Freds
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Everything posted by Freds
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Sometimes i use a Stayputnik in my engineless local communication satellites. The sattelite is just a Stayputnik, a relay antenna, a small battery, 2 OX4-L solar panels and, of course, a decoupler. There is no need for engines because the sattelite doesnt have a planned orbit: When any interplanetary mission happens, i put 1 or 2 of these onboard. I release them any moment when the eccentricity is <1 (so, it will stay in orbit)..... But i think to abandon that method in favor to this one! Much more effective way to create a comm network! https://gfycat.com/WhoppingZealousDrake
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I was researching some high speed aircraft. This little unnamed thing, inspired by a design posted by someone here in the forum, was able to reach Mach 5 without any rocket propulsion. The 2 rapiers are on atmospheric mode. (In fact, the airplane doesn't carry any oxidiser).
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i was thinking about this kind of design, to launch something just like Virgin Galactic does. Its cheaper and simpler than traditional SSTO, but the problem is with KSP: You cant control 2 vessels at the same time - in the moment that the carrier goes out physical range, it will be deleted, all kerbals lost Maybe Airpark mod can help, but i never used it. But, if someone, somehow manages to do it, i would love to see it in youtube!
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[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
Freds replied to NecroBones's topic in KSP1 Mod Releases
I have the same problem, but i never found out the mod that causes the problem I dont think SpaceY is the problematic mod, because it happens even with ships that dont use any SpaceY parts. -
32 to 1 - Functionality 2 - Efficiency 3 - If Kerbaled, capacity to return to Kerbin (no Kerbal left behind) I only mind about Aesthetics if the craft are meant to fly into the atmosphere.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Freds replied to ferram4's topic in KSP1 Mod Releases
Its not private - the video is still uploading.... try again in a few minutes and the link will work. @kcs123 - its just uploaded! The link works now.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Freds replied to ferram4's topic in KSP1 Mod Releases
I just tested with stock installation - only FAR and its dependencies (ModuleManager and Modular Flight Integrator ) and the bug happens. I recorded all in a video to show what happens. https://youtu.be/nERq4PSVO10 I just opened an issue in Github https://github.com/ferram4/Ferram-Aerospace-Research/issues/162- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Freds replied to ferram4's topic in KSP1 Mod Releases
@ferram4: This is what i have done: New sandbox game, last version of KSP_UPDATE Branch of FAR installed (and lot of other mods). Spawned an aeris3A by clicking on the runway and choosing aeris 3A. I drived the aeris 3 and parked it in the grass. FAR worked corretly. Back to spacecenter, i repeated the same procedure (click on runway, etc...) to spawn an Aries 4A. Drived the aries 4 to the grass, and FAR worked fine. The issue happens when i change from aeris 4A to aeris 3A (using , ) - FAR simply ignores Aries 3A. Lift, drag, all 0. I was analysing the Logs, and i think this is relevant:When aeris 3A was unpacked for the first time, FAR updates the Voxels: The same happens with aeris 4A At this time in log, FAR is working with aeris4A. But when i change ships, no more lines related to FAR appears in the log anymore, and aeris3A simply has 0 drag, 0 lift, no matter the speed it archives. If i switch BACK to aeris 4A, FAR works. If i return to the space center, and take control of aeris 3A, FAR works with aeris 3A. when i switch to Aeris 4A, FAR no longer works with aeris 4A. I can post the logs if you want, or i can test with modless install (only with FAR and module manager). Sorry for my poor english - its not my native language, so i'm still learning how to write in english.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Freds replied to ferram4's topic in KSP1 Mod Releases
@ferram4: I'm testing without vessel mover, and the problem happened. I'll post more details in a few minutes.- 14,073 replies
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I heard a conversation between Jeb and Bob that they will go on strike if i do not vote for KSP, so, KSP shall have my vote!
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I recommend action groups extended mod. It allows 255 up to action groups, and has a nice interface with buttons to click to execute some action.
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I got your point. now i see that i should have wrote "Should" instead of "Must" ^^ Let's not fight due to a grammatical error
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its your opinion X my opinion. There is even a sample SSTO included in the game (i think is the aries... dont remember now). I prefer MK2X and FAR, you prefer stock. One can simply put a big fuel tank, a big engine and a MK1 cockpit and lots of parachutes and call it SSTO..... "Purely by definition a plane that drops tanks is NOT an SSTO.". Ok, but, if the plane can reach orbit without dropping the empty tanks, can it be considerated an SSTO?
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FAR and MK2 Expansion are a must-have for SSTO - The Sledgehammer' Air-Augmented Ramrocket in the expansion is very nice once you reach Mach 2.5 as 11000M. First try to master aircraft design, then build a simple spaceplane, with droptanks for extra fuel, and, finally, go for full SSTO. Almost all my designs are spaceplanes with droptanks - some of them are able to reach orbit without dropping the tanks, but with almost no DV left. If the mission is for Kerbin Orbit, the cost of 2 FL-T800 + decoupler are almost nothing given the benefits, so, its pointless to have a SSTO in Kerbin orbit. I only use full SSTO for Laythe missions, so i can refuel in orbit and go for laythe again, but, in this case, the ship must be designed have enough fuel for deorbit, travel, land and return to orbit (sounds dificult, but in laythe is very easy to get to orbit).
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1450 Hours
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Freds replied to ferram4's topic in KSP1 Mod Releases
Can someone do a test? With FAR, launch a manned airplane, go as fast and high as you can and go EVA... (Keep the FAR display status window opened) Now go to flight status and see if the falling Kerbonaut has 0 mach, 0 drag, 0 lift, and an ever increasing speed...... I use 'EVA Parachutes & Ejection Seats' Mod, and last night i accidentally ejected my Kerbal, and this happened (I was deorbiting, it happened at aproximally mach 4 at 35000M ). I would test this myself, but i probabily wont have time to play anything tonight .- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Freds replied to ferram4's topic in KSP1 Mod Releases
WOW! FAR 'Update'!! I guess my Factorio base expansion plans will have to Wait so i can play KSP I have a spaceplane near Duna, and another prototype meant for an Eve land and return mission. The prototype is not ready for Eve, but flyes well in Kerbin! If i see any problems i post here.- 14,073 replies
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Testing Grounds at KSC
Freds replied to Waxing_Kibbous's topic in KSP1 Suggestions & Development Discussion
A test track for rovers is a very very good idea!!! I usually test my rovers only in the runway and the slopes nearby, sometimes i make a 'tour' in the KSC If we have a test area, with small craters, slopes, etc, it would be better (and more fun ) -
Craziest Ways Your Kerbals Survived An Accident
Freds replied to Program Kerbal Space's topic in KSP1 Discussion
The saddest moment was when an aerobraking on Eve gone wrong. The transport ship has 6 Kerbals onboard: 2 on the MK2 cockpit and 4 on Mk2 Crew Cabin. Due to the atmospheric pressure, FAR destroyed a decoupler holding a Droptank. The tank crashes in the wing, ripping it off the spaceplane. Without the wing the ship lost all control, and broken in a lot of pieces. The Mk2 Crew Cabin was destroyed, separating the cockpit (with 2 canards) from the rest of the now falling debris. I managed to 'land' in the middle of Explodium Sea 4 kerbals died, and the 2 who survived will never return do Kerbin A sad moment for the Kerbalkind -
Just for the record: In my install the only mod that has been broken is the Editor Extension Redux. ( http://forum.kerbalspaceprogram.com/index.php?/topic/127378-121-editor-extensions-redux-released-with-selectroot-merge-stripsymmetry-nooffsetlimits)
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Yes, this branch is compatible with 1.2.x. It's good enough for my career. I always install Real Chutes (I never tested FAR without it), and it works without problems. There are some bugs, like the colors in the VAB analysis are wrong, sometimes the data in the far display are always 0, but you just need to reload a save before entry the atmosfere and it works. Been flying in Kerbin and Eve (the aircraft in my last post screenshot was flying with FAR). Maybe this weekend i fly that aircraft in the tiny Duna's atmosphere. I'll tell you if FAR works nice in Duna.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Freds replied to ferram4's topic in KSP1 Mod Releases
Its working fine - there are some bugs, but almost all errors can be solved by saving before entering the atmosphere. I have flown in Kerbin, Eve and Duna without problems so far. I planning an unmanned one way trip to Laythe with a small drone aircraft will collect airbone science in the islands and maybe the poles. Maybe i send another drone to Jool, but there is nothing nice to see inside that gas giant :(. The image in the spoiler is a Karbonite powered atmospheric drone flying above a lake in Eve. The blue wings are FAR Coefficient of Lift Overlay.- 14,073 replies
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Launching asymmetrical rockets
Freds replied to Lunar Sea's topic in KSP1 Gameplay Questions and Tutorials
You can try this mod: Throttle Controlled Avionics. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Freds replied to ferram4's topic in KSP1 Mod Releases
For the ones who is feel anxious waiting for FAR, i'm using the KSP_Update Branch and its working fine on Linux (I dont tested it on windows... ) . Give Ferram4 the time he needs, maybe he will give us the update as a Christmas Gift- 14,073 replies
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Placing save game folder on server / NAS
Freds replied to Carraux's topic in KSP1 Technical Support (PC, unmodded installs)
Because KSP saved games are essentially text files,you can try to use GIT to keep them versioned and and synchronized between your computers. You only need to remember to do commits and pushs every time you switch computers. It works in teory, but i never tested this.