid-transfer correction burn for that, just add a bit of (anti-)normal dV until you inject above/below the target instead of in front/behind
-
Thinking about making the switch to FAR.
ratchet freak replied to capi3101's topic in KSP1 Gameplay Questions and Tutorials
You should probably add a vertical strake in front of the rudder to fill out the "valley" behind the large hump of the nacelles -
[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
you can look for a flat area on the bottom of the plane. Then take that area as the wing for ground effect. This way the entire bottom of a low-winged spaceshuttle will be the ground-effect wing but the "keel" sticking out in a high-wing Cessna isn't part of it (just the actual wings and elevators).- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
So a Ferrari Designer drew himself a spaceship...
ratchet freak replied to spudman2's topic in Science & Spaceflight
they are typically called canards -
[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
wing flex, when the aileron deflects it will apply a force to the trailing edge of the wing which depends on the airspeed. If that force is large enough then it will flex the wing to move the angle of attack to the opposite direction and the change in lift will override the force of the control surface. This is similar to the operation of a trim tab. You can fix it by moving the ailerons closer to the root of the wing where it won't flex as much.- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
[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
You seem to keep missing the point about posting the log. If you don't provide the entire log to ferram he can't figure out what is going wrong, find a file host site and upload the log and post the link for him to get a copy of it. If the log is short enough (cleaned log and then launched and did just the minimum to recreate the issue) then a site like pastebin.com will suffice. Also post the exact steps you did to recreate it. vague descriptions does nothing but waste everyone's time and forces ferram to guess at what's wrong where the logs will tell him where the problem is with much greater accuracy.- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
[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
With area ruling someone should make a set of anti-shock body parts to allow you to fine-tune the yellow line better that just stock parts allow- 14,073 replies
-
- 1
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
Making a Shuttle- Aligning COM/COT
ratchet freak replied to Zucal's topic in KSP1 Gameplay Questions and Tutorials
The shuttles main engines are above where the should be, either move the CoM up or the shuttle down. You can also throttle down the main engines until some fuel has been burned and you jettisoned the boosters. -
Basic Aircraft Design - Explained Simply, With Pictures
ratchet freak replied to keptin's topic in KSP1 Tutorials
Something else to add: wing flex, it's what causes the control reversal on the stock albatross. if a control surface on the trailing edge deflects upwards it cause the wing to rotate the trailing edge downwards this in turn causes a increase in angle of attack and can add lift (contrary to what should happen a decrease of lift) -
[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
Or use the actual force the chute exerts for one cuttof parameter (deploying at mach 5 on sea level should rip it to shreds faster than it should destroy off the vessel) When deploying you can force set the temperature to the surrounding air and then let it apply shock heating and then let it burn up after temp>x And set a custom message in the flight result window with how it got destroyed (if possible)- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
Holding a pitch and heading? (Spaceplanes)
ratchet freak replied to A_name's topic in KSP1 Mods Discussions
Trim settings work decently just tap alt+w or alt+s until the little pitch indicator in the bottom left is at the correct spot. You can clear all trim with alt+x -
Rotating a vector by another vector
ratchet freak replied to blackrack's topic in KSP1 C# Plugin Development Help and Support
You want to reflect orange on the plane with normal blue? -orange +2*orange*dot(orange, blue) -
Thinking about making the switch to FAR.
ratchet freak replied to capi3101's topic in KSP1 Gameplay Questions and Tutorials
You can also vary the angle of attack (the incidence angle) per wing so when looking at the side then outer edges point up. -
Unity 5 [Is now available]
ratchet freak replied to NoMrBond's topic in KSP1 Suggestions & Development Discussion
If you want full on speculation about performance updates then consider unity 5.X using vulkan for rendering and using compute shaders for physics (like I suspect PhysX is doing behind the scenes). -
Cube mapping for planets.
ratchet freak replied to Robotengineer's topic in KSP1 Suggestions & Development Discussion
They currently use a rectangular projection with massive distortion on the poles, moving to a cube-map would move the distortion around and lessen it overall You can play around with map projections on this page the link is set for cubemap and the current one is equirectangular first in the top most dropdown list P.S.: this is essentially what I asked for in my different triangulation request -
Questions for the FAR pros.
ratchet freak replied to ATSinged's topic in KSP1 Gameplay Questions and Tutorials
moar stages!! then decrease thrust in the later part of the launch so the apo stay to within a minute