kcs123
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Everything posted by kcs123
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Don't touch those. It was for debuging purposes only. Ferram already mentioned that he might compleatly hide out that setting from users in future releases. Only thing of interest for you there is to assign action groups for raising/lowering flaps. Even those can be done later in SPH if you haven't checked it.
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I have made some test and found parts that cause weird camera bug. To trigger bug you need to have such part on craft and fly in realtime for about 2-3 minutes until bug occur. I belive all of them are from DMagic orbital science: Presmat / 2 Hot Accelerometer / Gravmax ASERT Atmospheric sensor Goresat Magnetometer Boom Multi-spectar Imaging Platform Mystery Goo Containment Orbital telescope RPWS Antenna SC-9001 Science Soil Moisture sensor Solar particle collector All of them performs weird in SPH editor too. They require free node to be able to attach on craft. When you attach them to craft, some of parts does not allow you to select them again with mouse left or right click either. Some parts highlight themself and parrent part where they were attached, showing parrent part name in tooltip instead of part you hover mouse over. Still need to perform same test on "clean" install with minimum mods, to be sure that is only DMagic Orbital Science mod is involved.
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
kcs123 replied to bac9's topic in KSP1 Mod Development
I was reported this bug even without wings in this post. It is without wings at all. Don't have enough knowlage to help with KSP modding, but I doing what I can when comes to testing and pinpointing possible reasons for bugs. I hope that Bac9 or Crzyrndm will be able to fix it soon. -
Have you plans to improve helicopter rotors ? I was messing around with KAX engines that were based on Firespitter. Haven't time to check Firespitter parts for 1.0 yet. As FAR user, I found that those rotors didn't worked well, despite how precisely I balance thrust with CoM. I have described quick and dirty solution in KAX thread. I just added reaction wheels to that rotor engine to make them more controlable. Thing that is still missing is proper hover option. That one does not work well, better said, in KAX it does not work at all. To make it work better two thing is needed. First, calculate needed thrust, so it is close as possible to mass * celestial body gravity. If it too much to work out properly, leave it to user to set proper engine thrust value, it is not too much important. To have compleatly match gravity forces, some fine adjustment is needed. It could be done trough RCS. So, while I was doing that quick dirty fix with reaction wheels, I was come up to idea to add RCS capabilities to same rotor engine. It is possible to add that module trough config file, but unfortunately while it does not produce CTD or anything like that, it does not work, it lacks of functionality. Probably something else is needed from model/part side to make it work too. I just wrote general idea here, with hope that if you have time and willpower to improve it further. Also, have you tried to add this line to all engine properties ? It will alow engines to drain fuel from all tanks equaly, could that help with dropable fuel tanks too ? Cheers, and keep good work on this mod.
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Just user who trying to help. Also modder, but not for KSP yet, different game, different comunity. So, I understand concerns from both perspective, you as modder and regular user and CKAN developers as well. Some colaboration is needed to make everyone happy using CKAN. Less complication and things to worry about from modder side while alowing simple maintenance of CKAN database repository from their staff members. Also need to be idiot proof from user side, less posible options to choose and make some screwup trough bad install because those who actualy read something on screen trough install procedure is rare species. Please correct me if I'm wrong, but based on what I have read in above post, from modder side of view, to make everyone happy you need folowing: Main zip package for your mod List of mandatory packages (or other mod) that were needed for your main mod to work properly - All of them necessary List of mutualy exclusive packages - at least one of them is mandatory for your mod, but if you choose one, other packages on that list must be excluded(unchecked) from install List of optional packages, things that could improve your mod, but it is not mandatrory for your main mod to work properly More-less it could be done, only thing missing is No. 3) - that kind of feature have to be done from CKAN side. It could improve automatic install more, but it will require some collaboration between various modders and CKAN developers. I throwed up some ideas, I hope that you will be able to do rest. Afterall, all users could benefit from this, to have safe and quick way of maintaining heavily moded game like lot of us have.
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
kcs123 replied to bac9's topic in KSP1 Mod Development
That voxelization problem is already reported in FAR earlier. Happens also with stock parts only. Ferram reported that he fixed this in developer version available on github, but unfortunately this bug is not solved yet. Be patient for proper FAR fix. -
Something different, but still balanced for FAR. SETIctt KAX Heli V1.00 - craft files Contains few variations of same craft. Meant to be used with SETIctt mod, DMagic orbital science, SCANsat and KAX. There is empty variant that does not contain any scientific stuff inside service bay, allowing easier customization. "KAX Heli" craft is tested and fly stable, while "KAX Heli 2" cause strange camera bug, described in SETIctt mod thread. To make this craft more functional, I altered KAX rotor configuration files, as described in KAX thread.
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To satisfy user demands and also be CKAN install friendly to some degree, is it possible to compress extra features in zip file ? I mean, zip file inside of zip file. CKAN will decompress only necessary files in gamedata folder, leaving optional files in zip. You can provide some extra info somewhere to inform user what kind of optional files he need to unzip. Just idea, that poped up on top of my head when I read your post. Someone from CKAN staff members need to provide better answer how to handle other dependencies for mod.
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I think that I have encountered same bug as dizzysaurus. It happens when craft contain some part from DMagic orbital science or SCANsat. I'm not exactly sure which one caused this. Everything behave normal and suddenly camera goes out of focus from craft and remain focused on some imaginary object far behind craft. I need more time to narrow down mods involved in this bug, but if someone is interested, here is SETIctt KAX Heli craft file. I have made some changes to KAX parts, to make them more functional. I have described changes in KAX development thread. Maybe it will be good to create MM config file instead, if developers of KAX does not include it in their main release or provide with better solution. Without it, there is no much sense to have such part in game at all. Here is galery of described bug: Also, my craft exchange thread contains more pictures of that KAX Heli and same link for craft files.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
kcs123 replied to ferram4's topic in KSP1 Mod Releases
@taniwha, no need to apologize, I just clarified something that you misunderstand. I was not offended in any way. Hopefully that picture will allow you to build aircrafts in more efficient way. @Kitspace, move main wing closer to CoM. With that you will move CoL from main wing ("fulcrum") closer to CoM. That way large amount of weight is on shors side of leverage. At the same time move lifting surfaces on tail further away from COM(further away from "fulcrum" too) and add slight angle on tail lifting surfaces to push down tail. With CoM distance from main wing CoL(or "fulcrum") on one end, and amount of force provided by angle of lifting surfaces on tail with needed larger distance from CoM you can control slope of pitch moment line. When you figure that out, you experiment also with slight angles on main wing too. With few trials and errors you will soon be expert on this.- 14,073 replies
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I heve seen this on some news portal and thinking that people here could be interested in this
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
kcs123 replied to ferram4's topic in KSP1 Mod Releases
Nope. I meant what I said. Main wing only could be considered as "fulcrum" and COM is weight on one side of leverage, while other lifting sufaces on tail provides "counterweight". I know that is not exactly a true, but it is good simple explanation without complex math to provide you way of thinking when you design craft. When you want to fine tune how steep yelow line need to be to provide you stability and pitching control without excesive authority from control surfaces. You are welcome.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
kcs123 replied to ferram4's topic in KSP1 Mod Releases
You have probably missed this picture that I posted long time ago: And this one too: All of that is available in this post. Although it was for planes, same thing is valid for rockets too.- 14,073 replies
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Sounds like old bug form tweakscale. Do you have also tweakscale installed ?
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Seems like some of dependencies is missing in install. Something like smokescreen, although it is not needed for every mod. So you need to be more specific, with engine name and from what mod it comes from. Stock part or from another mod. It is hard to help you without proper info, even with good info someone may or may not have a clue what is going on.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
kcs123 replied to ferram4's topic in KSP1 Mod Releases
Try to adjust max thrust on boosters/engines at early stages so you don't hit subsonic speeds while you are below 10km. After 10km transonic region is not much of issue. Try to use engines with gimbals, with those and some fins it is easier to control your rocket trajectory. You will get better answer for building tutorial and examples in official FAR craft exchange thread. You can find link for that thread in OP and in my signature as well.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
kcs123 replied to ferram4's topic in KSP1 Mod Releases
Is that dev build updated ? I still see "76f8c87f37" commit authored 2 days ago, and voxelization errors are still in that build. Am I missed something obvious ?- 14,073 replies
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[1.0.5][WIP]FantomWorks 0.3.3 KAX+ Part Pack
kcs123 replied to FreddyPhantom's topic in KSP1 Mod Development
@macenkodenis, friendly advice, don't leave your e-mail in forum posts. You will soon have mailbox full of spamm. Better exchange e-mail trough personal mesage. Less likely that spammers can catch your e-mail trough automatic scripts they often use to search trough various forums and web pages to get one. -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
kcs123 replied to bac9's topic in KSP1 Mod Development
Issues with FAR was on FARs end, that should be fixed in dev version, as ferram reported, so it should be able to work just fine with FAR. Issues left with B9PW is that aerodynamic forces are not shown properly in flight on aerodynamic overlay. That was fixed but not released to public yet. Also resizing control surfaces in SPH/VAB editor cause small memory leak that could CTD game if you don't watch memory used carefuly. If you are aware of that memory leak than you can watch used memory and save craft before reaching limit and CTD, so it is not big deal if you know workaround. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
kcs123 replied to ferram4's topic in KSP1 Mod Releases
When you reach memory limit near 3.5 GB, game will going CTD. I use GCMonitor all times to keep tracking when it is going to happen. On heavy moded game, each scene change KSC->SPH-FLIGHT->KSC or reloading quick save only add small amount of memory leak. It is somewhere between 30 MB and 150 MB, depending on parts used for craft. With reloading, memory used always goes up, never lowering down, so reason behind is most probably something else. EDIT: I haven't expirienced that zero drag issue by myself, but I will certainly keep eye on that if that happens. To be able for ordinary user to detect problem with voxalization, is it possible to show those in flight ? Just for debug purpose in dev version, until it is figured out real reason behind it. This one will probably cause serious FPS slowdown and it is not for regular usage, but for less expirienced people it could be a tool to detect that bug faster.- 14,073 replies
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Well, I created something compleatly different today. Wanted to build something for Level II runway, small, simple and stil capable to reach orbit. Always researching different aproach to solve some problem. Still, haven't idea how to name this craft
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If it is too hot, go higher. You will need to build stable plane for high altitudes though. That is main reason why I tent to build planes with big ugly tails
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
kcs123 replied to ferram4's topic in KSP1 Mod Releases
OK, I have removed even GCMonitor and TemperatureGauge killer. Only FAR, module manager and ModularFlightIntegrator left. Pictures are exactly same as shown here. It is pointless to upload craft file, recreating one is simple and could be reproduced by looking at picture. From nose to tail, place MK2 cockpit, MK2 Liquid fuel and MK2 bicoupler on tail. Voxelization is still asymetic on MK2 bicoupler. Don't know if I can help with anything else.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
kcs123 replied to ferram4's topic in KSP1 Mod Releases
I have reproduced same thing as Roman0. Bare minimum of installed mods: GCMonitor - to display memory usage and FPS TemperatureGaugeKiller - to prevent memory leaks from stock game bug ModularFlightIntegrator - manual install FerramAerospaceResearch - dev version 76f8c87f37 Note that when I have voxelisation displayed, FPS droped down to 25 FPS. Without it and in all other game scenes it gives steady locked at 60 FPS. And one stupid question, I know that is possible, but I forgot how to capture game log file without forcing game to CTD ? ALT + F2 didn't showed anything that could look important, but it is good to know how to create whole log anyway.- 14,073 replies
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