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kcs123

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Everything posted by kcs123

  1. Then you must have mods that were not marked as compatible with current version of KSP you are playing. I think that there is issue raised about it on CKAN github.
  2. But you didn't do a clean install of mods. Meaning, when you have reinstalled CKAN, you were have mods in gamedata folder from previous install. CKAN have recognized those as "manual" install. In other words, you have deleted CKAN folder, but you didn't do uninstall of mods prior deleting CKAN and you didn't delete mods from gamedata folder by yourself either. So, it can't be considered as "clean" install.
  3. Both versions of procedural wings are updated for KSP 1.3.: You can download them from github link: https://github.com/Crzyrndm/B9-PWings-Fork/releases Although, there was report of bug with procedural wing control surfaces and flaps being deflected in wrong direction on symetry wing. Can't tell if that is fixed or not and unfortunately Crzyrndm is run out of free time for maintenance of those mods:
  4. @AeroGav explained it: I can only add that "lift" is force that turn your plane during maneuver, it is not always used to cancel gravity force. For quick turns you want to be able to turn nose in new direction quickly, you want high AoA to get as much lift (force) that will turn your craft as possible, you want to maintain high AoA for sustained turn as long as possible without loosing too much speed. Side effect of high AoA is high drag that will cause velocity loss. Therefore, you have find middle ground, how high AoA you want without having too much drag. And of course, you want to prevent stall at high AoA, or if it happens, to be able to control craft behaviour when it stalls. But that is almost entierly different topic. I didn't have time for proper KSP playgame for a while. I can only have screenshots of some test crafts created with KSP 1.1.2. and 1.2.2. Too bad that I could not create some videos to show craft capabilities better, but I tried to catch some high turns on screenshots. Links for imgur albums, have no idea how to embed those in forum properly, affter latest updates: http://imgur.com/a/FJdeK http://imgur.com/a/JxTtf This picture probably shows in more decent way how tight turn can be. Craft on picture was perfectly controlable despite sustained high AoA and low speeds.
  5. First and foremost, you have to understand that how fast you point aircraft nose in some direction is not same as changing velocity direction or turning craft in new desired heading. With highly responsive control surfaces, engine gimbals and in some cases RCS you can turn craft nose faster, you can get higher AoA, but whole aircraft does not necessary be able to change direction of movement. Have to remind yourself what sir Isaac Newton told to us. Only his first two laws are needed here for further observations. In an inertial reference frame, an object either remains at rest or continues to move at a constant velocity, unless acted upon by a force. In an inertial reference frame, the vector sum of the forces F on an object is equal to the mass m of that object multiplied by the acceleration a of the object: F = ma. (It is assumed here that the mass m is constant) Now, what turning aircraft means ? It is acceleration that is perpendicular to velocity vector, or better said sum of all acceleration vectors and their perpendicular fractions to velocity vector and turn direction that we observe. From second Newton's law we know that accelerations formula is a = F / m But, you where that force that turn aircraft comes from ? If we disregard gravity for a moment, that force might come from only two surces: aircraft engine or wings. In most cases, you only get fraction of available thrust force trough engine gimbals, it can help to turn aircraft nose faster in desired direction, can help in stabilization, but usually it does not provide enough force to change direction of velocity vector. Only significant source of force that can rapidly change velocity vector comes from wings. And I'm talking about main wings here, not control surfaces that just point craft nose in one direction or another. You need enough wing surface area (can be combined with fuselage body area) to be able for fast turn rate of aircraft. Large wing surface area also helps in flight stability at low subsonic speeds. In conclusion, you were cuting off wing area to reduce mass as much as possible, but you were also cutting down main force source that have significant role in turning aircraft. That is art of successful craft designs, because it is fine line between enough wing surface area, craft mass, benefits that large wing surface area provide and consequences of large wings due to higher drag and increased craft mass because of it. It is not uncommon that trough craft design you are focused on one thing, to reduce wing surface area and mass but you forgot about positive effects of it at same time.
  6. Uuups, missreaded info that he reverted back to stable KSP 1.3. On the other note, Access violation kind of error happens in one of those situations: game try to access object that is not created yet game try to access object that is already destroyed game try to assign memory location for new object that have to be created but it fails due to lack of free RAM So, either you have way too many mods, some might have memory leaks issues, some mods are in conflict with each other or simply faulty install of mods. Attempt to do clean install of mods on stable KSP 1.3 and being careful to use mod version for correct KSP version is your best bet.
  7. You have to be patient and wait a bit longer. When KSP 1.3.1. is officialy released it will be more meaningful for modders to update mod. If you have no patience to wait, then revert back to older, stable version of KSP 1.3.0. It is pointless to report bugs until proper official kOS release for KSP 1.3.1. You can also try, if you know how, to recompile latest published kOS source code.
  8. Keep in mind that graph shows AoA needed for level flight. On landing, you don't need level flight, it is actualy desireable that you plane fall down slightly, -1 to -5 m/s that will allow you to maintain horizontal speed. Plane would be perfectly controlable with lower AoA and flaps like shown on pictures. Due to tail clearance, you don't want more than 10 - 15 degree of AoA on landing. Judging from provided pictures, it would be easy to land this plane with engine shut off. Nice design, Van Disaster.
  9. KSP game engine does not care where you have placed it on craft. It just care that you have it somewhere and have sufficient power for it. In real life craft I belive it is used near COM, but I'm not expert on this. My best guess is that it depends from design to design and not necessary all of axes have to be on same place on craft. There is some info about usage on ISS and with a bit more detail on Control moment gyroscope page. But as any other wikipedia, use it with caution if it provide reliable info or not. You should always use more info sources, but wikipedia is reasonable good starting point. As for FAR, good start is to check FAR wikipedia. https://github.com/ferram4/Ferram-Aerospace-Research/wiki/Notes-on-stability-derivatives Home page is empty, link for other wiki pages are on right side. Other than that, google is your best friend. You can also check official FAR craft repository thread and ask questions there. Someone is always willing to answer. Link is in my signature. But main thing is to figure out how to read FAR graphs and extract most valuable info from it. It does not apply only for FAR graph, but pretty much any other graphs used in manth and physics. Don't belive everyone who say graph must look like this or like that. It depends what you expect from craft and what is designed for in the first place. If you design stable craft don't expect to be very maneuverable and oposite is true too. Learning meaning of those graph lines in FAR graph is more than half of successful craft design. EDIT: Almost forgot. Does not hurt to check this thread: Both of mentioned threads does not apply only on planes. It also provide valuable info for building rockets too.
  10. Your design. If you go with FAR, it does what it suppose to do - better modeled physics compared to stock game. Rocket is unstable aerodinamicaly, you can check it with FAR stability derivates in SPH. Meaning slight turning of rocket will lead to even more turning until it flips. To solve that, you need better parts. Fins that can be moved/controled, RCS or engine with gimbal. Also, set TWR no more than 1.2 - 1.4 on launchpad, try to aim that rocket go supersonic near 10 km of altitude, not much sooner. When you play with SETI, you should not be sorry if your first flights are not sucessful. It is best to not even try to reach goal on first flight. But, instead put thermometer, baromether and squeze as much science as possible from first flight. Then research better parts that would allow to reach goal easier. And you are on right track. Put those fins on slight angle, to make it spin, it will be much more stable without steering wheels. It is more chalanging, but much more rewarding experience, it will force you to think "out of the box" to overcome difficulties. Welcome to forums, btw.
  11. ** sigh ** It is not on CKAN because current version still got some issues and it is in BETA phase. How long it will be in beta depends on modders and their available free time. It might happen again that KSP update sooner. Meanwhile, step by step instruction how to install IR manually is one page back: While some of features are not properly updated for 1.3. most of it work properly for decent craft designs. Some of us are happy to get it working to this degree.
  12. You got enough electrical charge ? Does electric current can flow to IR parts (some separators and structural partd does not allow fuel and electric feeed). Some in flight(on runway) screenshots of craft might help to debug issue easier than pure guessing.
  13. There was similar issue in the past. IIRC, it was related with time warp in flight and with craft that have IR parts. Most probably some interaction between IR and some other mod is caused this again. Previous bug with timewarp should be fixed, but can't tell for sure.
  14. I didn't have time to re-make it for 1.3. but you can eyeball parts and positions based on pictures for your own version. Require some time and practice to make it, that is why I made it around structural parts, to be able re-using it on almost any craft around.
  15. Improved example: Link for craft files are in my signature, there is several similar examples in craft exchange thread from other users and some in this thread too. Use google or forum search function for it.
  16. You can watch reported issues and PR on github under right branch to estimate by yourself how much things need to be solved prior official release.
  17. You have landing legs quite close to washer. You can't remove autostrut from landing legs and it is possible that autostrut lines goes trough strut part making it hard to spot. You got landing leg -> structural part -> washer. Try with one more part between, like this: landing leg -> structural part -> second structural part ->washer You can try it on launchpad with same crfaft, but instead of landing leg use structural parts that simulate legs. I'm 99% sure that landing legs cause issue. EDIT: On picture on the ground, it does not show landing legs, but engines are touching grounds and joints on washer might be too weak to support weight of whole craft. Try to use launching clamps or structural parts instead of landing legs to raise craft above ground. With some clearance from ground washer should work as intended, but joints on washer might be too weak. That is why KJR is recommended, but you should make sure that you use latest KJR that is known to work.
  18. Video is set to private, can't tell anything without watching, but most of time it was autostrut issue somewhere.
  19. No, it is not requirement, but it is much easier to create complex craft with many IR parts when you use KJR. If you don't want to use KJR or it is in not updated yet properly for current KSP release, you can use "manual" stock autostrut feature on some parts. Meaning, you need to turn on advanced tweakables in stock game and use autostruts on right click part menu in flight to make craft wooble less. You can also create custom MM patch, to make IR joint more riggid. All that kind of things KJR do in background for you, so you don't need to worry about it.
  20. Very similar issue like happened to IR users. Stock wheel autostrut to either, heaviest part or grandparent part. If heaviest part is too far away or wheels are already attached to heaviest part, stock wheel autostrut to grandparent part. Knowing this, you can use it as exploit to prevent/workaround bug. Put some other structural part between wheels and KAS whinch part.
  21. Links for both, thread and download link is in OP. Here is download link. This thread should hold more recent news regarding development of both procedural wing types.
  22. attach wing on craft as any other stock wing put mouse cursor over procedural wing to highlight it (that mouseover mean) while wing is attached press "j" to open additional menu in case of B9 procedural wings in case of older procedural wing type, press and hold keys to strech out/srink wing ("B","T","G") and move mouse while keeping coresponding key pressed. Once you try it in game it will be much understandable than anyone can describe in words.
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