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Gfurst

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Everything posted by Gfurst

  1. Specifically there are a couple of parts that are bugging me out, one example is the Sounding rockets nosecose, its actually a parachute: In the image it is actually with the dev version of nuFAR, with stock I wasn't achieving not nearly enough speed, upon debugging I've found that the part behind the nose was getting huge amounts of drag, and coming to sudden brake when the thrust ran out. Second example is the stock plane tail, either model (as they're essentially the same), produce big amount of drag, the same or more than the frontal cockpit, which is really odd, as the tail supposedly improve airflow and not disrupt it. I appreciate effort and understand to not derail the topic. So please come to my own thread and help me out the physics stuff, including the lifting surface curves. Its a small thread for patches I'm making to balance and fix issues for stock and modded stuff. And finally, a 30° AoA isn't all that unrealistic, most planes would stall around the area of 15~25°, but it largely depends on wing designs, of course delta wings have a much smaller AoA range.
  2. Since the 1.0 release I've been playing and adding some fixes and balance to stock and mods parts around. Pretty much as I play and find things out of place. These are Module Manager patches, so of course MM itself is required. Current Tweaks the smaller plane wing has liquid fuel capacity, as every plane on earth has moved to simple ladder to an earlier tech the Mk1-2 pod and sepratron earlier as well experiments like the thermometer that only reads data have full transmit capacity balanced the excessive weight on the airplane tail brought back the old swept wing fixes for Sounding Rockets for both FAR and RC lots of balances to Sounding rockets boosters some better values for the stock chutes in Realchutes A bit tweak on the stock physics Download If can find the download releases, as well as full project on github. https://github.com/Gfurst/Gfurst-KSP-Patches/releases Physics!!! I intend to to tweak on the stock physics to make them a bit more realistic and challenging. Currently all I did was a mid point on what was for 1.0 and what is currently in 1.0.2 stock. I'm planning more severe stalls lift and drag, stuff, but these more likely will take a bit of time. Configure it Pretty much everything is done by MM, it designed so it will check if a required mod is needed for specific compatibility, and as such it will have minimal impact. Still if there is something you don't want active, you can just take the file and change its extension '.cfg' to '.disabled' or '.old', so the game won't read it. Files have been organized in a way to what mod it patches. Help me out I'm simply doing these as I'm going along playing and noticing stuff. But I can't check out everything to balance out. So if you see something out of place, report here too so I can check it out and add. Same thing for physics stuff, if you find a setting that will make gameplay better please suggest it to me. The project is now on Github, if you so want to, you fork and make your own alterations, if there are suggestions make a merge request. Cheers! Changelog Changelog * v0.1 Initial release[INDENT] What this release patches? * The old swept wing is back * both wings have a little fuel capacity * balance to the airplane tail weight * balance to the mk1 cockpit weight * science that should be transmited now can be for full * EVA from biome only in surface * simple ladder is now not rocket science * move the mk1-2 pod somewhere more sensible * Universal storage, fixe the empty bay * US balance of the fuel tanks * Sounding Rockets several balances to SRB parts * SR Realchute and FAR compatibility * Some small RemoteTech tweaks (stayputnik starts with antenna) * Some better stock values for RealChute compatibility * Modular Rocket Systems, moved around some parts in tech tree * Initial balance for KAX (aircraft expansion) * Initial physics balance[/INDENT]
  3. @foxkill2342, thanks, I do need to setup a reddit account to keep up with the good stuff. I've actually set this and forgot to reply back. @NathanKell, actually I find it very differently. With FAR I always had a really difficult time slowing planes down for a landing, and also couldn't get proper stalls. To me it seems that FAR works well trans-sonic and above, but drag doesn't scale up properly going sub-sonic, planes could glide for a really long time without loosing altitude... And yes, this was the behavior back in 0.25 when I used to play and is the same now with the latest dev branch. I'm going to report it when they release or open another thread. On another note, I do think the new stock system works reasonably well, we just have to account for incorrect cubes when they happen. With that said, I'm looking for a way to make the system a bit more realistic and challenging, harder stalls and more need for efficiency. Check this out, in the last post I'm asking on how to do that.
  4. Same thing here, I did not read anywhere about new biomes being made for said planets. Can someone confirm this?
  5. Well, I'm sorry to hear that, and I thank you for the work and contribution you've given to the community. And I'll say it again, I would be happy to help.
  6. Actually I've only made one flight to orbit yet, with several mods, and trying patch/balance things I've find out of place, is pretty much taking my whole time :/ I am actually looking forward to this, including thepoint to the mun when rising in the horizon strategy, first time I'm actually going to try something like a straight shot to the Mun. Yup, its pretty much the point of the thread, and its basically a design flaw and there's no way around if not a overhaul.
  7. @Claw, first of all thanks for clearing it up for us. I was getting frustrated as to why my small rockets weren't piercing through the atmosphere as they should, did research and turned out it was due a wrongly cube generated in a nosecone part. Which leads to my first question: How can I set up these drag cube modules? I didn't see any documentation about that, sorry if its obvious. Secondly, I would like ask for some better physics settings, unfortunately the 1.0.2 patch made i look much more like it was the previous aero, aerodynamics doesn't account for much and thrust above all is needed. What I'm trying to ask is: how to make things more realistic, even if a bit more challenging? And also some more realistic (and challenging) stall curves. Cheers!
  8. Really? :facepalm: Even if sticking with the convention that would be possible. I don't get why people don't go the intuitive way.
  9. Wait what? come again? I do think the quick key auto-engage is useful, but is it now? and what do you mean by "it just didn't cause it to activate before if it wasn't active"? Your second comment, I don't understand? (well, I get the toolbar bit, but not the first part) Sorry to, sometimes I can be confused and get confusing. What I've meant is, to use to main toolbar button to open directly to assistant controls, and not through that mini window with options and extra SAS. So we can access it easier. I believe you can set the right click button to open a different window, menu or settings for example. Should simplify things. And same thing if you add support to blizzy toolbar, right click functionality and multiple icons if the user wants.
  10. And replying to you sir, yes come to think of it they're were actually Universal storage parts for the goo and materials bay. I thought it didn't depend on part configuration, is that the case? If so, its time to strap on some MM patches
  11. As mentioned above its because of Realchutes, if you want I've made a patch to make SR compatible with RC. I've asked on their thread to add the to their release but they didn't. Anyway you can just copy this text and place on a txt.cfg file anywhere in your gamedata folder (that you will remember), and done. @PART[SR_Nosecone_35]:FOR[RealChute] { @category = none @mass = 0.005 !sound_parachute_open !sound_parachute_single !MODULE[ModuleParachute]{} MODULE { name = RealChuteModule caseMass = 0.005 timer = 0 mustGoDown = true cutSpeed = 0.5 spareChutes = 1 PARACHUTE { material = Nylon preDeployedDiameter = 1 deployedDiameter = 8 minIsPressure = false minPressure = 0.1 minDeployment = 6000 deploymentAlt = 600 cutAlt = -1 preDeploymentSpeed = 2 deploymentSpeed = 8 preDeploymentAnimation = PreDeploy deploymentAnimation = Deploy parachuteName = String capName = Cap } } MODULE { name = ProceduralChute } EFFECTS { rcpredeploy { AUDIO { channel = Ship clip = sound_parachute_open volume = 1 } } rcdeploy { AUDIO { channel = Ship clip = sound_parachute_single volume = 1 } } rccut { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_cut volume = 1 } } rcrepack { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_repack volume = 1 } } } } @PART[SR_Nosecone_625]:FOR[RealChute] { @category = none @mass = 0.01 !sound_parachute_open !sound_parachute_single !MODULE[ModuleParachute]{} MODULE { name = RealChuteModule caseMass = 0.01 timer = 0 mustGoDown = true cutSpeed = 0.5 spareChutes = 1 PARACHUTE { material = Nylon preDeployedDiameter = 2 deployedDiameter = 16 minIsPressure = false minPressure = 0.1 minDeployment = 6000 deploymentAlt = 600 cutAlt = -1 preDeploymentSpeed = 2 deploymentSpeed = 8 preDeploymentAnimation = PreDeploy deploymentAnimation = Deploy parachuteName = String capName = Cap } } MODULE { name = ProceduralChute } EFFECTS { rcpredeploy { AUDIO { channel = Ship clip = sound_parachute_open volume = 1 } } rcdeploy { AUDIO { channel = Ship clip = sound_parachute_single volume = 1 } } rccut { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_cut volume = 1 } } rcrepack { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_repack volume = 1 } } } } @PART[SR_PackChute_35]:FOR[RealChute] { @category = none @mass = 0.005 !sound_parachute_open !sound_parachute_single !MODULE[ModuleParachute]{} MODULE { name = RealChuteModule caseMass = 0.005 timer = 0 mustGoDown = true cutSpeed = 0.5 spareChutes = 1 PARACHUTE { material = Nylon preDeployedDiameter = 1 deployedDiameter = 8 minIsPressure = false minPressure = 0.1 minDeployment = 6000 deploymentAlt = 600 cutAlt = -1 preDeploymentSpeed = 2 deploymentSpeed = 8 preDeploymentAnimation = PreDeploy deploymentAnimation = Deploy parachuteName = String capName = Pack } } MODULE { name = ProceduralChute } EFFECTS { rcpredeploy { AUDIO { channel = Ship clip = sound_parachute_open volume = 1 } } rcdeploy { AUDIO { channel = Ship clip = sound_parachute_single volume = 1 } } rccut { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_cut volume = 1 } } rcrepack { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_repack volume = 1 } } } }
  12. A warning is not a bug, and yes they're user setting files, and most should be created at run time.
  13. Quick answer, The mod only had the ability to transmit science to the KSC, given that the lab research is new in 1.0
  14. I'm having some issue with the options: Either for the 'run one time science', and 'transfer science', the utility will run the not rerunnable experiment and transfer to storage even if the 'transfer all' is not check. Even with 'run one time' marked, you I have transfer science and then manually check a experiment it will auto transfer to storage.
  15. NOOOOOO I've alreadu noticed something with the version. meta+x key assignment, While trying out the new FAR version I've press and somehow my craft wasn't responding to my input anymore.... btw, if you're lost: meta+x key is to reset any trim given to controls, it seems the new version uses this key to auto engage wing leveler and altitude control. btw², please consider moving icon/option SAS stuff so we can access the auto-pilot easier (i know, the keys supposedly should do this), or maybe provide the toolbar mod support.
  16. Reporting back, and it is as I've imagined, with FAR the rockets get speed up like they should: Shooting up to sub-orbital flight, now it should be more interesting to do some angled launches. Thought we need proper module for the fins to produce lift, but the stock ones they do finally spin like a boss.. Oh, and as a side note, the CoM for the longer rockets are unreasonably low, about 1/4 of its height, which sometimes is a little problematic. Annnd some bonus issues: This is the duplicate with realchutes, this is the only that it happens with, the 350 nosecone. Floating fairing. This was takenon my earlier missions, with stock aero.
  17. :: face palm moment animation :: @Roverdude Have you thought up the resource consumption rate option yet? You did not answer me what the rate actually is. I'm asking this because I would to see a proportional rate of the kind: one kerbal consumes 1 unit of supply per 1 kerbin day. This is simplify resource quantities and make calculation for humans easier when planning trips. And then adjust the weight and price of that unit accordingly to what its supposed to be. For example having 90 units of supplies = 90 days for one kerbal, or 30 days for 3, and so on. I haven't seen any reference for this yet in the thread.
  18. BTW, as recommended above I really do need to tidy up the thread and update on the ideas, but right now too busy playing enjoy and testing a bunch of mods. be back later
  19. Hey guys, thanks for the mod, as someone questioned is it working with the current version or needs a bit of an update? And btw, CKAN too please
  20. @magico13 (and everybody else) RemoteTech is released And talking about it, did they get to do that compatibility option to disable the connection requirement for simulations? I'm guessing this is the API in question to solve the issue
  21. But before you do any updating... I have tweaked again a few bits, every rocket alone have about 2000~2200dV, but actually reduces drastically if stacking up together. They weren't getting very far. The problem is like any other SR booster, it doesn't help much to get them stacked, unlike LFO were you can have one engine and stack up more fuel. Still the sounding rockets weren't get much further with a 15k altitude limit, which is not intuitive given their slim proportion, they should be shooting up still. I've tracked this issue to the the aero changes, 1.0.2 basically made the aero more like it was before, 1.0 had a little better characteristics. But it turns out to be related with the aero system overhaul. From (I think) one of the devs: so to sum up, I was getting lots of drag in the sounding rockets, once the thrust ends they come to an halting break and I was finding that odd. So based off Claw's post above, the drag cubes generated could be pretty incorrect for parts such as chutes and fairings, both pretty important as the nosecone and payload of sounding rockets. Don't know much of what can be done to fix this, besides having custom drag cube definitions, and for that I haven't seen any reference or documentation about, so ... On the bright side, nuFAR is just around the corner, and I'll be testing it.
  22. I have a small request, could you make it so the config file have sensible description to it, its not quite possible to tune in the optional settings right now. I would like to hear them muffled sounds instead, as its useful to know for stages toggle and stuff. I think it would also be cool I f we could hear as if we were inside the craft.
  23. Haha, noooo. I do like the slope maps and always try to see them for usefullness, even though it doesn't work a lot. Maybe you can change the slope maps to something like contour height map, something like this or maybe mix it up. I'm supposing the maps are actually from a pre-generated image file, is it possible?¿
  24. Okey guys, just reporting. I'm going to try out the dev version, all I need is the gamedata folder from the voxel port branch in github + modular flight integrator thingie right? At first with 1.0 I thought the new aero was great, almost as good as FAR in the previous releases. 1.0.2 came and it changed a lot, nerfed rockets and made planes a bit easier. Essentially they nerfed the whole thing back a bit more like it was before. So after doing some research I found about the drag cube thingie and how should work well but actually can be messed up with several parts. So I went again to do some testing, one terrible example is how in-line parts on my plane kept having a drag constant, about 1/4 of the front Mk1 cockpit, thats not so bad. What was actually messed up is the tail section, either A or B since they're practically the same, adding the same amount of drag or more than the front of the plane. Thats pretty bad and ruining it for me. Anyway, I'm curious about a couple of things: does physics settings conflict with anything in nuFAR? And do you plan on tweaking with thermal stuff? (or is it just Deadly Reentry) Btw, the atmospheric sound enhancements mod is back, the one that gives sound effects to mach speeds.
  25. So there still quite a bit of need for a nuFAR. Stalls are happening pretty good at least for my first plane, pitching up heavily without thrust and it immediately drops its speed to around 30m/s when falling down on its nose again. Anyway, I'm wondering how drag have been altered, I'm having a rather bad behavior with in-line rockets generating lots and lots of drag, specific thread: http://forum.kerbalspaceprogram.com/threads/119898-Help-with-the-1-0-2-Aero?p=1913178#post1913178
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