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ratchet freak

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Everything posted by ratchet freak

  1. 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
  2. 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
  3. 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
  4. 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
  5. You should probably add a vertical strake in front of the rudder to fill out the "valley" behind the large hump of the nacelles
  6. 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).
  7. 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.
  8. Any plans for procedural anti-shock bodies? They will help with FAR's area ruling.
  9. 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.
  10. 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
  11. Use trim instead alt+s will move the pitch control a bit and then keep it there, alt+x will reset all trim
  12. the APU can now be done with the the fuel cell module no? (taking intake air and LF instead of LFO) I don't really see a need to create any thust for power gen.
  13. in the start menu (pre 8 at least) you could restart (the arrow next to log-off or shutdown)
  14. 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.
  15. 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)
  16. 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)
  17. 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
  18. You want to reflect orange on the plane with normal blue? -orange +2*orange*dot(orange, blue)
  19. You can also vary the angle of attack (the incidence angle) per wing so when looking at the side then outer edges point up.
  20. 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).
  21. 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
  22. Because if they don't say at some point "this is release" then they will be in beta forever, it is very easy to say that you will release "a few versions down the road" but setting the deadline will change some of the dev tactics more to bug fixes rather than new (not really necessary) features
  23. moar stages!! then decrease thrust in the later part of the launch so the apo stay to within a minute
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