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Everything posted by Zeenobit
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How do wheels break at speed?
Zeenobit replied to glen.mack's topic in KSP1 Gameplay Questions and Tutorials
You can check this link for details on Rover Wheels. I believe if you go over the Top Speed, they break. Couldn't get any simpler than that. -
Originally I thought you're suggesting a mod that would "export" a *.craft file with all the parts it requires in one nice little package that you can zip up and share. Your friend could then unpack that zip file, dump all the files into their GameData, run the game, and load the *.craft file with a 100% guarantee that all required parts exist. Now that, would be a more elegant solution to the problem you're describing, in my honest opinion, without requiring you or anyone to download and install all parts that ever existed ever or manually keeping track of part IDs.
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DROMOMAN - modular arm parts for Infernal Robotics
Zeenobit replied to nothke's topic in KSP1 Mod Releases
Would love to see this mod updated. I applied the changes to make it compatible with new Infernal Robotics, but some of the hinges seem to be orienting on the wrong axis. -
I was having similar issues to yours not long ago. You can look at this thread for the full story: http://forum.kerbalspaceprogram.com/threads/99982-SSTO-FAR-Deadly-Reentry-Help There is a few things I learned that might be useful to you: 1. Piloting is somewhat more important than design. 2. Have faith in your aircraft. If built correctly, it can usually take a lot more punishment that you probably think. Trust it. 3. Keeping above in mind, don't be in a rush to climb up into upper atmosphere. Turn on precision controls, adjust your trim, sit back, and just enjoy the scenery. With my aircraft in the link above, the ascent into upper atmosphere happens in a "staircase" pattern: I climb, lose speed, aircraft nose pitches down, I gain speed, lose altitude, aircraft nose pitches up, I lose speed, gain altitude, so on and so forth. Before, I used to panic every time the nose pitched down. All I had to do was let go of the controls. My point is, don't try to over-control the aircraft. Let it fly. I almost exclusively fly with trim controls now. 4. Again, don't be in a rush to climb the atmosphere. Take it slow. You want to pick up as much speed as you can with the jet engines. Remember: Getting into orbit isn't about how high you are. It's about how fast you're going. 5. If you're not using RAPIERS, make sure, and make doubly sure that your engines are lined up. What I mean by this is, in the Editor, turn on the Center of Thrust marker. Reduce the Thrust Limiter on one set of the engines to 0. The CoT should NOT move. Repeat the same with the other set. If CoT moves, you may induce unwanted torque to the aircraft when you pitch, which can be catastrophic. Adjust these until the CoT does not move. 6. In order to minimize the effects of sudden change in thrust, throttle down as much as you can (don't flame-out the jets if you have more than one. This may create a change in yaw if one flames out before the other, and you won't go to space that day). Then switch to rockets. Then slowly throttle back up. I hope these help! I know how frustrating it can be to get that thing into orbit, but keep trying!
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Zeenobit replied to Ven's topic in KSP1 Mod Development
I don't know how. I don't know why. But your patch almost totally broke my game. For some reason, after I installed SXT, and then your patch, I got very odd UI issues: 1. I couldn't enter the Tracking Station. 2. Any other building I tried to enter would be fine, but when I pressed the exit button, the KSC UI would render on top of whatever building I was in, and pressing Esc to exit to Main Menu wouldn't function. 3. When #2 happen, in console I would get a constant spam of NullReferenceExceptions. When I looked through the log, they all had different stack traces, all related to UI components. Unfortunately, I forgot to backup the log file and it was overwritten. I checked your patch several times, and I couldn't figure out how in the world it would be causing this issue. So after a few tries, I decided to undo the only change I made to my game since the last time I tried to play it, which was adding SXT + Your Patch. And it was all fixed again. If it helps, I can try to re-install the patches to reproduce the problem and get the log messages. Let me know. So just a heads up! -
I would love to install this mod collection, but a lot of those links are pointing to very old mods. Are all of these compatible with 0.25? Also, I have tried installing RCS Sounds and Ion Drive Sounds before, and both seem to conflict with Hot Rockets (the engine VFX is always on). Is there any patch for this issue?
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Zeenobit replied to K.Yeon's topic in KSP1 Mod Releases
These parts look very nice. Is there any support for Ferram Aerospace Research? -
SSTO + FAR + Deadly Reentry Help
Zeenobit replied to Zeenobit's topic in KSP1 Gameplay Questions and Tutorials
I finally did it! Thanks for all the help! I think the major issues that were causing me problems were: 1. DaMichel's point regarding thrust alignment. I checked this, and the thrust vector for my jets were far ahead of my rockets. More than I thought. I carefully aligned these. 2. I reduced the wing mass to 0.4 as Wanderfound suggested. Shaved off about 4 tonnes. 3. The idea with the small landing gears at the back to assist with take off was absolutely genius. 4. I waited till the jets were down to single digits in thrust, and throttled down before switching to my rockets. 5. I also switched the rocket engines from Poodles to Rockomax "Cutter" Linear Aerospike Engines from RLA Stockalike mod. Higher atmospheric ISP. Incorporating all these points, the transition from jets to rockets was seamless and very smooth this time. I did add Vernors, but I didn't really need them. Just enabling the cockpit reaction wheel tipped my nose just high enough to gain altitude. I did fail to re-enter safely though. I got close, but lost control at the end. That's another issue for another day. I think it just needs a bit of practice. Regardless, here is my first SSTO under FAR: Thanks again for all the advice! -
HotRockets! Particle FX Replacement + Tutorial
Zeenobit replied to Nazari1382's topic in KSP1 Mod Development
I have the same issue. Not just with VTOLs, but even on the runway the jets produce so much smoke around the aircraft. I managed to tweak the .cfg to get rid of the smoke entirely, but then it looks a bit silly. I'll have to play around with it some more. Unless someone else has a better fix, of course. -
SSTO + FAR + Deadly Reentry Help
Zeenobit replied to Zeenobit's topic in KSP1 Gameplay Questions and Tutorials
I'm not lowering my wing mass. I will try that tonight. The rear landing gear to avoid tail-striking seems like a very useful thing. I'll try that as well. More details on what happens during the switch below. I do have Vernors unlocked. But I'm not sure how they would helpful to my situation. How would I use them in this scenario? Interesting. My CoT is aligned with CoM. But the jet engines are slightly (just a tiny bit) forward with respect to the rocket engines to balance the CoM. I wonder if that's a contributing factor. That's what I try to do as-is when I get that high, assuming I get that high. With the recent design, this is what I'm doing and what's happening during the jet -> rocket switch: 1. I wait until my jet engines start losing thrust. I'm going at about 1,200 m/s at this point, in a 22-25 km altitude. 2. I start adjusting my trim slowly until I have minimal trim. 3. I press Alt + X to cancel any remaining trim. 4. At this point, I'm losing a bit of altitude due to loss of trim. 5. I turn off FAR flight assistance. 6. I turn on the cockpit reaction wheels. 7. I turn on SAS. 8. I switch to rockets. (My AoA at this point is near 3-4 degrees) 9. Immediately, I start experiencing the plane wanting to destabilize. Usually, this happens with a sudden change in pitch. Sometimes, it also changes roll or yaw. 10. SAS tries to correct this, minor wobbling happens. I'm either losing altitude, or going into a large AoA/stall. 11. Loss of control. I don't. It's actually very difficult to pull the nose up in that situation. If what you're saying is correct, reducing the weight of the vertical stabilizers should fix this. More reason to try that theory tonight. It makes perfect sense! Are you referring to this mod? http://forum.kerbalspaceprogram.com/threads/96654-PID-Tune-%28No-Longer-Available%29 It seems like it's no longer available. It sound very useful even for rockets. Any alternatives? -
SSTO + FAR + Deadly Reentry Help
Zeenobit replied to Zeenobit's topic in KSP1 Gameplay Questions and Tutorials
So I got a chance to implement all the suggestions here (lots of thanks, by the way!). In the end, I ended up almost re-designing the plane a bit. Here are the results: In terms of flight, this new design is much more stable and manageable at higher mach numbers. But I still couldn't punch through the atmosphere. Here are a couple of new issues I'm having: A. This design is proving to be a lot harder to take off. It does take off, but way late into the runway, with me pulling the stick all the way up. The original design needed just a slight nudge to take off. I think this is directly related to CoM being further towards the front and CoL further towards the back. I had to switch to taller landing legs to not smash my engine during takeoff. B. At subsonic speeds it's a little harder to control this plane, I find. It needs a lot of effort to pull the nose up. When I break through the thick atmosphere and go supersonic, everything suddenly becomes much better. The plane is much more stable and responsive. But as I soon as switch to rocket engines, I lose control. With regards to piloting, I mainly use trims to control the plane. It makes the flight much smoother and less jerky. And I turn off the reaction wheels, and SAS while in the atmosphere. With SAS, I tend to keep wobbling. The only assistance I do use is the "Level" assistance in the FAR menu just to keep the plane from constantly rolling side to side. So... 1. Should I enable SAS during low atmospheric flight? Is there something wrong with the design that makes SAS wobble the plane constantly? 2. Should I enable SAS and/or reaction wheels during high atmospheric flight? I also noticed turning off the "Level" assistance in FAR menu when switching to rockets keeps things from spinning out of control. I didn't have time to test this more, but I have to check it. -
SSTO + FAR + Deadly Reentry Help
Zeenobit replied to Zeenobit's topic in KSP1 Gameplay Questions and Tutorials
That's true. But if I don't drastically change my AoA when switching to rockets, I end up either flying straight or nosediving. Eventually, I'd run out of fuel. So I have to keep the nose up to get out of atmosphere. Which is proving to be the main challenge. My CoM is aligned with CoT. My CoL isn't. I use RCS Build Aid too. My CoL is just slight above CoM and CoT. -
SSTO + FAR + Deadly Reentry Help
Zeenobit replied to Zeenobit's topic in KSP1 Gameplay Questions and Tutorials
@Wanderfound, Here's the FAR analysis you asked for. The AoA Sweep looks very similar to yours. But I noticed a red value in the stability analysis. To be honest, I don't quite understand the stability analysis information. @Hodo, FAR analysis at the settings you mentioned also seems very similar to yours. I mainly used the canards because without them I had trouble getting into that initial 30-degree ascent profile. I'll try to see if removing them would help! -
I give up. Mostly. I've been reading tons of tutorials on how to design, build, and fly SSTO space planes with FAR and Deadly Reentry mods. But after numerous failed attempts at getting my aircraft to fly, I think I need some help from the more experienced players. For reference, this is my aircraft: I'm using the Stock Revamp, Procedural Wings, B9 Aerospace, and KW Rocketry mods in this design. The rocket engines at the back are Poodle engines. The Jet Engines are stock TurboJet Engines. I do not have access to RAPIER engines in this playthrough. From what I understand, the basic procedure for getting a SSTO into orbit with FAR is to: 1. Start with an ascent into a thinner atmosphere. I do this at about 30 degrees, going up until about 8,000 to 10,000 meters. 2. Lower AoA as much as possible, and start building as much speed as possible. Perfect. I can do this fine, and can get my velocity up to about 1,200 m/s to 1,700 m/s. 3. Once the jet engines start dying, switch to rocket engines, raise the nose, and start burning towards upper atmosphere and gain dV. Step 3 is where it all goes wrong for me. At step 3, one of the two following scenarios keep happening: A. I raise the nose and flip over, losing control, and crashing. B. I can't raise the nose, and I go into a dive, quickly losing altitude and finally crashing. I can't get past step 3, it seems. I've tried multiple designs, and the one posted above has been the most successful so far. Any tips? Any ideas? Links? Guides? Tutorials? Any help would be appreciated.
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The "You know you're playing a lot of KSP when..." thread
Zeenobit replied to Phenom Anon X's topic in KSP1 Discussion
You know you play too much KSP when you're driving a car, going downhill, and all you can think is "Yay! Free delta-V!" -
I've noticed a major bug with this mod. The issue is that since I installed this mod, my radial decouplers stopped functioning correctly. They wouldn't eject the attached payload properly (the payload would just "slide" off, most often destroying my ship). I tried many ways of attaching the decouplers, including using tiny boosters to separate the payload. But the boosters wouldn't go off either! Finally, I checked the console log and I noticed I get a spam of the below exception when this happens: [EXC 13:36:38.152] NullReferenceException: Object reference not set to an instance of an object KerbQuake.KerbQuake.Update () Uninstalling this mod resolved the issue.
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Wow! You're my hero! I never thought it could be related to KVV, but it is! I did some Googling, and yep, buncha people are having this issue with KVV. I uninstalled KVV, and it fixed it. Thank you so much!
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I'm having the same issues. Shadows show up through models, and it looks awful sometimes. But without OpenGL, I simply can't play the game due to the sheer number of mods I have. So I'll have to come to terms with it, it seems. Any workarounds?
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Zeenobit replied to Starwaster's topic in KSP1 Mod Releases
I have the latest version of this mod, and I'm noticing a similar VFX/Sound flicker and stutter issue with reentry as this user: http://forum.kerbalspaceprogram.com/threads/54954-0-25-Deadly-Reentry-v6-2-1-Oct-12-2014?p=1078720&viewfull=1#post1078720 I searched around and seems like I'm not alone. But I couldn't find any resolution to the issue. Anyone know the fix for this? Thanks for the awesome mod!- 5,919 replies
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- reentry
- omgitsonfire
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Zeenobit replied to Ven's topic in KSP1 Mod Development
Thanks for clarifying this! Nevermind then. The only flaw with the mod is out the window. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Zeenobit replied to Ven's topic in KSP1 Mod Development
I really do love this pack. Some of the parts are just amazing. With the last update though, I'm not a huge fan of the new 2.5m engines. Especially the Poodle variant. Poodle was a relatively low-profile engine useful for 2.5 landers. The current design is much taller (or at least it looks that way to me), which changes the actual purpose. Beyond that, awesome job! -
Are you playing with Entry Costs enabled? If so, there should be a button to purchase all items in a node. Are you playing with Entry Costs disabled? So am I. And all new mods that add parts to already-unlocked tech get auto-purchased. Not sure how you're having trouble with this.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Zeenobit replied to Ven's topic in KSP1 Mod Development
This is probably due to a conflict between this mod and any other mod that either uses stock textures, or alters stock textures (such as HotRockets). Check to see if you have any of these mods installed. You might be able to fix the conflict on just the bad parts (such as HotRockets and the Turbo Jet Engine). If you're using mods like LLL though, for example, you can't fix it easily. You'll have to choose between this or that. -
[0.25] 6S Service Compartment Tubes - "Design smooth!"
Zeenobit replied to nothke's topic in KSP1 Mod Releases
Editor Extensions might solve your problem. I think this mod really shines when used with Editor Extensions, so you can enable part clipping and put stuff better inside the tubes. -
I think I'm gonna have to drop mods now just to free enough RAM to install this once it's updated. I can't wait to torture myself like this. On a more serious note, any chance we could get high/medium/low res versions of the assets?
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- renaissance compilation
- visual enhancements
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