kcs123
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Smaller scale jet engine is from SETI. Also some parts are altered, like probe cores and cockpits that comes with integrated antenna. For empty nodes question - answer is in post just above yours. If you go few pages back, you will see same question answered multiple times. I just using this mod and reads this thread and found annoying to see same question again and again. You can only imagine how developer of this mod feels about it. Maybe it will be good to put that info next to picture with description what other mods are covered with SETIctt. Probably even then there will be people that will not read it
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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 install FAR manually, without CKAN. CKAN is great for handling large amount of mods and keeping everything updated, but sometimes it does not work well with some mods. FAR is such mod. Probably with each update there is need for someone from CKAN staff members to revise how FAR needs to be installed with all dependencies. You can catch broken automatic indexing FAR update trough CKAN before someone from staff members checked it. You can still have both CKAN and FAR though. Install FAR by yourself and let CKAN handle rest of mods. CKAN will inform you when is update available for FAR, so you can update it by yourself again when need it. Be sure that you have modular flight integrator installed as well. FAR strongly depends on it, so you can expect strange behaviour like you described without it.- 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
Most of KSP players, including myself play game with bunch of mods installed, it is not always easy to detect which mod is in conflict with other or which one is reason for bug. Hell, there is still lot of stock game bugs that was not detected or fixed by developer or comunity. Well, while we all waiting for proper fix, at least we could try to narrow down possible reasons behind it. Sometimes it misleads to false accusation for mod that cause bug, but sometimes helps mod developers to fix bug earlier. Hopefully there will be more other than first situations.- 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 know that sound silly, but have you tried to grab wing for that bugged craft from oposite side(when you first time attached wing to hull) and attach again. I was having similar issue with COL offset left or right when I was using procedural wings or B9 Pwings. Someone also mentioned that changing part snap (surface/angle) helped. I will try to check/reproduce same with my crafts and latest dev build. EDIT: Confirmed. B9 Procedural wings are broken on my craft too. Trick that I mentioned by attaching deataching wings only partly works. I loaded craft builded with FAR 15.1 that was worked fine and with latest dev build that i just downloaded have the same bug. Attaching/deataching wing forces new voxelization, it looks much better than from loaded craft, but still one side of wing have more voxel points than other. I'm using StockBug fixes from Claw, those are also messing with symetry, so it can be cause of that behaviour, although stock wings works just fine. Craft file is available here if needed. Stock parts and B9PW only.- 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
Use this link to reach proper github page. On the right side you should see "Download ZIP" button. Once you downloaded it, unpack and use only stuff from Gamedata folder. Files in other folders are source code files and other documents, you need Visual studio to compile those. I'm not sure, but you may need unity game engine too.But for your purpose, just ignore those.- 14,073 replies
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Just testing those prop engines from latest KAX, seems OK to me, but I didn't have time for extensive tests. Those are nice touch for overall career progresion along with SETIctt mod. Creating smal props planes early in career is nice distraction from those heavy SSTOs that i used to build While playing witn new FAR, most of us clip some parts inside fuel tanks etc. It is kind of cheating, but needed to maximize subsonic to supersonic speed efficieny. To counterpart this, I was thinking about small plugin that will check if some part is cliped inside fuel tank or wet wing mesh, for example. Plugin should calculate volume of cliped part and reduce fuel resources from bigger mesh by percentage(%) how much volume is used by cliped in parts, compared to overall mesh volume. Don't know if such thing is possible to make, considering KSP game engine limits and ability to detect parts cliping at all. But it will be nice touch if something like that can be done.
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I didn't do much of caree gameplay in 0.90, I was mostly messed up with sandbox game, didn't have much time for that either. So I gave all those stock contracts a try, mostly because I didn't play any of fineprint contracts in earlier release either. Antenna range update. I was able to send data from Mk1 cockpit without problems. However probe didn't worked with "require connection to control" option turned on for Antenna range. I need to double check if I can send some data without extra Antenna on craft. Sorry if I missinformed you, but something is looked strange on this. Like i said, you don't need to do all those surveliance contracts, but trip around KSC with some science stuff attached to craft will give you just enough science for better rocket building. EDIT: Just tested again. With option "require connection to control probe" turned on in Antenna range mod, you can't control probe. But if that option is turned off then you can control probe and transmit data as usuall. Didn't have chance to test actual control range for probe, it is next thing on to do list.
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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
If my eyes does not tricks me, top of yelow line only reach first black line of graph. Meaning, graph is highly zoomed and what seems to be high jump in cross section area is actualy realy small. Critical mach speed is near 0.71 mach - seems normal. Meaning you will get highest drag trough transition from subsonic to supersonic speed at 0.71 mach- 14,073 replies
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Something for early career. SETIctt Science planes V1.00 - craft files There is three variations of same craft. All of them use only 30 parts - maximum allowed for Level one SPH. Those are build from early available parts in career mode, based on SETIctt mod. You will also need DMagic orbital science mod for all those nice scientific stuff. Plane is made as purpose for stable early subsonic flights, with weak engines available on early tech tree nodes you can't go faster anyway. I highly recommend to try SETIctt mod. It offers completely new experience for us who prefer to build planes more than rockets.
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Here is example how to build simple and effective plane. As I said, you can grind a lot of science even without proper contracts. And this plane performs well with FAR. SETIctt Science planes - craft files There is three variations of same craft. All of them use only 30 parts - maximum allowed for Level one SPH. Those are build from early available parts in career mode, based on SETIctt mod. You will also need DMagic orbital science mod for all those nice scientific stuff. Click on image for gallery. Besides grinding science, plane is useful to train your Kerbonauts, each can earn at least 1Xp from flights. Probably couple more fulfilling contracts ore establishing new records in speed/distance travel, altitude reached.
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Actualy it is quite possible to earn science even without contracts with simple plane made from most basic available parts and it require on 1-3 flights that will alow you to build better rockets. It is quite possible to get enough science even without contracts to unlock maned cockpit that will alow you to establish satellite network. And I got some nice contracts for ground surveliance (temperature/pressure and similar logs) that will give some money in pockets too, besides additional science/reputation. Perhaps you didn't unlock enough parts for those contracts or your reputation is too low. Also there is "hidden" contracts that gives you reputation/money whenever you set new record in speed/altitude/distance. I will post craft example with some pictures for early gameplay with planes and roveres.
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Some noob reading this could think that yelow line is not so much important, while it is most important stuff to build stable plane. Yelow line tells you were plane nose will be pushed up(if yelow line goes up) or down(if yelow line goes down) by other foces of influence(gravity mostly) other than pilot control input. If yelow line is very close to X axis of graph it means that plane is neutraly stable(neither pich up or pitch down without pilot input) which is on the other hand same as unstable plane. Thing of highest importance is point where yelow line cross X axis of FAR graph. For stable plane you want it to go always down more and more, as you have higher and higher AoA. To be able to control your plane, you want that yelow line cross X axis in area where is green line positive - positive lift/drag ratio.
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[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
kcs123 replied to Claw's topic in KSP1 Mod Releases
Claw, sorry to bother you, but is it possible to fix Level one runway, or we need to wait official KSP release ? Bug is described in this post. If it consume too much time than only thing what can be done about it is to upgrade runway as soon as possible to level 2. Cheers. -
Feeling the same way. KAX is very good mod for someone who wants to build real life plane replicas. But when comes to gamebalance/tech progression they were good only for early to mid game. As soon as you discover more efficient jets they will become obsolete. Things that i like about KAX however is those propeler engines. Not a big deal, but it adds slightly to immersion of historical flight evolution. So instead of that scaled down jet engines it is more immersive to use some propeler engine instead. Move that small jet ,that is still usefull for other purposes, slightly higher in tech tree. I understand that this makes things slightly complicated to organize tech tree for people that don't want to use whole KAX mod. Afterall, some kind of engine is needed for early planes to be able to build them at all early in tech tree. Idea is to use only one or two engines from KAX mod (radial mounted variant poped up that could be needed) along with SETIctt if Keptin alows it that will not add too much on parts list. MM should be able to detect if full KAX mod is installed and override SETIctt variant if someone use full KAX mod. Similar as Antenna mod do with stock parts. That leads me to another problem detected with Antenna range mod. That mod overrides stock antenna with their own variant(probably different part name). So SETIctt no longer recognize built in antenna in probe cores. Probably some additional chech is needed in MM config if Antenna range mod is installed to integrate different kind of communication antenna in probe core. If you going to do this at all, some range reduction could be made as suggested earlier. Other than that, I'm realy enjoy how career gameplay is going on along with SETIctt. Above suggestions are just that, suggestions, do whatever pleases you to do with this mod. Cheers.
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That will force me to install KAX as soon as possible, making some compromise to disable other mods to make some room for KAX parts. Aviation Lights are still dispesed trough different parts, but they don't conume RAM so much - small parts with small textures. Only problem with them is that you need to manualy add toggle trough action groups. They could also use separate filter in part list, those general "utility" tab is overhelmed with parts from various mods. other than that, I didn't found any issues with them. All those parts are listed in Electrics 90 science tree nod, there is no need for special attention for them, that nod is not too early in tree and not too late. Some new grouping in filters could be made, like new landing gear group, lights group and cargo bay group. But that is out of scope for this mod since everyone can use advanced stock filter.
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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
Plenty of stock bugs are still present in game that cause those memory leaking and it is hard to pinpoint exact reason for memory leaks is it from mod or from stock game. Good to know that is not FAR fault afterall. Until SQUAD release more stable verion of KSP only thing you can do is to monitor used memory and save game before it CTD. Thanks for quick fix on save issue, I will give it a try to see if there is anything else troublesome.- 14,073 replies
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I tried my best to explain building planes with help of FAR graph. Those are from old FAR, but everything is pretty much valid for nuFAR. I will going to add new area ruling feature there as soon as I got some time to edit pictures. You can also check Wanderfounds craft exchange thread for more tips, and Kepitns Basic Aircraft Design thread is usefull too. If you dont find answer for your question trough those threads, ask here with more specific question.
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@Snafu225, thanks, good to know that KW is updated, certainly worth to try once memory leaks is ironed out. I think that should be no problem with Antenna range. It mess only stock antenna parts, applying range limits to each. SETIctt only integrate one stock antena inside probe core, so it should have same range limit as Antenna range gives built in antennas. Pretty much same way as MechJeb and Kerbal Engineer are integrated whitin other command cores trough mods. MechJeb and KE is pretty much mandatory mod for creating maneuver nodes in space, calculating dV and such thing. I don't use autopilot feature so much because MechJeb does not handle planes with FAR good enough. I found adding extra parts to each craft somehow tedious and also people that don't use MJ or KE at all can try my craft files without problems. Same thing is with built in antennas in probe cores, less tedious that way, but as addition to make things more interesting and vanilla antenna less obsolete, when you use Antenna range mod, built in antennas could have slightly less range. If I recall properly, first stick a like antenna available have range limit up to Ap for 160 km. Built in antennas could have slightly cripled range, like 120 km or so. Good enough for low orbit, but for distant space travels you need to put better one.
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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 can confirm this. When you mentioned, I looked at completed contracts and they were all gone(career mode). I reverted back to last stable FAR 15.1 relesse and everything works "normal". Meaning, memory leak is still present, but flags/rowers placed near runway are not despawned, contracts are still working. I have also tested memory leaks with only modular flight integrator, module manager and temperature gauge killer installed. Memory leak still happens between scene change SPH/flight or flight/KSC. That could be stock bug, but with FAR it seems that also happens during flight, by small amount. I will try some more tests with only GCMonitor, if possible.- 14,073 replies
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KAX and Firespitter(parts) are updated recently, both contains good parts for early avionics - propeler engines instead of jets, etc. Althoughs both mods brings new set of parts that eats up some memory. With kraken memory leaking still present in game, someone will propbably use just one of those part package. Until B9 aerodynamic is updated, Aviation Lights is good alternative for small lighhts needed for rovers and cargo bay ilumination needs. KW Rocketry is also one of old favorites, but like B9 aerodynamic it is not updated and stock parts offers good replacements, both part packs will consume some time until you balance those trough tree and there is alternative for those parts trough stock parts. If you want to add those, put it last on your to to list, at least until both mods are officialy updated. But there is AJE (advanced jet engines) mod that also brings some more engines that could be interesting to add on SETIctt. Take your time with any of your choices, some more time will be needed to detect all bugs with both, stock KSP and what mods is safe to use one with other.
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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
Fresh KSP1.0.2 install with mods: GCMonitor ModularFlightIntegrator FerramAerospaceResearch - dev build 9a69b589de All of those manualy installed by downloading trough official pages, without CKAN, to exclude even this from possible causes of memory leaks. CPU: i7-4790K@4Ghz RAM: 32 GB GPU: NVIDIA GeForce GTX760 OS: Windows 7x64 Memory leaks still occur, although not so fast as with bunch of other mods installed. I have disabled manualy temperature gauge trough F10, to exclude this stock bug, even when I didn't fly craft at all, I have used Rover on runway for test. Because memory usage grows at much slower rate and you have plenty of free memory left compared with install with bunch of other mods you may have not notice memory leaking without GCMonitor. Another strange thing noticed. Crafts left near runway are despawned from game. Steps to reproduce: 1) Launched small rover that is meant to be used as Nav beacon near runway. Drive it near end of runway, pull brake. 2) Go back to KSP center and again to SPH for another rover 3) Game informs that is already craft on runway that needs to be cleared before proceed launch. I could swear that I placed rover far enough, but OK, I have repeated process. placed second rower on oposite side even further away from runway. 4) Back to KSC and SPH. This time, game does not complain that is something already on runway, but once on runway you can see that previously placed rover is not on his spot. 5) Go to SPH and load some premade craft - on loading craft become broken, only root part (cockpit) is loaded. At first I noticed it trough previously placed flags and I have repeated whole thing with rovers.- 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 quoted only part of my answer and if you didn't looked at original post, my sentence does not have much sense. Whole thing is about not understanding FAR graphs and question will Dermeisters rocket fly properly or not. It is "normal" for rockets to be unstable if you don't steer it too much from prograde vector, like you said, they were controled trough gimbals and fins to stay on prograde vector. However, you still have to watch out for torque, if it is too high near zero AoA, you will not be able to control it trough gimbal or fins. FAR graph will reveal it if you know how to read it.- 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 should install GCmonitor. It just shows how much memory currently is used, so you can know when it is going to crash. Despite latest flight manager and FAR dev bulid along with latest dll provided by ferram in page or two back I still having memory leak. I just fly plane around, without overheting and memory usage goes up slowly. I just preparing separate KSP install to narow down with least amount of mods installed to be able pinpoint more precisely which mod causes that. Temperathure overlay disabled to meake sure it is not stock issue. I will report here if I find anything usefull.- 14,073 replies
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[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
kcs123 replied to Claw's topic in KSP1 Mod Releases
There is problem with level one runway and stock fixed(unretractable) landing gears. I think that fix could be easy, spawned craft need to be slightly higher. Thing that is going on is that those gears are half sinked into ground and wide fixed gears jumps in air along with plane. Especialy if it is lightweigt plane that is alowed for level one runway anyway. I will provide craft file soon in my craft exchange thread(link in signature), let me know if you need some pictures of it. Debug console does not show anything suspicious, probably will not going to help you with this. Level II and Level III runway does not suffer from this bug.