

kcs123
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Never used ADIOS, but problem could be that some cfg file or something is created after you first time run game with that mod. CKAN don't recognized it as file that is installed trough CKAN and therefore doesn't delete it. After you have removed ADIOS mod, double check that all ADIOS files are deleted and then try to install again.
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Physical. But it will crash when it is near 3.5 GB.
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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
It is explained in FAR wikipedia You plane is stable, meaning when you pitch up, other pitching derivates, like gravity(if COL is placed well) will push your nose down, if you alow to nose fall down too much, lift from wings and moment from engine gimbal perhaps will pitch up nose again. Whole process continues once again each time with lower amplitude of pitching, until it stops wobbling. It is pretty much "normal" for planes to wooble slightly, with carefuly designed plane you can minimize effect, but you can't avoid it compleatly. FAR dynamic analysis reveals how many wobbling you will have when you change vertical speed for some amount, for example. Don't ask me to explain it further, I only know what that analysis is for, but still don't know how to use it properly, what each edit box represent and how to use it to maximize your craft potential.- 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
Basic jet engine have higher trust on sea level and low speeds, however turbo jet gives better performance on high altitudes and high speeds.- 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
When comes to stable SAS, it depends much how steep your yelow line in FAR graph is, point where yelow line crosses x axis of graph and how much pitching authority your craft have. For stable crafts, it is not possible to compleatly avoid some woobling whenever you change vertical speed(pitching), but it is possible to make to fade out quickly. Study your static analysis, see at what AoA you will start to loose lift. I prefer to set pitching authority in way that no metter how you hold "S" key, AoA never exceeds 20 degree. Trough test flight I found that in most cases I don't need more than 15 degree. Reason is that anything more than 15 degree will just produce more drag without significant gain in lift, still more than 15 degree is desireable when you want to slow down your plane in reentry from orbit, for example. Perhaps this picture better explains it: (Cm) yelow line is set in a way that will prevent craft going in AoA area much larger than 15 degree. Pitching authority have not enough force to push pitching further than 15 degree, that will prevent stall. More AoA is still possible on higher speeds and altitudes where you need it. Steeper yelow line is near X axis will make plane stablilize quickly whenever you change pitching, but it will make plane less maneuverable at the same time. You need to experiment with different steeps of yelow line and control authority to make controlable woobling with SAS.- 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
Keptin's Basic Aircraft Design thread is most probably first stop when comes to aircraft and spaceplane designs. Already mentioned Wanderfound's guides are also more then valid. I have tried to cover gaps that I think is not covered up well in mentioned threads. You can find guide in pictures with my design steps with FAR few pages back in this thread. More info and craft examples are in link in my signature.- 14,073 replies
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Well, it was soo interesting that sal_vager deleted it, he should leave a quote or delete my post too Nothing much, just ungratefull user with complains about 404 error, "threatening" that he will flood all forums with post that CKAN is no worthy mod at all if developers of mod doesn't help him to make it runing. What he wrote was not nearly polite as I described, but he provoked me enough to reply on his post.
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I'm realy sorry for your trouble, but I doubt that developer of this mod can force your internet provider in any way so that you get better connection without 404 forbidden error. Could be just that servers where various mods are uploaded are overloaded and can't deliver data in time. Or you just blocked ckan in firewall or AV software and you don't realize it.
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
kcs123 replied to erendrake's topic in KSP1 Mod Releases
Yes, it should be possible to get by differentiating velocity vector over time, I was not thinking about that as possible solution. There is one problem with that aproach, though. Not sure if that will be problem at all, maybe it will be actualy better solution , but by differentiating velocity vector you will get acceleration of whole craft. Meaning other velocity vector were added to main velocity vector. Those are from gravity and from wing lift. With mentioned method by calculating acceleration with thrust and craft mass you will get scalar value that is closer to previous "Set throttle to 50%" commands used in already developed kOS scripts, without need to wory about direction of vector or if some other forces are included or not. English is not my native language, I hope that I was able to clarify first idea that poped up when Steven mentioned changes in upcoming version of KSP. -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
kcs123 replied to bac9's topic in KSP1 Mod Development
Do you also have DYJs procedural wings installed at the same time ? I was having issues with those, memory leak problems. Whenever I was resizing wings memory usage is increased until game CTD. MemoryUsage mod helped me to track down issue. Beside this, also got some unexpected behaviours, similar to things you have described. After removing DYJs procedural wings, I didn't notice any problems with B9, except that reported and solved bug with fuel. -
Does not looking too bad, for me anyway . Suggestion: Why not make them a little bit wider ? For example, few post above I showed some of solutions to put 3 x medium gear on structural panel and then put that structural panel somewhere on craft, either on hull or wings. Everyone have different taste about it. So, instead of 3 gears next to each other, use width of gear so it is possible to attach two heavy gear on 2 x 2 m structural panel. That will solve many issues you have with more narrowed design. Also strength of one heavy gear should be like 3 x medium gears - just from expirience in creating heavy planes. Your mod already helped a lot with that. EDIT: Another suggestion. For same wheel type as on your pictures. Rotate them on two axes, not just one, when you need to fold wheels inside gearbox. Meaning one point of rotation is on leg near gear box, but you need second rotation point on leg near wheels. So, when you raise gear, leg rotates 90 degree to pitch up wheels, but at the same time wheels rotates also 90 degrees in a way that wheels keep position as they have on ground. This will require slightly longer gearbox instead wider, though.
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
kcs123 replied to erendrake's topic in KSP1 Mod Releases
Well, long before those news kicked in, I got some thoughts for making sort of autopilot with kOS and FAR. Instead of setting throttle to 50% and using as constant for other variables, I thought it would be better to use acceleration as constant and change everything else that is allowed to change to keep same acceleration. Acceleration should be function of thrust(force) and craft mass, if I recall this correctly from school . Problem is that both will be changing over time, thrust due to atmosphere pressure change and mass due to fuel loss over time. So, kOS script should watch current acceleration and adjust trotlle to keep same acceleration as addition to keep tracking other vectors - prograde, horizont, relative to target, etc. Maybe it will be good to include such function in kOS, when you call it it will give you current acceleration of craft. That will allow to make more simple script and leave room for more complicated tasks. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
kcs123 replied to ferram4's topic in KSP1 Mod Releases
Sabre M engine should be like 4 x Sabre S, at least what is in B9 descriptions, don't know why AJE have nerfed that. Main purpose is to have less parts attached on plane for same result in thrust, it is not impossible to make such engines and it is good gamebalance idea from b9 side. Don't know much about Skylon and what was supposed to be when comes to drag values. Perhaps they have not calculated skin drag at all due to high polished surfaces, who knows. What I know is that FAR editor analysis shows skin drag properly. It is more noticable if you can compare graphs from previous FAR versions and latest FAR on the same plane. More easy to see if you use low AoA area like up to 10 degree on higher speeds like 2 or more mach. L/D ratio is noticable lower in new versions and red line is visible lot above X axis on graph, meaning some amount of drag is present even if plane is near zero AoA angle. There is still some bug present with FAR stability analysis, especially if you have some control surfaces with AoA(%) set with other values than zero. Previously that was problem with flaps/spoilers when you have to click on analysis button couple of tmes until you always have same numbers. In latest version problem with flaps is solved, but with other control surfaces with some AoA(%) it is still present. Need to make some screenshots and upload them to show. - - - Updated - - - Good point. I didn't put in consideration engines and gases from engine exhaust, don't know if FAR calculates that either. I just wanted to say that is not totally unrealistic to have high drag in rear craft area. Problem is that FAR can't show lift/drag values on small part of part area, it can show only for part as whole. Also, you have to keep in mind that as much as FAR tends to be close to real life aerodynamic as possible some things are not calculated at all. For various reasons, too much effort to calculate it realistically for little influence on overall craft behaviour, too much calculations that could kill game FPS or influence is just too minor to be noticeable in game etc.- 14,073 replies
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Thanks for maintaining it and for all your time spend in development. And thanks for permission for anyone with enough skill, willpower and enough free time to continue development. I hope that someone will be able to continue this mod, until then we have to figure out how to manage without it. Cheers.
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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
Just as I suspected, you plane will always have low L/D ratio, only when you activly pitching up, you will have L/D ratio over "1". Not entirely bad thing, depends what you expect from your plane, for small fighter a like agile craft it is OK, although not very effective. Now, for your problem. It is pretty much "normal" for FAR to calculate drag at engine mount like in picture. Don't know exactly how much of realism FAR caluclates, but it is not entierly unrealistic. When any body travels fast in fluid it leaves area with low preasure in rear area. That low preasure creates forces that pulling back that body - that is why it is called drag. Not only surfaces in front, but surface area at back is equaly important when comes to drag. You will find more info and better explanation on wikipedia for this than I am able to provide. Perhaps ferram can give more insight what is calculated and what not in FAR. Please note that you are near mach 1 at only 1.3 km, almost sea level flight. Aerodynamic forces at that altitudes are realy high. Nothing strange about it. EDIT: Second look at pictures, it is J to Mk2 adapter from OPT mod. FAR calculates lift/drag based on frontal cross section of mesh over lenghth of part. Engine mounts adds some more frontal cross section area than standard MK2 to Mk1 adapter. That is another reason why you have slightly more drag than usual MK2 adapter.- 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
While you are at Kerbal space center open FAR, there is debug option to provide more info on surfaces. Now, when you are in flight when you right click on craft part you will see current lift and drag for that part. Quick look at pictures, seems that you have placed neutral pitching moment too close to zero AoA. Because of it, your plane provides little to none lift most of times. Check links in my signature for more info if you are confused what I'm talking about.- 14,073 replies
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Updated craft files with no lights variants. Download link is same, redownload files if you need them.
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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 didn't have time to rebuild my planes for AJE in V0.90, probably next step on to do list. Check my test flight gallery, I didn't used steep ascent path to reach high altitude. You need to find sweet spot for accelerating and climbing rate. In V0.25 my only trouble with AJE is that I have to put more fuel in plane to compensate afterburner effect. Payload is also slightly lowered, but fundamental principles are the same. Difference in AJE is that you need to go faster to be able to go faster. Like I said, you need to find sweet spot for altitude, speed and amount of air intakes that will provide enough air without too much drag.- 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 need to climb above 18km to be able to reach mach 3. For speeds above mach 3 up to 4 you need to climb at 23km. For mach 5 and higher you will need 27 km or more. Just expirience from test flights. Following those rules I'm able to put unreasonably sized craft in space Drag is 0.073 for 3.23 mach @19km, no wories, large wings don't produce so much drag as you may think. Of course, drag is increased as you accelerate, so when you do, you need to climb higher and have stable plane on those altitudes. Drag is 0.086 for 3.57 mach @22km even on this large plane- 14,073 replies
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Those are standard parts from B9 Aerospace mod. I have installed B9 trough CKAN and those parts should be there. Folder "..\B9_Aerospace\Parts\Utility_light_A" and "..\B9_Aerospace\Parts\Utility_light_N" I have deleted HX parts and old aerodynamic surfaces manualy to make some room for other mods. Please note that new B9 Procedural parts is another mod still in development that you need for those planes. I don't have craft files without those parts, but I can strip off them from planes and add them inside zip file as separate addition. I will note it here when I update archives.
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Huge enough ? More info in recently opened thread KCS SpacePlanes Craft Repository.